Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/**
|
|
|
|
|
* $Id:
|
|
|
|
|
*
|
|
|
|
|
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
|
|
|
|
|
*
|
|
|
|
|
* This program is free software; you can redistribute it and/or
|
|
|
|
|
* modify it under the terms of the GNU General Public License
|
|
|
|
|
* as published by the Free Software Foundation; either version 2
|
|
|
|
|
* of the License, or (at your option) any later version. The Blender
|
|
|
|
|
* Foundation also sells licenses for use in proprietary software under
|
|
|
|
|
* the Blender License. See http://www.blender.org/BL/ for information
|
|
|
|
|
* about this.
|
|
|
|
|
*
|
|
|
|
|
* This program is distributed in the hope that it will be useful,
|
|
|
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
|
* GNU General Public License for more details.
|
|
|
|
|
*
|
|
|
|
|
* You should have received a copy of the GNU General Public License
|
|
|
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
|
|
|
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
|
*
|
|
|
|
|
* The Original Code is Copyright (C) 2004 by NaN Holding BV.
|
|
|
|
|
* All rights reserved.
|
|
|
|
|
*
|
|
|
|
|
* The Original Code is: all of this file.
|
|
|
|
|
*
|
|
|
|
|
* Contributor(s): none yet.
|
|
|
|
|
*
|
|
|
|
|
* ***** END GPL/BL DUAL LICENSE BLOCK *****
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
|
|
|
|
|
editmesh_tool.c: UI called tools for editmesh, geometry changes here, otherwise in mods.c
|
|
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#include <stdlib.h>
|
|
|
|
|
#include <string.h>
|
|
|
|
|
#include <math.h>
|
|
|
|
|
|
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
|
|
|
#include <config.h>
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#include "DNA_mesh_types.h"
|
|
|
|
|
#include "DNA_material_types.h"
|
|
|
|
|
#include "DNA_meshdata_types.h"
|
|
|
|
|
#include "DNA_object_types.h"
|
|
|
|
|
#include "DNA_scene_types.h"
|
|
|
|
|
#include "DNA_screen_types.h"
|
|
|
|
|
#include "DNA_view3d_types.h"
|
|
|
|
|
|
|
|
|
|
#include "BLI_blenlib.h"
|
|
|
|
|
#include "BLI_arithb.h"
|
|
|
|
|
#include "BLI_editVert.h"
|
|
|
|
|
#include "BLI_rand.h"
|
|
|
|
|
|
|
|
|
|
#include "BKE_displist.h"
|
|
|
|
|
#include "BKE_global.h"
|
|
|
|
|
#include "BKE_library.h"
|
|
|
|
|
#include "BKE_mesh.h"
|
|
|
|
|
#include "BKE_object.h"
|
|
|
|
|
#include "BKE_utildefines.h"
|
|
|
|
|
|
|
|
|
|
#include "BIF_cursors.h"
|
|
|
|
|
#include "BIF_editmesh.h"
|
|
|
|
|
#include "BIF_gl.h"
|
|
|
|
|
#include "BIF_graphics.h"
|
|
|
|
|
#include "BIF_interface.h"
|
|
|
|
|
#include "BIF_mywindow.h"
|
|
|
|
|
#include "BIF_screen.h"
|
|
|
|
|
#include "BIF_space.h"
|
|
|
|
|
#include "BIF_resources.h"
|
|
|
|
|
#include "BIF_toolbox.h"
|
2005-03-14 14:16:59 +00:00
|
|
|
#include "BIF_transform.h"
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
#include "BDR_drawobject.h"
|
|
|
|
|
#include "BDR_editobject.h"
|
|
|
|
|
|
|
|
|
|
#include "BSE_view.h"
|
|
|
|
|
#include "BSE_edit.h"
|
|
|
|
|
|
|
|
|
|
#include "mydevice.h"
|
|
|
|
|
#include "blendef.h"
|
|
|
|
|
|
|
|
|
|
#include "editmesh.h"
|
|
|
|
|
|
|
|
|
|
|
2005-03-09 19:45:59 +00:00
|
|
|
/* local prototypes ---------------*/
|
|
|
|
|
void bevel_menu(void);
|
|
|
|
|
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/********* qsort routines *********/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
struct xvertsort {
|
|
|
|
|
float x;
|
|
|
|
|
EditVert *v1;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
static int vergxco(const void *v1, const void *v2)
|
|
|
|
|
{
|
|
|
|
|
const struct xvertsort *x1=v1, *x2=v2;
|
|
|
|
|
|
|
|
|
|
if( x1->x > x2->x ) return 1;
|
|
|
|
|
else if( x1->x < x2->x) return -1;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
struct facesort {
|
|
|
|
|
long x;
|
|
|
|
|
struct EditFace *efa;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static int vergface(const void *v1, const void *v2)
|
|
|
|
|
{
|
|
|
|
|
const struct facesort *x1=v1, *x2=v2;
|
|
|
|
|
|
|
|
|
|
if( x1->x > x2->x ) return 1;
|
|
|
|
|
else if( x1->x < x2->x) return -1;
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* *********************************** */
|
|
|
|
|
|
|
|
|
|
void convert_to_triface(int all)
|
|
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditFace *efa, *efan, *next;
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa= em->faces.last;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
while(efa) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
next= efa->prev;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(efa->v4) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(all || (efa->f & SELECT) ) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
2004-10-09 20:49:55 +00:00
|
|
|
efan= addfacelist(efa->v1, efa->v2, efa->v3, 0, efa, NULL);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(efa->f & SELECT) EM_select_face(efan, 1);
|
2004-10-09 20:49:55 +00:00
|
|
|
efan= addfacelist(efa->v1, efa->v3, efa->v4, 0, efa, NULL);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(efa->f & SELECT) EM_select_face(efan, 1);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
efan->tf.uv[1][0]= efan->tf.uv[2][0];
|
|
|
|
|
efan->tf.uv[1][1]= efan->tf.uv[2][1];
|
|
|
|
|
efan->tf.uv[2][0]= efan->tf.uv[3][0];
|
|
|
|
|
efan->tf.uv[2][1]= efan->tf.uv[3][1];
|
|
|
|
|
|
|
|
|
|
efan->tf.col[1]= efan->tf.col[2];
|
|
|
|
|
efan->tf.col[2]= efan->tf.col[3];
|
|
|
|
|
|
|
|
|
|
BLI_remlink(&em->faces, efa);
|
|
|
|
|
free_editface(efa);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
efa= next;
|
|
|
|
|
}
|
|
|
|
|
|
2004-09-24 16:06:20 +00:00
|
|
|
EM_fgon_flags(); // redo flags and indices for fgons
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
BIF_undo_push("Convert Quads to Triangles");
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2004-11-24 16:29:10 +00:00
|
|
|
int removedoublesflag(short flag, float limit) /* return amount */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
/* all verts with (flag & 'flag') are being evaluated */
|
|
|
|
|
EditVert *eve, *v1, *nextve;
|
|
|
|
|
EditEdge *eed, *e1, *nexted;
|
|
|
|
|
EditFace *efa, *nextvl;
|
|
|
|
|
struct xvertsort *sortblock, *sb, *sb1;
|
|
|
|
|
struct facesort *vlsortblock, *vsb, *vsb1;
|
|
|
|
|
float dist;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
int a, b, test, amount;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
/* flag 128 is cleared, count */
|
|
|
|
|
eve= em->verts.first;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
amount= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
while(eve) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
eve->f &= ~128;
|
|
|
|
|
if(eve->f & flag) amount++;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(amount==0) return 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
/* allocate memory and qsort */
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
sb= sortblock= (struct xvertsort *)MEM_mallocN(sizeof(struct xvertsort)*amount,"sortremovedoub");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve= em->verts.first;
|
|
|
|
|
while(eve) {
|
|
|
|
|
if(eve->f & flag) {
|
|
|
|
|
sb->x= eve->co[0]+eve->co[1]+eve->co[2];
|
|
|
|
|
sb->v1= eve;
|
|
|
|
|
sb++;
|
|
|
|
|
}
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
qsort(sortblock, amount, sizeof(struct xvertsort), vergxco);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
/* test for doubles */
|
|
|
|
|
sb= sortblock;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
for(a=0; a<amount; a++) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve= sb->v1;
|
|
|
|
|
if( (eve->f & 128)==0 ) {
|
|
|
|
|
sb1= sb+1;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
for(b=a+1; b<amount; b++) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* first test: simpel dist */
|
|
|
|
|
dist= sb1->x - sb->x;
|
|
|
|
|
if(dist > limit) break;
|
|
|
|
|
|
|
|
|
|
/* second test: is vertex allowed */
|
|
|
|
|
v1= sb1->v1;
|
|
|
|
|
if( (v1->f & 128)==0 ) {
|
|
|
|
|
|
2005-05-13 10:20:10 +00:00
|
|
|
dist= (float)fabs(v1->co[0]-eve->co[0]);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(dist<=limit) {
|
2005-05-13 10:20:10 +00:00
|
|
|
dist= (float)fabs(v1->co[1]-eve->co[1]);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(dist<=limit) {
|
2005-05-13 10:20:10 +00:00
|
|
|
dist= (float)fabs(v1->co[2]-eve->co[2]);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(dist<=limit) {
|
|
|
|
|
v1->f|= 128;
|
|
|
|
|
v1->vn= eve;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
sb1++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
sb++;
|
|
|
|
|
}
|
|
|
|
|
MEM_freeN(sortblock);
|
|
|
|
|
|
|
|
|
|
/* test edges and insert again */
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
eed->f2= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
eed= em->edges.last;
|
|
|
|
|
while(eed) {
|
|
|
|
|
nexted= eed->prev;
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(eed->f2==0) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if( (eed->v1->f & 128) || (eed->v2->f & 128) ) {
|
|
|
|
|
remedge(eed);
|
|
|
|
|
|
|
|
|
|
if(eed->v1->f & 128) eed->v1= eed->v1->vn;
|
|
|
|
|
if(eed->v2->f & 128) eed->v2= eed->v2->vn;
|
|
|
|
|
e1= addedgelist(eed->v1, eed->v2, eed);
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(e1) e1->f2= 1;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(e1!=eed) free_editedge(eed);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
eed= nexted;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* first count amount of test faces */
|
|
|
|
|
efa= (struct EditFace *)em->faces.first;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
amount= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
while(efa) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->f1= 0;
|
|
|
|
|
if(efa->v1->f & 128) efa->f1= 1;
|
|
|
|
|
else if(efa->v2->f & 128) efa->f1= 1;
|
|
|
|
|
else if(efa->v3->f & 128) efa->f1= 1;
|
|
|
|
|
else if(efa->v4 && (efa->v4->f & 128)) efa->f1= 1;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(efa->f1==1) amount++;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* test faces for double vertices, and if needed remove them */
|
|
|
|
|
efa= (struct EditFace *)em->faces.first;
|
|
|
|
|
while(efa) {
|
|
|
|
|
nextvl= efa->next;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(efa->f1==1) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
if(efa->v1->f & 128) efa->v1= efa->v1->vn;
|
|
|
|
|
if(efa->v2->f & 128) efa->v2= efa->v2->vn;
|
|
|
|
|
if(efa->v3->f & 128) efa->v3= efa->v3->vn;
|
|
|
|
|
if(efa->v4 && (efa->v4->f & 128)) efa->v4= efa->v4->vn;
|
|
|
|
|
|
|
|
|
|
test= 0;
|
|
|
|
|
if(efa->v1==efa->v2) test+=1;
|
|
|
|
|
if(efa->v2==efa->v3) test+=2;
|
|
|
|
|
if(efa->v3==efa->v1) test+=4;
|
|
|
|
|
if(efa->v4==efa->v1) test+=8;
|
|
|
|
|
if(efa->v3==efa->v4) test+=16;
|
|
|
|
|
if(efa->v2==efa->v4) test+=32;
|
|
|
|
|
|
|
|
|
|
if(test) {
|
|
|
|
|
if(efa->v4) {
|
|
|
|
|
if(test==1 || test==2) {
|
|
|
|
|
efa->v2= efa->v3;
|
|
|
|
|
efa->v3= efa->v4;
|
|
|
|
|
efa->v4= 0;
|
|
|
|
|
test= 0;
|
|
|
|
|
}
|
|
|
|
|
else if(test==8 || test==16) {
|
|
|
|
|
efa->v4= 0;
|
|
|
|
|
test= 0;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
BLI_remlink(&em->faces, efa);
|
|
|
|
|
free_editface(efa);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
amount--;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
BLI_remlink(&em->faces, efa);
|
|
|
|
|
free_editface(efa);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
amount--;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(test==0) {
|
|
|
|
|
/* set edge pointers */
|
|
|
|
|
efa->e1= findedgelist(efa->v1, efa->v2);
|
|
|
|
|
efa->e2= findedgelist(efa->v2, efa->v3);
|
|
|
|
|
if(efa->v4==0) {
|
|
|
|
|
efa->e3= findedgelist(efa->v3, efa->v1);
|
|
|
|
|
efa->e4= 0;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
efa->e3= findedgelist(efa->v3, efa->v4);
|
|
|
|
|
efa->e4= findedgelist(efa->v4, efa->v1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
efa= nextvl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* double faces: sort block */
|
|
|
|
|
/* count again, now all selected faces */
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
amount= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->f1= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(faceselectedAND(efa, 1)) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->f1= 1;
|
|
|
|
|
amount++;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(amount) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* double faces: sort block */
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
vsb= vlsortblock= MEM_mallocN(sizeof(struct facesort)*amount, "sortremovedoub");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(efa->f1 & 1) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(efa->v4) vsb->x= (long) MIN4( (long)efa->v1, (long)efa->v2, (long)efa->v3, (long)efa->v4);
|
|
|
|
|
else vsb->x= (long) MIN3( (long)efa->v1, (long)efa->v2, (long)efa->v3);
|
|
|
|
|
|
|
|
|
|
vsb->efa= efa;
|
|
|
|
|
vsb++;
|
|
|
|
|
}
|
|
|
|
|
efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
qsort(vlsortblock, amount, sizeof(struct facesort), vergface);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
vsb= vlsortblock;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
for(a=0; a<amount; a++) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
efa= vsb->efa;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if( (efa->f1 & 128)==0 ) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
vsb1= vsb+1;
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
for(b=a+1; b<amount; b++) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
/* first test: same pointer? */
|
|
|
|
|
if(vsb->x != vsb1->x) break;
|
|
|
|
|
|
|
|
|
|
/* second test: is test permitted? */
|
|
|
|
|
efa= vsb1->efa;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if( (efa->f1 & 128)==0 ) {
|
|
|
|
|
if( compareface(efa, vsb->efa)) efa->f1 |= 128;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
}
|
|
|
|
|
vsb1++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
vsb++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MEM_freeN(vlsortblock);
|
|
|
|
|
|
|
|
|
|
/* remove double faces */
|
|
|
|
|
efa= (struct EditFace *)em->faces.first;
|
|
|
|
|
while(efa) {
|
|
|
|
|
nextvl= efa->next;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(efa->f1 & 128) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BLI_remlink(&em->faces, efa);
|
|
|
|
|
free_editface(efa);
|
|
|
|
|
}
|
|
|
|
|
efa= nextvl;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* remove double vertices */
|
|
|
|
|
a= 0;
|
|
|
|
|
eve= (struct EditVert *)em->verts.first;
|
|
|
|
|
while(eve) {
|
|
|
|
|
nextve= eve->next;
|
|
|
|
|
if(eve->f & flag) {
|
|
|
|
|
if(eve->f & 128) {
|
|
|
|
|
a++;
|
|
|
|
|
BLI_remlink(&em->verts, eve);
|
|
|
|
|
free_editvert(eve);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
eve= nextve;
|
|
|
|
|
}
|
2004-09-24 16:06:20 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
return a; /* amount */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* called from buttons */
|
|
|
|
|
void xsortvert_flag(int flag)
|
|
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
/* all verts with (flag & 'flag') are sorted */
|
|
|
|
|
EditVert *eve;
|
|
|
|
|
struct xvertsort *sortblock, *sb;
|
|
|
|
|
ListBase tbase;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
int amount;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
/* count */
|
|
|
|
|
eve= em->verts.first;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
amount= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
while(eve) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(eve->f & flag) amount++;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(amount==0) return;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
/* allocate memory and sort */
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
sb= sortblock= (struct xvertsort *)MEM_mallocN(sizeof(struct xvertsort)*amount,"sortremovedoub");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve= em->verts.first;
|
|
|
|
|
while(eve) {
|
|
|
|
|
if(eve->f & flag) {
|
|
|
|
|
sb->x= eve->xs;
|
|
|
|
|
sb->v1= eve;
|
|
|
|
|
sb++;
|
|
|
|
|
}
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
qsort(sortblock, amount, sizeof(struct xvertsort), vergxco);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
/* make temporal listbase */
|
|
|
|
|
tbase.first= tbase.last= 0;
|
|
|
|
|
sb= sortblock;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
while(amount--) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve= sb->v1;
|
|
|
|
|
BLI_remlink(&em->verts, eve);
|
|
|
|
|
BLI_addtail(&tbase, eve);
|
|
|
|
|
sb++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
addlisttolist(&em->verts, &tbase);
|
|
|
|
|
|
|
|
|
|
MEM_freeN(sortblock);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
BIF_undo_push("Xsort");
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* called from buttons */
|
|
|
|
|
void hashvert_flag(int flag)
|
|
|
|
|
{
|
|
|
|
|
/* switch vertex order using hash table */
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditVert *eve;
|
|
|
|
|
struct xvertsort *sortblock, *sb, onth, *newsort;
|
|
|
|
|
ListBase tbase;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
int amount, a, b;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
/* count */
|
|
|
|
|
eve= em->verts.first;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
amount= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
while(eve) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(eve->f & flag) amount++;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(amount==0) return;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
/* allocate memory */
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
sb= sortblock= (struct xvertsort *)MEM_mallocN(sizeof(struct xvertsort)*amount,"sortremovedoub");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve= em->verts.first;
|
|
|
|
|
while(eve) {
|
|
|
|
|
if(eve->f & flag) {
|
|
|
|
|
sb->v1= eve;
|
|
|
|
|
sb++;
|
|
|
|
|
}
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BLI_srand(1);
|
|
|
|
|
|
|
|
|
|
sb= sortblock;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
for(a=0; a<amount; a++, sb++) {
|
2005-05-13 10:20:10 +00:00
|
|
|
b= (int)(amount*BLI_drand());
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(b>=0 && b<amount) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
newsort= sortblock+b;
|
|
|
|
|
onth= *sb;
|
|
|
|
|
*sb= *newsort;
|
|
|
|
|
*newsort= onth;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* make temporal listbase */
|
|
|
|
|
tbase.first= tbase.last= 0;
|
|
|
|
|
sb= sortblock;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
while(amount--) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve= sb->v1;
|
|
|
|
|
BLI_remlink(&em->verts, eve);
|
|
|
|
|
BLI_addtail(&tbase, eve);
|
|
|
|
|
sb++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
addlisttolist(&em->verts, &tbase);
|
|
|
|
|
|
|
|
|
|
MEM_freeN(sortblock);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
BIF_undo_push("Hash");
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
2005-03-14 14:16:59 +00:00
|
|
|
/* generic extern called extruder */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
void extrude_mesh(void)
|
|
|
|
|
{
|
2005-03-14 14:16:59 +00:00
|
|
|
float nor[3]= {0.0, 0.0, 0.0};
|
|
|
|
|
short nr, transmode= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
TEST_EDITMESH
|
|
|
|
|
|
2005-05-07 15:50:09 +00:00
|
|
|
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
|
|
|
|
|
if(G.totvertsel==0) nr= 0;
|
|
|
|
|
else if(G.totvertsel==1) nr= 4;
|
|
|
|
|
else if(G.totedgesel==0) nr= 4;
|
|
|
|
|
else if(G.totfacesel==0)
|
|
|
|
|
nr= pupmenu("Extrude %t|Only Edges%x3|Only Vertices%x4");
|
|
|
|
|
else if(G.totfacesel==1)
|
|
|
|
|
nr= pupmenu("Extrude %t|Region %x1|Only Edges%x3");
|
|
|
|
|
else
|
|
|
|
|
nr= pupmenu("Extrude %t|Region %x1||Individual Faces %x2|Only Edges%x3|Only Vertices%x4");
|
|
|
|
|
}
|
|
|
|
|
else if(G.scene->selectmode & SCE_SELECT_EDGE) {
|
|
|
|
|
if (G.totedgesel==0) nr = 0;
|
|
|
|
|
else if (G.totedgesel==1) nr = 3;
|
|
|
|
|
else if(G.totfacesel==0) nr = 3;
|
|
|
|
|
else if(G.totfacesel==1)
|
|
|
|
|
nr= pupmenu("Extrude %t|Region %x1|Only Edges%x3");
|
|
|
|
|
else
|
|
|
|
|
nr= pupmenu("Extrude %t|Region %x1||Individual Faces %x2|Only Edges%x3");
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
if (G.totfacesel == 0) nr = 0;
|
|
|
|
|
else if (G.totfacesel == 1) nr = 1;
|
|
|
|
|
else
|
|
|
|
|
nr= pupmenu("Extrude %t|Region %x1||Individual Faces %x2");
|
|
|
|
|
}
|
2004-10-18 22:47:26 +00:00
|
|
|
|
|
|
|
|
if(nr<1) return;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
|
2005-03-14 14:16:59 +00:00
|
|
|
if(nr==1) transmode= extrudeflag(SELECT, nor);
|
|
|
|
|
else if(nr==4) transmode= extrudeflag_verts_indiv(SELECT, nor);
|
|
|
|
|
else if(nr==3) transmode= extrudeflag_edges_indiv(SELECT, nor);
|
|
|
|
|
else transmode= extrudeflag_face_indiv(SELECT, nor);
|
2004-10-18 22:47:26 +00:00
|
|
|
|
2005-03-14 14:16:59 +00:00
|
|
|
if(transmode==0) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
error("No valid selection");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
else {
|
2004-09-24 16:06:20 +00:00
|
|
|
EM_fgon_flags();
|
2004-09-30 20:38:35 +00:00
|
|
|
countall();
|
2005-03-14 14:16:59 +00:00
|
|
|
|
|
|
|
|
/* individual faces? */
|
2005-05-08 12:00:28 +00:00
|
|
|
BIF_TransformSetUndo("Extrude");
|
2005-03-14 14:16:59 +00:00
|
|
|
if(nr==2) {
|
2005-05-10 04:21:11 +00:00
|
|
|
initTransform(TFM_SHRINKFATTEN, CTX_NO_PET|CTX_NO_NOR_RECALC);
|
|
|
|
|
Transform();
|
2005-03-14 14:16:59 +00:00
|
|
|
}
|
|
|
|
|
else {
|
2005-05-10 04:21:11 +00:00
|
|
|
initTransform(TFM_TRANSLATION, CTX_NO_PET);
|
2005-03-16 21:55:57 +00:00
|
|
|
if(transmode=='n') {
|
|
|
|
|
Mat4MulVecfl(G.obedit->obmat, nor);
|
|
|
|
|
VecSubf(nor, nor, G.obedit->obmat[3]);
|
2005-03-21 17:52:45 +00:00
|
|
|
BIF_setSingleAxisConstraint(nor, NULL);
|
2005-03-16 21:55:57 +00:00
|
|
|
}
|
2005-05-10 04:21:11 +00:00
|
|
|
Transform();
|
2005-03-14 14:16:59 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void split_mesh(void)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
TEST_EDITMESH
|
|
|
|
|
|
|
|
|
|
if(okee(" Split ")==0) return;
|
|
|
|
|
|
|
|
|
|
waitcursor(1);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* make duplicate first */
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
adduplicateflag(SELECT);
|
|
|
|
|
/* old faces have flag 128 set, delete them */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
delfaceflag(128);
|
|
|
|
|
|
|
|
|
|
waitcursor(0);
|
|
|
|
|
|
|
|
|
|
countall();
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
makeDispList(G.obedit);
|
2004-12-15 11:36:46 +00:00
|
|
|
BIF_undo_push("Split");
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void extrude_repeat_mesh(int steps, float offs)
|
|
|
|
|
{
|
2005-03-14 14:16:59 +00:00
|
|
|
float dvec[3], tmat[3][3], bmat[3][3], nor[3]= {0.0, 0.0, 0.0};
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
short a,ok;
|
|
|
|
|
|
|
|
|
|
TEST_EDITMESH
|
|
|
|
|
waitcursor(1);
|
|
|
|
|
|
|
|
|
|
/* dvec */
|
|
|
|
|
dvec[0]= G.vd->persinv[2][0];
|
|
|
|
|
dvec[1]= G.vd->persinv[2][1];
|
|
|
|
|
dvec[2]= G.vd->persinv[2][2];
|
|
|
|
|
Normalise(dvec);
|
|
|
|
|
dvec[0]*= offs;
|
|
|
|
|
dvec[1]*= offs;
|
|
|
|
|
dvec[2]*= offs;
|
|
|
|
|
|
|
|
|
|
/* base correction */
|
|
|
|
|
Mat3CpyMat4(bmat, G.obedit->obmat);
|
|
|
|
|
Mat3Inv(tmat, bmat);
|
|
|
|
|
Mat3MulVecfl(tmat, dvec);
|
|
|
|
|
|
|
|
|
|
for(a=0;a<steps;a++) {
|
2005-03-14 14:16:59 +00:00
|
|
|
ok= extrudeflag(SELECT, nor);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(ok==0) {
|
|
|
|
|
error("No valid vertices are selected");
|
|
|
|
|
break;
|
|
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
translateflag(SELECT, dvec);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
2004-09-24 16:06:20 +00:00
|
|
|
|
|
|
|
|
EM_fgon_flags();
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
countall();
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
makeDispList(G.obedit);
|
|
|
|
|
waitcursor(0);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
BIF_undo_push("Extrude Repeat");
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void spin_mesh(int steps,int degr,float *dvec, int mode)
|
|
|
|
|
{
|
|
|
|
|
extern short editbutflag;
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditVert *eve,*nextve;
|
2005-03-14 14:16:59 +00:00
|
|
|
float nor[3]= {0.0, 0.0, 0.0};
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
float *curs, si,n[3],q[4],cmat[3][3],imat[3][3], tmat[3][3];
|
|
|
|
|
float cent[3],bmat[3][3];
|
|
|
|
|
float phi;
|
|
|
|
|
short a,ok;
|
|
|
|
|
|
|
|
|
|
TEST_EDITMESH
|
|
|
|
|
|
|
|
|
|
waitcursor(1);
|
|
|
|
|
|
|
|
|
|
/* imat and centre and size */
|
|
|
|
|
Mat3CpyMat4(bmat, G.obedit->obmat);
|
|
|
|
|
Mat3Inv(imat,bmat);
|
|
|
|
|
|
|
|
|
|
curs= give_cursor();
|
|
|
|
|
VECCOPY(cent, curs);
|
|
|
|
|
cent[0]-= G.obedit->obmat[3][0];
|
|
|
|
|
cent[1]-= G.obedit->obmat[3][1];
|
|
|
|
|
cent[2]-= G.obedit->obmat[3][2];
|
|
|
|
|
Mat3MulVecfl(imat, cent);
|
|
|
|
|
|
2005-05-13 10:20:10 +00:00
|
|
|
phi= (float)(degr*M_PI/360.0);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
phi/= steps;
|
|
|
|
|
if(editbutflag & B_CLOCKWISE) phi= -phi;
|
|
|
|
|
|
|
|
|
|
if(dvec) {
|
|
|
|
|
n[0]=n[1]= 0.0;
|
|
|
|
|
n[2]= 1.0;
|
|
|
|
|
} else {
|
|
|
|
|
n[0]= G.vd->viewinv[2][0];
|
|
|
|
|
n[1]= G.vd->viewinv[2][1];
|
|
|
|
|
n[2]= G.vd->viewinv[2][2];
|
|
|
|
|
Normalise(n);
|
|
|
|
|
}
|
|
|
|
|
|
2005-05-13 10:20:10 +00:00
|
|
|
q[0]= (float)cos(phi);
|
|
|
|
|
si= (float)sin(phi);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
q[1]= n[0]*si;
|
|
|
|
|
q[2]= n[1]*si;
|
|
|
|
|
q[3]= n[2]*si;
|
|
|
|
|
QuatToMat3(q, cmat);
|
|
|
|
|
|
|
|
|
|
Mat3MulMat3(tmat,cmat,bmat);
|
|
|
|
|
Mat3MulMat3(bmat,imat,tmat);
|
|
|
|
|
|
|
|
|
|
if(mode==0) if(editbutflag & B_KEEPORIG) adduplicateflag(1);
|
|
|
|
|
ok= 1;
|
|
|
|
|
|
|
|
|
|
for(a=0;a<steps;a++) {
|
2005-03-14 14:16:59 +00:00
|
|
|
if(mode==0) ok= extrudeflag(SELECT, nor);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
else adduplicateflag(SELECT);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(ok==0) {
|
|
|
|
|
error("No valid vertices are selected");
|
|
|
|
|
break;
|
|
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
rotateflag(SELECT, cent, bmat);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(dvec) {
|
|
|
|
|
Mat3MulVecfl(bmat,dvec);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
translateflag(SELECT, dvec);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
waitcursor(0);
|
|
|
|
|
if(ok==0) {
|
|
|
|
|
/* no vertices or only loose ones selected, remove duplicates */
|
|
|
|
|
eve= em->verts.first;
|
|
|
|
|
while(eve) {
|
|
|
|
|
nextve= eve->next;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(eve->f & SELECT) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BLI_remlink(&em->verts,eve);
|
|
|
|
|
free_editvert(eve);
|
|
|
|
|
}
|
|
|
|
|
eve= nextve;
|
|
|
|
|
}
|
|
|
|
|
}
|
2004-09-24 16:06:20 +00:00
|
|
|
|
|
|
|
|
EM_fgon_flags();
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
countall();
|
|
|
|
|
recalc_editnormals();
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
makeDispList(G.obedit);
|
2004-09-24 16:06:20 +00:00
|
|
|
|
|
|
|
|
if(dvec==NULL) BIF_undo_push("Spin");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void screw_mesh(int steps,int turns)
|
|
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditVert *eve,*v1=0,*v2=0;
|
|
|
|
|
EditEdge *eed;
|
|
|
|
|
float dvec[3], nor[3];
|
|
|
|
|
|
|
|
|
|
TEST_EDITMESH
|
|
|
|
|
|
|
|
|
|
/* first condition: we need frontview! */
|
|
|
|
|
if(G.vd->view!=1) {
|
|
|
|
|
error("Must be in Front View");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* clear flags */
|
|
|
|
|
eve= em->verts.first;
|
|
|
|
|
while(eve) {
|
|
|
|
|
eve->f1= 0;
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
|
|
|
|
/* edges set flags in verts */
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(eed->v1->f & SELECT) {
|
|
|
|
|
if(eed->v2->f & SELECT) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* watch: f1 is a byte */
|
|
|
|
|
if(eed->v1->f1<2) eed->v1->f1++;
|
|
|
|
|
if(eed->v2->f1<2) eed->v2->f1++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
/* find two vertices with eve->f1==1, more or less is wrong */
|
|
|
|
|
eve= em->verts.first;
|
|
|
|
|
while(eve) {
|
|
|
|
|
if(eve->f1==1) {
|
|
|
|
|
if(v1==0) v1= eve;
|
|
|
|
|
else if(v2==0) v2= eve;
|
|
|
|
|
else {
|
|
|
|
|
v1=0;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
|
|
|
|
if(v1==0 || v2==0) {
|
|
|
|
|
error("No curve is selected");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* calculate dvec */
|
|
|
|
|
dvec[0]= ( (v1->co[0]- v2->co[0]) )/(steps);
|
|
|
|
|
dvec[1]= ( (v1->co[1]- v2->co[1]) )/(steps);
|
|
|
|
|
dvec[2]= ( (v1->co[2]- v2->co[2]) )/(steps);
|
|
|
|
|
|
|
|
|
|
VECCOPY(nor, G.obedit->obmat[2]);
|
|
|
|
|
|
|
|
|
|
if(nor[0]*dvec[0]+nor[1]*dvec[1]+nor[2]*dvec[2]>0.000) {
|
|
|
|
|
dvec[0]= -dvec[0];
|
|
|
|
|
dvec[1]= -dvec[1];
|
|
|
|
|
dvec[2]= -dvec[2];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
spin_mesh(turns*steps, turns*360, dvec, 0);
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
BIF_undo_push("Spin");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void erase_edges(ListBase *l)
|
|
|
|
|
{
|
|
|
|
|
EditEdge *ed, *nexted;
|
|
|
|
|
|
|
|
|
|
ed = (EditEdge *) l->first;
|
|
|
|
|
while(ed) {
|
|
|
|
|
nexted= ed->next;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if( (ed->v1->f & SELECT) || (ed->v2->f & SELECT) ) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
remedge(ed);
|
|
|
|
|
free_editedge(ed);
|
|
|
|
|
}
|
|
|
|
|
ed= nexted;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void erase_faces(ListBase *l)
|
|
|
|
|
{
|
|
|
|
|
EditFace *f, *nextf;
|
|
|
|
|
|
|
|
|
|
f = (EditFace *) l->first;
|
|
|
|
|
|
|
|
|
|
while(f) {
|
|
|
|
|
nextf= f->next;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if( faceselectedOR(f, SELECT) ) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BLI_remlink(l, f);
|
|
|
|
|
free_editface(f);
|
|
|
|
|
}
|
|
|
|
|
f = nextf;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void erase_vertices(ListBase *l)
|
|
|
|
|
{
|
|
|
|
|
EditVert *v, *nextv;
|
|
|
|
|
|
|
|
|
|
v = (EditVert *) l->first;
|
|
|
|
|
while(v) {
|
|
|
|
|
nextv= v->next;
|
|
|
|
|
if(v->f & 1) {
|
|
|
|
|
BLI_remlink(l, v);
|
|
|
|
|
free_editvert(v);
|
|
|
|
|
}
|
|
|
|
|
v = nextv;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void delete_mesh(void)
|
|
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditFace *efa, *nextvl;
|
|
|
|
|
EditVert *eve,*nextve;
|
|
|
|
|
EditEdge *eed,*nexted;
|
|
|
|
|
short event;
|
|
|
|
|
int count;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
char *str="Erase";
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
TEST_EDITMESH
|
|
|
|
|
|
|
|
|
|
event= pupmenu("Erase %t|Vertices%x10|Edges%x1|Faces%x2|All%x3|Edges & Faces%x4|Only Faces%x5");
|
|
|
|
|
if(event<1) return;
|
|
|
|
|
|
|
|
|
|
if(event==10 ) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
str= "Erase Vertices";
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
erase_edges(&em->edges);
|
|
|
|
|
erase_faces(&em->faces);
|
|
|
|
|
erase_vertices(&em->verts);
|
|
|
|
|
}
|
|
|
|
|
else if(event==4) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
str= "Erase Edges & Faces";
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
|
|
|
|
nextvl= efa->next;
|
2004-09-24 18:17:23 +00:00
|
|
|
/* delete only faces with 1 or more edges selected */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
count= 0;
|
2004-09-24 18:17:23 +00:00
|
|
|
if(efa->e1->f & SELECT) count++;
|
|
|
|
|
if(efa->e2->f & SELECT) count++;
|
|
|
|
|
if(efa->e3->f & SELECT) count++;
|
|
|
|
|
if(efa->e4 && (efa->e4->f & SELECT)) count++;
|
|
|
|
|
if(count) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BLI_remlink(&em->faces, efa);
|
|
|
|
|
free_editface(efa);
|
|
|
|
|
}
|
|
|
|
|
efa= nextvl;
|
|
|
|
|
}
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
nexted= eed->next;
|
2004-09-24 18:17:23 +00:00
|
|
|
if(eed->f & SELECT) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
remedge(eed);
|
|
|
|
|
free_editedge(eed);
|
|
|
|
|
}
|
|
|
|
|
eed= nexted;
|
|
|
|
|
}
|
|
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
|
|
|
|
nextvl= efa->next;
|
|
|
|
|
event=0;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if( efa->v1->f & SELECT) event++;
|
|
|
|
|
if( efa->v2->f & SELECT) event++;
|
|
|
|
|
if( efa->v3->f & SELECT) event++;
|
|
|
|
|
if(efa->v4 && (efa->v4->f & SELECT)) event++;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
if(event>1) {
|
|
|
|
|
BLI_remlink(&em->faces, efa);
|
|
|
|
|
free_editface(efa);
|
|
|
|
|
}
|
|
|
|
|
efa= nextvl;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if(event==1) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
str= "Erase Edges";
|
2004-09-24 18:17:23 +00:00
|
|
|
// faces first
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
|
|
|
|
nextvl= efa->next;
|
|
|
|
|
event=0;
|
2004-09-24 18:17:23 +00:00
|
|
|
if( efa->e1->f & SELECT) event++;
|
|
|
|
|
if( efa->e2->f & SELECT) event++;
|
|
|
|
|
if( efa->e3->f & SELECT) event++;
|
|
|
|
|
if(efa->e4 && (efa->e4->f & SELECT)) event++;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
2004-09-24 18:17:23 +00:00
|
|
|
if(event) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BLI_remlink(&em->faces, efa);
|
|
|
|
|
free_editface(efa);
|
|
|
|
|
}
|
|
|
|
|
efa= nextvl;
|
|
|
|
|
}
|
2004-09-24 18:17:23 +00:00
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
nexted= eed->next;
|
|
|
|
|
if(eed->f & SELECT) {
|
|
|
|
|
remedge(eed);
|
|
|
|
|
free_editedge(eed);
|
|
|
|
|
}
|
|
|
|
|
eed= nexted;
|
|
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* to remove loose vertices: */
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if( eed->v1->f & SELECT) eed->v1->f-=SELECT;
|
|
|
|
|
if( eed->v2->f & SELECT) eed->v2->f-=SELECT;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
eve= em->verts.first;
|
|
|
|
|
while(eve) {
|
|
|
|
|
nextve= eve->next;
|
2004-09-24 18:17:23 +00:00
|
|
|
if(eve->f & SELECT) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BLI_remlink(&em->verts,eve);
|
|
|
|
|
free_editvert(eve);
|
|
|
|
|
}
|
|
|
|
|
eve= nextve;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if(event==2) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
str="Erase Faces";
|
|
|
|
|
delfaceflag(SELECT);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
else if(event==3) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
str= "Erase All";
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(em->verts.first) free_vertlist(&em->verts);
|
|
|
|
|
if(em->edges.first) free_edgelist(&em->edges);
|
|
|
|
|
if(em->faces.first) free_facelist(&em->faces);
|
|
|
|
|
}
|
|
|
|
|
else if(event==5) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
str= "Erase Only Faces";
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
|
|
|
|
nextvl= efa->next;
|
2004-09-24 18:17:23 +00:00
|
|
|
if(efa->f & SELECT) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BLI_remlink(&em->faces, efa);
|
|
|
|
|
free_editface(efa);
|
|
|
|
|
}
|
|
|
|
|
efa= nextvl;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2004-09-24 16:06:20 +00:00
|
|
|
EM_fgon_flags(); // redo flags and indices for fgons
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
countall();
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
makeDispList(G.obedit);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
BIF_undo_push(str);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* Got this from scanfill.c. You will need to juggle around the
|
|
|
|
|
* callbacks for the scanfill.c code a bit for this to work. */
|
|
|
|
|
void fill_mesh(void)
|
|
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditVert *eve,*v1;
|
|
|
|
|
EditEdge *eed,*e1,*nexted;
|
2004-10-13 19:39:26 +00:00
|
|
|
EditFace *efa,*nextvl, *efan;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
short ok;
|
|
|
|
|
|
|
|
|
|
if(G.obedit==0 || (G.obedit->type!=OB_MESH)) return;
|
|
|
|
|
|
|
|
|
|
waitcursor(1);
|
|
|
|
|
|
|
|
|
|
/* copy all selected vertices */
|
|
|
|
|
eve= em->verts.first;
|
|
|
|
|
while(eve) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(eve->f & SELECT) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
v1= BLI_addfillvert(eve->co);
|
|
|
|
|
eve->vn= v1;
|
|
|
|
|
v1->vn= eve;
|
|
|
|
|
v1->h= 0;
|
|
|
|
|
}
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
|
|
|
|
/* copy all selected edges */
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if( (eed->v1->f & SELECT) && (eed->v2->f & SELECT) ) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
e1= BLI_addfilledge(eed->v1->vn, eed->v2->vn);
|
|
|
|
|
e1->v1->h++;
|
|
|
|
|
e1->v2->h++;
|
|
|
|
|
}
|
|
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
2004-10-13 19:39:26 +00:00
|
|
|
/* from all selected faces: remove vertices and edges to prevent doubles */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* all edges add values, faces subtract,
|
|
|
|
|
then remove edges with vertices ->h<2 */
|
|
|
|
|
efa= em->faces.first;
|
|
|
|
|
ok= 0;
|
|
|
|
|
while(efa) {
|
|
|
|
|
nextvl= efa->next;
|
|
|
|
|
if( faceselectedAND(efa, 1) ) {
|
|
|
|
|
efa->v1->vn->h--;
|
|
|
|
|
efa->v2->vn->h--;
|
|
|
|
|
efa->v3->vn->h--;
|
|
|
|
|
if(efa->v4) efa->v4->vn->h--;
|
|
|
|
|
ok= 1;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
efa= nextvl;
|
|
|
|
|
}
|
|
|
|
|
if(ok) { /* there are faces selected */
|
|
|
|
|
eed= filledgebase.first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
nexted= eed->next;
|
|
|
|
|
if(eed->v1->h<2 || eed->v2->h<2) {
|
|
|
|
|
BLI_remlink(&filledgebase,eed);
|
|
|
|
|
}
|
|
|
|
|
eed= nexted;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* to make edgefill work */
|
|
|
|
|
BLI_setScanFillObjectRef(G.obedit);
|
|
|
|
|
BLI_setScanFillColourRef(&G.obedit->actcol);
|
|
|
|
|
|
|
|
|
|
ok= BLI_edgefill(0);
|
|
|
|
|
|
|
|
|
|
/* printf("time: %d\n",(clock()-tijd)/1000); */
|
|
|
|
|
|
|
|
|
|
if(ok) {
|
|
|
|
|
efa= fillfacebase.first;
|
|
|
|
|
while(efa) {
|
2004-12-01 22:35:42 +00:00
|
|
|
efan= addfacelist(efa->v3->vn, efa->v2->vn, efa->v1->vn, 0, NULL, NULL); // normals default pointing up
|
2004-10-13 19:39:26 +00:00
|
|
|
EM_select_face(efan, 1);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
/* else printf("fill error\n"); */
|
|
|
|
|
|
|
|
|
|
BLI_end_edgefill();
|
|
|
|
|
|
|
|
|
|
waitcursor(0);
|
2004-09-24 18:17:23 +00:00
|
|
|
EM_select_flush();
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
countall();
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
makeDispList(G.obedit);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
BIF_undo_push("Fill");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* ******************** SUBDIVIDE ********************************** */
|
|
|
|
|
|
|
|
|
|
|
2005-01-12 22:28:13 +00:00
|
|
|
static void merge_weights(EditVert * vt, EditVert *vs )
|
|
|
|
|
{
|
|
|
|
|
MDeformWeight *newdw;
|
|
|
|
|
int i,j,done;
|
|
|
|
|
for (j=0; j<vs->totweight; j++){
|
|
|
|
|
done=0;
|
|
|
|
|
/* Is vertex memeber of group */
|
|
|
|
|
/* If so: Change its weight */
|
|
|
|
|
for (i=0; i<vt->totweight; i++){
|
|
|
|
|
if (vt->dw[i].def_nr == vs->dw[j].def_nr)
|
|
|
|
|
{ /* taking the maximum makes it independant from order of occurance */
|
|
|
|
|
if (vt->dw[i].weight < vs->dw[j].weight) vt->dw[i].weight = vs->dw[j].weight;
|
|
|
|
|
done=1;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
/* If not: Add the group and set its weight */
|
|
|
|
|
if (!done){
|
|
|
|
|
newdw = MEM_callocN (sizeof(MDeformWeight)*(vt->totweight+1), "deformWeight");
|
|
|
|
|
if (vt->dw){
|
|
|
|
|
memcpy (newdw, vt->dw, sizeof(MDeformWeight)*vt->totweight);
|
|
|
|
|
MEM_freeN (vt->dw);
|
|
|
|
|
}
|
|
|
|
|
vt->dw=newdw;
|
|
|
|
|
vt->dw[vt->totweight].weight=vs->dw[j].weight;
|
|
|
|
|
vt->dw[vt->totweight].def_nr=vs->dw[j].def_nr;
|
|
|
|
|
vt->totweight++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void set_weights(EditVert * vt, EditVert *vs1,EditVert *vs2,EditVert *vs3,EditVert *vs4 )
|
|
|
|
|
{
|
|
|
|
|
/*
|
|
|
|
|
vt is a new generated vertex with empty deform group information
|
|
|
|
|
vs1..v4 are egde neighbours holding group information
|
|
|
|
|
so let the information ooze into the new one
|
|
|
|
|
*/
|
|
|
|
|
if (vs1) merge_weights(vt,vs1);
|
|
|
|
|
if (vs2) merge_weights(vt,vs2);
|
|
|
|
|
if (vs3) merge_weights(vt,vs3);
|
|
|
|
|
if (vs4) merge_weights(vt,vs4);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
static unsigned int cpack_fact(unsigned int col1, unsigned int col2, float fact)
|
|
|
|
|
{
|
|
|
|
|
char *cp1, *cp2, *cp;
|
|
|
|
|
unsigned int col=0;
|
2005-05-13 10:20:10 +00:00
|
|
|
float facti;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
2005-05-13 10:20:10 +00:00
|
|
|
facti=1-fact; /*result is (1-fact) * col1 and fact * col2 */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
cp1= (char *)&col1;
|
|
|
|
|
cp2= (char *)&col2;
|
|
|
|
|
cp= (char *)&col;
|
|
|
|
|
|
2005-05-13 10:20:10 +00:00
|
|
|
cp[0]= (char)(facti*cp1[0]+fact*cp2[0]);
|
|
|
|
|
cp[1]= (char)(facti*cp1[1]+fact*cp2[1]);
|
|
|
|
|
cp[2]= (char)(facti*cp1[2]+fact*cp2[2]);
|
|
|
|
|
cp[3]= (char)(facti*cp1[3]+fact*cp2[3]);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
return col;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
static void uv_half(float *uv, float *uv1, float *uv2)
|
|
|
|
|
{
|
2005-05-13 10:20:10 +00:00
|
|
|
uv[0]= (uv1[0]+uv2[0])/2.0f;
|
|
|
|
|
uv[1]= (uv1[1]+uv2[1])/2.0f;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
2005-05-13 10:20:10 +00:00
|
|
|
static void uv_fact(float *uv, float *uv1, float *uv2, float fact)
|
|
|
|
|
{
|
|
|
|
|
float facti = 1.0f - fact;
|
|
|
|
|
uv[0] = facti * uv1[0] + fact * uv2[0];
|
|
|
|
|
uv[1] = facti * uv1[1] + fact * uv2[1];
|
|
|
|
|
}
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
static void uv_quart(float *uv, float *uv1)
|
|
|
|
|
{
|
2005-05-13 10:20:10 +00:00
|
|
|
uv[0]= (uv1[0]+uv1[2]+uv1[4]+uv1[6])/4.0f;
|
|
|
|
|
uv[1]= (uv1[1]+uv1[3]+uv1[5]+uv1[7])/4.0f;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void face_pin_vertex(EditFace *efa, EditVert *vertex)
|
|
|
|
|
{
|
|
|
|
|
if(efa->v1 == vertex) efa->tf.unwrap |= TF_PIN1;
|
|
|
|
|
else if(efa->v2 == vertex) efa->tf.unwrap |= TF_PIN2;
|
|
|
|
|
else if(efa->v3 == vertex) efa->tf.unwrap |= TF_PIN3;
|
|
|
|
|
else if(efa->v4 && vertex && efa->v4 == vertex) efa->tf.unwrap |= TF_PIN4;
|
|
|
|
|
}
|
|
|
|
|
|
2005-05-13 10:20:10 +00:00
|
|
|
static int vert_offset(EditFace *efa, EditVert *eve)
|
|
|
|
|
{
|
|
|
|
|
if (efa->v1 == eve)
|
|
|
|
|
return 0;
|
|
|
|
|
if (efa->v2 == eve)
|
|
|
|
|
return 1;
|
|
|
|
|
if (efa->v3 == eve)
|
|
|
|
|
return 2;
|
|
|
|
|
if (efa->v4)
|
|
|
|
|
if (efa->v4 == eve)
|
|
|
|
|
return 3;
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
2005-01-12 22:28:13 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
static void set_wuv(int tot, EditFace *efa, int v1, int v2, int v3, int v4, EditFace *efapin)
|
|
|
|
|
{
|
|
|
|
|
/* this weird function only to be used for subdivide, the 'w' in the name has no meaning! */
|
|
|
|
|
float *uv, uvo[4][2];
|
|
|
|
|
unsigned int *col, colo[4], col1, col2;
|
|
|
|
|
int a, v;
|
|
|
|
|
|
|
|
|
|
/* recover pinning */
|
|
|
|
|
if(efapin){
|
|
|
|
|
efa->tf.unwrap= 0;
|
|
|
|
|
if(efapin->tf.unwrap & TF_PIN1) face_pin_vertex(efa, efapin->v1);
|
|
|
|
|
if(efapin->tf.unwrap & TF_PIN2) face_pin_vertex(efa, efapin->v2);
|
|
|
|
|
if(efapin->tf.unwrap & TF_PIN3) face_pin_vertex(efa, efapin->v3);
|
|
|
|
|
if(efapin->tf.unwrap & TF_PIN4) face_pin_vertex(efa, efapin->v4);
|
|
|
|
|
}
|
|
|
|
|
|
2005-05-13 10:20:10 +00:00
|
|
|
memcpy(uvo, efa->tf.uv, sizeof(uvo));
|
|
|
|
|
uv= efa->tf.uv[0];
|
|
|
|
|
memcpy(colo, efa->tf.col, sizeof(colo));
|
|
|
|
|
col= efa->tf.col;
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
Quads and Triangles reuse the same cases numbers, so we migh as well do both in the
|
|
|
|
|
same loop. Especially now that the offsets are calculated and not hardcoded, it's
|
|
|
|
|
much easier to reduce the code size (and make it less buggy).
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/* ******************************************** */
|
|
|
|
|
/* */
|
|
|
|
|
/* Numbers corespond to verts (corner points), */
|
|
|
|
|
/* edge->vn's (center edges), the Center */
|
|
|
|
|
/* And the quincunx points of a face */
|
|
|
|
|
/* */
|
|
|
|
|
/* ******************************************** */
|
|
|
|
|
|
|
|
|
|
/* ******************************************** */
|
|
|
|
|
/* as shown here for quads: */
|
|
|
|
|
/* */
|
|
|
|
|
/* 2 ------- 5 -------- 1 */
|
|
|
|
|
/* | \ / | \ / | */
|
|
|
|
|
/* | 10 | 13 | */
|
|
|
|
|
/* | / \ | / \ | */
|
|
|
|
|
/* 6 ------- 9 -------- 8 */
|
|
|
|
|
/* | \ / | \ / | */
|
|
|
|
|
/* | 11 | 12 | */
|
|
|
|
|
/* | / \ | / \ | */
|
|
|
|
|
/* 3 ------- 7 -------- 4 */
|
|
|
|
|
/* */
|
|
|
|
|
/* ******************************************** */
|
|
|
|
|
|
|
|
|
|
/* ******************************************** */
|
|
|
|
|
/* and for triangles: */
|
|
|
|
|
/* 1 */
|
|
|
|
|
/* / \ */
|
|
|
|
|
/* / \ */
|
|
|
|
|
/* 5 7 */
|
|
|
|
|
/* / \ */
|
|
|
|
|
/* / \ */
|
|
|
|
|
/* 2 --------- 6 -------- 3 */
|
|
|
|
|
/* */
|
|
|
|
|
/* ******************************************** */
|
|
|
|
|
|
|
|
|
|
/* ******************************************** */
|
|
|
|
|
/* */
|
|
|
|
|
/* My talents in ascii arts are minimal so the */
|
|
|
|
|
/* drawings don't show all possible subdivision */
|
|
|
|
|
/* just draw them on paper if you need to. */
|
|
|
|
|
/* */
|
|
|
|
|
/* ******************************************** */
|
|
|
|
|
|
|
|
|
|
for(a=0; a<tot; a++, uv+=2, col++) {
|
|
|
|
|
/* edges that are subdivided, if any */
|
|
|
|
|
EditEdge *e1 = NULL, *e2 = NULL;
|
|
|
|
|
|
|
|
|
|
if(a==0) v= v1;
|
|
|
|
|
else if(a==1) v= v2;
|
|
|
|
|
else if(a==2) v= v3;
|
|
|
|
|
else v= v4;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
2005-05-13 10:20:10 +00:00
|
|
|
if(a==3 && v4==0) break;
|
|
|
|
|
|
|
|
|
|
switch (v) {
|
|
|
|
|
/* Face corners, direct copy of the UVs and VCol */
|
|
|
|
|
case 1:
|
|
|
|
|
case 2:
|
|
|
|
|
case 3:
|
|
|
|
|
case 4:
|
|
|
|
|
uv[0]= uvo[v-1][0];
|
|
|
|
|
uv[1]= uvo[v-1][1];
|
|
|
|
|
*col= colo[v-1];
|
|
|
|
|
break;
|
|
|
|
|
/* Face sides (cutting an edge) */
|
|
|
|
|
/*
|
|
|
|
|
set the edge pointer accordingly, it's used latter to do the
|
|
|
|
|
actual calculations of the new UV and VCol
|
|
|
|
|
*/
|
|
|
|
|
case 5:
|
|
|
|
|
e1 = efapin->e1;
|
|
|
|
|
break;
|
|
|
|
|
case 6:
|
|
|
|
|
e1 = efapin->e2;
|
|
|
|
|
break;
|
|
|
|
|
case 7:
|
|
|
|
|
e1 = efapin->e3;
|
|
|
|
|
break;
|
|
|
|
|
case 8:
|
|
|
|
|
e1 = efapin->e4;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
/* The following applies to Quads only */
|
|
|
|
|
|
|
|
|
|
/* Quad middle, just used when subdividing a quad as a whole */
|
|
|
|
|
/* (not knife nor loop cut) */
|
|
|
|
|
/* UVs and VCol is just the average of the four corners */
|
|
|
|
|
case 9:
|
|
|
|
|
uv_quart(uv, uvo[0]);
|
|
|
|
|
col1= cpack_fact(colo[1], colo[0], 0.5f);
|
|
|
|
|
col2= cpack_fact(colo[2], colo[3], 0.5f);
|
|
|
|
|
*col= cpack_fact(col1, col2, 0.5f);
|
|
|
|
|
break;
|
|
|
|
|
/* Quad corner cuts */
|
|
|
|
|
/* only when two adjacent edges are subdivided (and no others) */
|
|
|
|
|
/* Set both edge pointers accordingly, used later for calculations */
|
|
|
|
|
case 10: // case test==3 in subdivideflag()
|
|
|
|
|
e1 = efapin->e1;
|
|
|
|
|
e2 = efapin->e2;
|
|
|
|
|
break;
|
|
|
|
|
case 11: // case of test==6
|
|
|
|
|
e1 = efapin->e2;
|
|
|
|
|
e2 = efapin->e3;
|
|
|
|
|
break;
|
|
|
|
|
case 12: // case of test==12
|
|
|
|
|
e1 = efapin->e3;
|
|
|
|
|
e2 = efapin->e4;
|
|
|
|
|
break;
|
|
|
|
|
case 13: // case of test==9
|
|
|
|
|
e1 = efapin->e4;
|
|
|
|
|
e2 = efapin->e1;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
/* if splitting at least an edge */
|
|
|
|
|
if (e1) {
|
|
|
|
|
float percent;
|
|
|
|
|
int off1, off2;
|
|
|
|
|
/* if splitting two edges */
|
|
|
|
|
if (e2) {
|
|
|
|
|
float uv1[2], uv2[2];
|
|
|
|
|
/*
|
|
|
|
|
UV and VCol is obtained by using the middle ground of the weighted
|
|
|
|
|
average for both edges (weighted with Percent cut flag).
|
|
|
|
|
In a nutshell, the average of the cuts on both edges.
|
|
|
|
|
*/
|
|
|
|
|
/* first cut */
|
|
|
|
|
off1 = vert_offset(efapin, e1->v1);
|
|
|
|
|
off2 = vert_offset(efapin, e1->v2);
|
|
|
|
|
percent = e1->f1 / 32768.0f;
|
|
|
|
|
uv_fact(uv1, uvo[off1], uvo[off2], percent);
|
|
|
|
|
col1= cpack_fact(colo[off1], colo[off2], percent);
|
|
|
|
|
|
|
|
|
|
/* second cut */
|
|
|
|
|
off1 = vert_offset(efapin, e2->v1);
|
|
|
|
|
off2 = vert_offset(efapin, e2->v2);
|
|
|
|
|
percent = e2->f1 / 32768.0f;
|
|
|
|
|
uv_fact(uv2, uvo[off1], uvo[off2], percent);
|
|
|
|
|
col2= cpack_fact(colo[off1], colo[off1], percent);
|
|
|
|
|
|
|
|
|
|
/* average the two */
|
|
|
|
|
uv_half(uv, uv1, uv2);
|
|
|
|
|
*col= cpack_fact(col1, col2, 0.5f);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
2005-05-13 10:20:10 +00:00
|
|
|
/* or only one */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
else {
|
2005-05-13 10:20:10 +00:00
|
|
|
/*
|
|
|
|
|
UV and VCol is obtained by using the weighted average
|
|
|
|
|
of both vertice (weighted with Percent cut flag).
|
|
|
|
|
*/
|
|
|
|
|
off1 = vert_offset(efapin, e1->v1);
|
|
|
|
|
off2 = vert_offset(efapin, e1->v2);
|
|
|
|
|
percent = e1->f1 / 32768.0f;
|
|
|
|
|
uv_fact(uv, uvo[off1], uvo[off2], percent);
|
|
|
|
|
*col= cpack_fact(colo[off1], colo[off2], percent);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static EditVert *vert_from_number(EditFace *efa, int nr)
|
|
|
|
|
{
|
|
|
|
|
switch(nr) {
|
|
|
|
|
case 0:
|
|
|
|
|
return 0;
|
|
|
|
|
case 1:
|
|
|
|
|
return efa->v1;
|
|
|
|
|
case 2:
|
|
|
|
|
return efa->v2;
|
|
|
|
|
case 3:
|
|
|
|
|
return efa->v3;
|
|
|
|
|
case 4:
|
|
|
|
|
return efa->v4;
|
|
|
|
|
case 5:
|
|
|
|
|
return efa->e1->vn;
|
|
|
|
|
case 6:
|
|
|
|
|
return efa->e2->vn;
|
|
|
|
|
case 7:
|
|
|
|
|
return efa->e3->vn;
|
|
|
|
|
case 8:
|
|
|
|
|
return efa->e4->vn;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void addface_subdiv(EditFace *efa, int val1, int val2, int val3, int val4, EditVert *eve, EditFace *efapin)
|
|
|
|
|
{
|
|
|
|
|
EditFace *w;
|
|
|
|
|
EditVert *v1, *v2, *v3, *v4;
|
|
|
|
|
|
|
|
|
|
if(val1>=9) v1= eve;
|
|
|
|
|
else v1= vert_from_number(efa, val1);
|
|
|
|
|
|
|
|
|
|
if(val2>=9) v2= eve;
|
|
|
|
|
else v2= vert_from_number(efa, val2);
|
|
|
|
|
|
|
|
|
|
if(val3>=9) v3= eve;
|
|
|
|
|
else v3= vert_from_number(efa, val3);
|
|
|
|
|
|
|
|
|
|
if(val4>=9) v4= eve;
|
|
|
|
|
else v4= vert_from_number(efa, val4);
|
|
|
|
|
|
2004-10-09 20:49:55 +00:00
|
|
|
w= addfacelist(v1, v2, v3, v4, efa, NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(w) {
|
|
|
|
|
if(efa->v4) set_wuv(4, w, val1, val2, val3, val4, efapin);
|
|
|
|
|
else set_wuv(3, w, val1, val2, val3, val4, efapin);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static float smoothperc= 0.0;
|
|
|
|
|
|
|
|
|
|
static void smooth_subdiv_vec(float *v1, float *v2, float *n1, float *n2, float *vec)
|
|
|
|
|
{
|
|
|
|
|
float len, fac, nor[3], nor1[3], nor2[3];
|
|
|
|
|
|
|
|
|
|
VecSubf(nor, v1, v2);
|
2005-05-13 10:20:10 +00:00
|
|
|
len= 0.5f*Normalise(nor);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
VECCOPY(nor1, n1);
|
|
|
|
|
VECCOPY(nor2, n2);
|
|
|
|
|
|
|
|
|
|
/* cosine angle */
|
|
|
|
|
fac= nor[0]*nor1[0] + nor[1]*nor1[1] + nor[2]*nor1[2] ;
|
|
|
|
|
|
|
|
|
|
vec[0]= fac*nor1[0];
|
|
|
|
|
vec[1]= fac*nor1[1];
|
|
|
|
|
vec[2]= fac*nor1[2];
|
|
|
|
|
|
|
|
|
|
/* cosine angle */
|
|
|
|
|
fac= -nor[0]*nor2[0] - nor[1]*nor2[1] - nor[2]*nor2[2] ;
|
|
|
|
|
|
|
|
|
|
vec[0]+= fac*nor2[0];
|
|
|
|
|
vec[1]+= fac*nor2[1];
|
|
|
|
|
vec[2]+= fac*nor2[2];
|
|
|
|
|
|
|
|
|
|
vec[0]*= smoothperc*len;
|
|
|
|
|
vec[1]*= smoothperc*len;
|
|
|
|
|
vec[2]*= smoothperc*len;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void smooth_subdiv_quad(EditFace *efa, float *vec)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
float nor1[3], nor2[3];
|
|
|
|
|
float vec1[3], vec2[3];
|
|
|
|
|
float cent[3];
|
|
|
|
|
|
|
|
|
|
/* vlr->e1->vn is new vertex inbetween v1 / v2 */
|
|
|
|
|
|
|
|
|
|
VecMidf(nor1, efa->v1->no, efa->v2->no);
|
|
|
|
|
Normalise(nor1);
|
|
|
|
|
VecMidf(nor2, efa->v3->no, efa->v4->no);
|
|
|
|
|
Normalise(nor2);
|
|
|
|
|
|
|
|
|
|
smooth_subdiv_vec( efa->e1->vn->co, efa->e3->vn->co, nor1, nor2, vec1);
|
|
|
|
|
|
|
|
|
|
VecMidf(nor1, efa->v2->no, efa->v3->no);
|
|
|
|
|
Normalise(nor1);
|
|
|
|
|
VecMidf(nor2, efa->v4->no, efa->v1->no);
|
|
|
|
|
Normalise(nor2);
|
|
|
|
|
|
|
|
|
|
smooth_subdiv_vec( efa->e2->vn->co, efa->e4->vn->co, nor1, nor2, vec2);
|
|
|
|
|
|
|
|
|
|
VecAddf(vec1, vec1, vec2);
|
|
|
|
|
|
|
|
|
|
CalcCent4f(cent, efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co);
|
|
|
|
|
VecAddf(vec, cent, vec1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void subdivideflag(int flag, float rad, int beauty)
|
|
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
/* subdivide all with (vertflag & flag) */
|
|
|
|
|
/* if rad>0.0 it's a 'sphere' subdivide */
|
|
|
|
|
/* if rad<0.0 it's a fractal subdivide */
|
|
|
|
|
extern float doublimit;
|
|
|
|
|
EditVert *eve;
|
|
|
|
|
EditEdge *eed, *e1, *e2, *e3, *e4, *nexted;
|
|
|
|
|
EditFace *efa, efapin;
|
|
|
|
|
float fac, vec[3], vec1[3], len1, len2, len3, percent;
|
|
|
|
|
short test;
|
|
|
|
|
|
|
|
|
|
if(beauty & B_SMOOTH) {
|
|
|
|
|
short perc= 100;
|
|
|
|
|
|
|
|
|
|
if(button(&perc, 10, 500, "Percentage:")==0) return;
|
|
|
|
|
|
2005-05-13 10:20:10 +00:00
|
|
|
smoothperc= 0.292f*perc/100.0f;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* edgeflags */
|
2004-09-23 22:54:18 +00:00
|
|
|
if((beauty & B_KNIFE)==0) { // knife option sets own flags
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
if( (eed->v1->f & flag) && (eed->v2->f & flag) ) eed->f2= flag;
|
|
|
|
|
else eed->f2= 0;
|
|
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* if beauty: test for area and clear edge flags of 'ugly' edges */
|
|
|
|
|
if(beauty & B_BEAUTY) {
|
|
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
|
|
|
|
if( faceselectedAND(efa, flag) ) {
|
|
|
|
|
if(efa->v4) {
|
|
|
|
|
|
|
|
|
|
/* area */
|
|
|
|
|
len1= AreaQ3Dfl(efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co);
|
|
|
|
|
if(len1 <= doublimit) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->e1->f2 = 0;
|
|
|
|
|
efa->e2->f2 = 0;
|
|
|
|
|
efa->e3->f2 = 0;
|
|
|
|
|
efa->e4->f2 = 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
len1= VecLenf(efa->v1->co, efa->v2->co) + VecLenf(efa->v3->co, efa->v4->co);
|
|
|
|
|
len2= VecLenf(efa->v2->co, efa->v3->co) + VecLenf(efa->v1->co, efa->v4->co);
|
|
|
|
|
|
|
|
|
|
if(len1 < len2) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->e1->f2 = 0;
|
|
|
|
|
efa->e3->f2 = 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
else if(len1 > len2) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->e2->f2 = 0;
|
|
|
|
|
efa->e4->f2 = 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
/* area */
|
|
|
|
|
len1= AreaT3Dfl(efa->v1->co, efa->v2->co, efa->v3->co);
|
|
|
|
|
if(len1 <= doublimit) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->e1->f2 = 0;
|
|
|
|
|
efa->e2->f2 = 0;
|
|
|
|
|
efa->e3->f2 = 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
len1= VecLenf(efa->v1->co, efa->v2->co) ;
|
|
|
|
|
len2= VecLenf(efa->v2->co, efa->v3->co) ;
|
|
|
|
|
len3= VecLenf(efa->v3->co, efa->v1->co) ;
|
|
|
|
|
|
|
|
|
|
if(len1<len2 && len1<len3) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->e1->f2 = 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
else if(len2<len3 && len2<len1) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->e2->f2 = 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
else if(len3<len2 && len3<len1) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->e3->f2 = 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(beauty & B_SMOOTH) {
|
|
|
|
|
|
|
|
|
|
vertexnormals(0); /* no1*/
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* make new normal and put in edge, clear flag! needed for face creation part below */
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(eed->f2 & flag) {
|
2004-09-24 16:06:20 +00:00
|
|
|
/* for now */
|
|
|
|
|
eed->h &= ~EM_FGON;
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* Subdivide percentage is stored in 1/32768ths in eed->f1 */
|
2005-05-13 10:20:10 +00:00
|
|
|
if (beauty & B_PERCENTSUBD) percent=(float)(eed->f1)/32768.0f;
|
|
|
|
|
else {
|
|
|
|
|
eed->f1 = 32768 / 2;
|
|
|
|
|
percent=0.5f;
|
|
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
vec[0]= (1-percent)*eed->v1->co[0] + percent*eed->v2->co[0];
|
|
|
|
|
vec[1]= (1-percent)*eed->v1->co[1] + percent*eed->v2->co[1];
|
|
|
|
|
vec[2]= (1-percent)*eed->v1->co[2] + percent*eed->v2->co[2];
|
|
|
|
|
|
|
|
|
|
if(rad > 0.0) { /* subdivide sphere */
|
|
|
|
|
Normalise(vec);
|
|
|
|
|
vec[0]*= rad;
|
|
|
|
|
vec[1]*= rad;
|
|
|
|
|
vec[2]*= rad;
|
|
|
|
|
}
|
|
|
|
|
else if(rad< 0.0) { /* fractal subdivide */
|
|
|
|
|
fac= rad* VecLenf(eed->v1->co, eed->v2->co);
|
2005-05-13 10:20:10 +00:00
|
|
|
vec1[0]= fac*(float)(0.5-BLI_drand());
|
|
|
|
|
vec1[1]= fac*(float)(0.5-BLI_drand());
|
|
|
|
|
vec1[2]= fac*(float)(0.5-BLI_drand());
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
VecAddf(vec, vec, vec1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(beauty & B_SMOOTH) {
|
|
|
|
|
smooth_subdiv_vec(eed->v1->co, eed->v2->co, eed->v1->no, eed->v2->no, vec1);
|
|
|
|
|
VecAddf(vec, vec, vec1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
eed->vn= addvertlist(vec);
|
|
|
|
|
eed->vn->f= eed->v1->f;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else eed->vn= 0;
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
eed->f2= 0; /* needed! */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* test all faces for subdivide edges, there are 8 or 16 cases (ugh)! */
|
|
|
|
|
|
|
|
|
|
efa= em->faces.last;
|
|
|
|
|
while(efa) {
|
|
|
|
|
|
|
|
|
|
efapin= *efa; /* make a copy of efa to recover uv pinning later */
|
|
|
|
|
|
|
|
|
|
if( faceselectedOR(efa, flag) ) {
|
2004-09-24 16:06:20 +00:00
|
|
|
/* for now */
|
|
|
|
|
efa->fgonf= 0;
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
e1= efa->e1;
|
|
|
|
|
e2= efa->e2;
|
|
|
|
|
e3= efa->e3;
|
|
|
|
|
e4= efa->e4;
|
|
|
|
|
|
|
|
|
|
test= 0;
|
|
|
|
|
if(e1 && e1->vn) {
|
|
|
|
|
test+= 1;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
e1->f2= 1;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* add edges here, to copy correct edge data */
|
|
|
|
|
eed= addedgelist(e1->v1, e1->vn, e1);
|
|
|
|
|
eed= addedgelist(e1->vn, e1->v2, e1);
|
2005-01-12 22:28:13 +00:00
|
|
|
set_weights(e1->vn, e1->v1,e1->v2,NULL,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
if(e2 && e2->vn) {
|
|
|
|
|
test+= 2;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
e2->f2= 1;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* add edges here, to copy correct edge data */
|
|
|
|
|
eed= addedgelist(e2->v1, e2->vn, e2);
|
|
|
|
|
eed= addedgelist(e2->vn, e2->v2, e2);
|
2005-01-12 22:28:13 +00:00
|
|
|
set_weights(e2->vn, e2->v1,e2->v2,NULL,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
if(e3 && e3->vn) {
|
|
|
|
|
test+= 4;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
e3->f2= 1;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* add edges here, to copy correct edge data */
|
|
|
|
|
eed= addedgelist(e3->v1, e3->vn, e3);
|
|
|
|
|
eed= addedgelist(e3->vn, e3->v2, e3);
|
2005-01-12 22:28:13 +00:00
|
|
|
set_weights(e3->vn, e3->v1,e3->v2,NULL,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
if(e4 && e4->vn) {
|
|
|
|
|
test+= 8;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
e4->f2= 1;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* add edges here, to copy correct edge data */
|
|
|
|
|
eed= addedgelist(e4->v1, e4->vn, e4);
|
|
|
|
|
eed= addedgelist(e4->vn, e4->v2, e4);
|
2005-01-12 22:28:13 +00:00
|
|
|
set_weights(e4->vn, e4->v1,e4->v2,NULL,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
if(test) {
|
|
|
|
|
if(efa->v4==0) { /* All the permutations of 3 edges*/
|
|
|
|
|
if((test & 3)==3) addface_subdiv(efa, 2, 2+4, 1+4, 0, 0, &efapin);
|
|
|
|
|
if((test & 6)==6) addface_subdiv(efa, 3, 3+4, 2+4, 0, 0, &efapin);
|
|
|
|
|
if((test & 5)==5) addface_subdiv(efa, 1, 1+4, 3+4, 0, 0, &efapin);
|
|
|
|
|
|
|
|
|
|
if(test==7) { /* four new faces, old face renews */
|
|
|
|
|
efa->v1= e1->vn;
|
|
|
|
|
efa->v2= e2->vn;
|
|
|
|
|
efa->v3= e3->vn;
|
|
|
|
|
set_wuv(3, efa, 1+4, 2+4, 3+4, 0, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==3) {
|
|
|
|
|
addface_subdiv(efa, 1+4, 2+4, 3, 0, 0, &efapin);
|
|
|
|
|
efa->v2= e1->vn;
|
|
|
|
|
set_wuv(3, efa, 1, 1+4, 3, 0, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==6) {
|
|
|
|
|
addface_subdiv(efa, 2+4, 3+4, 1, 0, 0, &efapin);
|
|
|
|
|
efa->v3= e2->vn;
|
|
|
|
|
set_wuv(3, efa, 1, 2, 2+4, 0, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==5) {
|
|
|
|
|
addface_subdiv(efa, 3+4, 1+4, 2, 0, 0, &efapin);
|
|
|
|
|
efa->v1= e3->vn;
|
|
|
|
|
set_wuv(3, efa, 3+4, 2, 3, 0, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==1) {
|
|
|
|
|
addface_subdiv(efa, 1+4, 2, 3, 0, 0, &efapin);
|
|
|
|
|
efa->v2= e1->vn;
|
|
|
|
|
set_wuv(3, efa, 1, 1+4, 3, 0, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==2) {
|
|
|
|
|
addface_subdiv(efa, 2+4, 3, 1, 0, 0, &efapin);
|
|
|
|
|
efa->v3= e2->vn;
|
|
|
|
|
set_wuv(3, efa, 1, 2, 2+4, 0, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==4) {
|
|
|
|
|
addface_subdiv(efa, 3+4, 1, 2, 0, 0, &efapin);
|
|
|
|
|
efa->v1= e3->vn;
|
|
|
|
|
set_wuv(3, efa, 3+4, 2, 3, 0, &efapin);
|
|
|
|
|
}
|
|
|
|
|
efa->e1= addedgelist(efa->v1, efa->v2, NULL);
|
|
|
|
|
efa->e2= addedgelist(efa->v2, efa->v3, NULL);
|
|
|
|
|
efa->e3= addedgelist(efa->v3, efa->v1, NULL);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else { /* All the permutations of 4 faces */
|
|
|
|
|
if(test==15) {
|
|
|
|
|
/* add a new point in center */
|
|
|
|
|
CalcCent4f(vec, efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co);
|
|
|
|
|
|
|
|
|
|
if(beauty & B_SMOOTH) {
|
|
|
|
|
smooth_subdiv_quad(efa, vec); /* adds */
|
|
|
|
|
}
|
|
|
|
|
eve= addvertlist(vec);
|
2005-01-12 22:28:13 +00:00
|
|
|
set_weights(eve, efa->v1,efa->v2,efa->v3,efa->v4);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve->f |= flag;
|
|
|
|
|
|
|
|
|
|
addface_subdiv(efa, 2, 2+4, 9, 1+4, eve, &efapin);
|
|
|
|
|
addface_subdiv(efa, 3, 3+4, 9, 2+4, eve, &efapin);
|
|
|
|
|
addface_subdiv(efa, 4, 4+4, 9, 3+4, eve, &efapin);
|
|
|
|
|
|
|
|
|
|
efa->v2= e1->vn;
|
|
|
|
|
efa->v3= eve;
|
|
|
|
|
efa->v4= e4->vn;
|
|
|
|
|
set_wuv(4, efa, 1, 1+4, 9, 4+4, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
if(((test & 3)==3)&&(test!=3)) addface_subdiv(efa, 1+4, 2, 2+4, 0, 0, &efapin);
|
|
|
|
|
if(((test & 6)==6)&&(test!=6)) addface_subdiv(efa, 2+4, 3, 3+4, 0, 0, &efapin);
|
|
|
|
|
if(((test & 12)==12)&&(test!=12)) addface_subdiv(efa, 3+4, 4, 4+4, 0, 0, &efapin);
|
|
|
|
|
if(((test & 9)==9)&&(test!=9)) addface_subdiv(efa, 4+4, 1, 1+4, 0, 0, &efapin);
|
|
|
|
|
|
|
|
|
|
if(test==1) { /* Edge 1 has new vert */
|
|
|
|
|
addface_subdiv(efa, 1+4, 2, 3, 0, 0, &efapin);
|
|
|
|
|
addface_subdiv(efa, 1+4, 3, 4, 0, 0, &efapin);
|
|
|
|
|
efa->v2= e1->vn;
|
|
|
|
|
efa->v3= efa->v4;
|
|
|
|
|
efa->v4= 0;
|
|
|
|
|
set_wuv(4, efa, 1, 1+4, 4, 0, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==2) { /* Edge 2 has new vert */
|
|
|
|
|
addface_subdiv(efa, 2+4, 3, 4, 0, 0, &efapin);
|
|
|
|
|
addface_subdiv(efa, 2+4, 4, 1, 0, 0, &efapin);
|
|
|
|
|
efa->v3= e2->vn;
|
|
|
|
|
efa->v4= 0;
|
|
|
|
|
set_wuv(4, efa, 1, 2, 2+4, 0, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==4) { /* Edge 3 has new vert */
|
|
|
|
|
addface_subdiv(efa, 3+4, 4, 1, 0, 0, &efapin);
|
|
|
|
|
addface_subdiv(efa, 3+4, 1, 2, 0, 0, &efapin);
|
|
|
|
|
efa->v1= efa->v2;
|
|
|
|
|
efa->v2= efa->v3;
|
|
|
|
|
efa->v3= e3->vn;
|
|
|
|
|
efa->v4= 0;
|
|
|
|
|
set_wuv(4, efa, 2, 3, 3+4, 0, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==8) { /* Edge 4 has new vert */
|
|
|
|
|
addface_subdiv(efa, 4+4, 1, 2, 0, 0, &efapin);
|
|
|
|
|
addface_subdiv(efa, 4+4, 2, 3, 0, 0, &efapin);
|
|
|
|
|
efa->v1= efa->v3;
|
|
|
|
|
efa->v2= efa->v4;
|
|
|
|
|
efa->v3= e4->vn;
|
|
|
|
|
efa->v4= 0;
|
|
|
|
|
set_wuv(4, efa, 3, 4, 4+4, 0, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==3) { /*edge 1&2 */
|
|
|
|
|
/* make new vert in center of new edge */
|
|
|
|
|
vec[0]=(e1->vn->co[0]+e2->vn->co[0])/2;
|
|
|
|
|
vec[1]=(e1->vn->co[1]+e2->vn->co[1])/2;
|
|
|
|
|
vec[2]=(e1->vn->co[2]+e2->vn->co[2])/2;
|
|
|
|
|
eve= addvertlist(vec);
|
2005-01-12 22:28:13 +00:00
|
|
|
set_weights(eve, e1->vn,e2->vn,NULL,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve->f |= flag;
|
|
|
|
|
/* Add new faces */
|
|
|
|
|
addface_subdiv(efa, 4, 10, 2+4, 3, eve, &efapin);
|
|
|
|
|
addface_subdiv(efa, 4, 1, 1+4, 10, eve, &efapin);
|
|
|
|
|
/* orig face becomes small corner */
|
|
|
|
|
efa->v1=e1->vn;
|
|
|
|
|
//efa->v2=efa->v2;
|
|
|
|
|
efa->v3=e2->vn;
|
|
|
|
|
efa->v4=eve;
|
|
|
|
|
|
|
|
|
|
set_wuv(4, efa, 1+4, 2, 2+4, 10, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==6) { /* 2&3 */
|
|
|
|
|
/* make new vert in center of new edge */
|
|
|
|
|
vec[0]=(e2->vn->co[0]+e3->vn->co[0])/2;
|
|
|
|
|
vec[1]=(e2->vn->co[1]+e3->vn->co[1])/2;
|
|
|
|
|
vec[2]=(e2->vn->co[2]+e3->vn->co[2])/2;
|
|
|
|
|
eve= addvertlist(vec);
|
2005-01-12 22:28:13 +00:00
|
|
|
set_weights(eve, e2->vn,e3->vn,NULL,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve->f |= flag;
|
|
|
|
|
/*New faces*/
|
|
|
|
|
addface_subdiv(efa, 1, 11, 3+4, 4, eve, &efapin);
|
|
|
|
|
addface_subdiv(efa, 1, 2, 2+4, 11, eve, &efapin);
|
|
|
|
|
/* orig face becomes small corner */
|
|
|
|
|
efa->v1=e2->vn;
|
|
|
|
|
efa->v2=efa->v3;
|
|
|
|
|
efa->v3=e3->vn;
|
|
|
|
|
efa->v4=eve;
|
|
|
|
|
|
|
|
|
|
set_wuv(4, efa, 2+4, 3, 3+4, 11, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==12) { /* 3&4 */
|
|
|
|
|
/* make new vert in center of new edge */
|
|
|
|
|
vec[0]=(e3->vn->co[0]+e4->vn->co[0])/2;
|
|
|
|
|
vec[1]=(e3->vn->co[1]+e4->vn->co[1])/2;
|
|
|
|
|
vec[2]=(e3->vn->co[2]+e4->vn->co[2])/2;
|
|
|
|
|
eve= addvertlist(vec);
|
2005-01-12 22:28:13 +00:00
|
|
|
set_weights(eve, e3->vn,e4->vn,NULL,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve->f |= flag;
|
|
|
|
|
/*New Faces*/
|
|
|
|
|
addface_subdiv(efa, 2, 12, 4+4, 1, eve, &efapin);
|
|
|
|
|
addface_subdiv(efa, 2, 3, 3+4, 12, eve, &efapin);
|
|
|
|
|
/* orig face becomes small corner */
|
|
|
|
|
efa->v1=e3->vn;
|
|
|
|
|
efa->v2=efa->v4;
|
|
|
|
|
efa->v3=e4->vn;
|
|
|
|
|
efa->v4=eve;
|
|
|
|
|
|
|
|
|
|
set_wuv(4, efa, 3+4, 4, 4+4, 12, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==9) { /* 4&1 */
|
|
|
|
|
/* make new vert in center of new edge */
|
|
|
|
|
vec[0]=(e1->vn->co[0]+e4->vn->co[0])/2;
|
|
|
|
|
vec[1]=(e1->vn->co[1]+e4->vn->co[1])/2;
|
|
|
|
|
vec[2]=(e1->vn->co[2]+e4->vn->co[2])/2;
|
|
|
|
|
eve= addvertlist(vec);
|
2005-01-12 22:28:13 +00:00
|
|
|
set_weights(eve, e1->vn,e4->vn,NULL,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve->f |= flag;
|
|
|
|
|
/*New Faces*/
|
|
|
|
|
addface_subdiv(efa, 3, 13, 1+4, 2, eve, &efapin);
|
|
|
|
|
addface_subdiv(efa, 3, 4, 4+4,13, eve, &efapin);
|
|
|
|
|
/* orig face becomes small corner */
|
|
|
|
|
efa->v2=efa->v1;
|
|
|
|
|
efa->v1=e4->vn;
|
|
|
|
|
efa->v3=e1->vn;
|
|
|
|
|
efa->v4=eve;
|
|
|
|
|
|
|
|
|
|
set_wuv(4, efa, 4+4, 1, 1+4, 13, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==5) { /* 1&3 */
|
|
|
|
|
addface_subdiv(efa, 1+4, 2, 3, 3+4, 0, &efapin);
|
|
|
|
|
efa->v2= e1->vn;
|
|
|
|
|
efa->v3= e3->vn;
|
|
|
|
|
set_wuv(4, efa, 1, 1+4, 3+4, 4, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==10) { /* 2&4 */
|
|
|
|
|
addface_subdiv(efa, 2+4, 3, 4, 4+4, 0, &efapin);
|
|
|
|
|
efa->v3= e2->vn;
|
|
|
|
|
efa->v4= e4->vn;
|
|
|
|
|
set_wuv(4, efa, 1, 2, 2+4, 4+4, &efapin);
|
|
|
|
|
}/* Unfortunately, there is no way to avoid tris on 1 or 3 edges*/
|
|
|
|
|
else if(test==7) { /*1,2&3 */
|
|
|
|
|
addface_subdiv(efa, 1+4, 2+4, 3+4, 0, 0, &efapin);
|
|
|
|
|
efa->v2= e1->vn;
|
|
|
|
|
efa->v3= e3->vn;
|
|
|
|
|
set_wuv(4, efa, 1, 1+4, 3+4, 4, &efapin);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
else if(test==14) { /* 2,3&4 */
|
|
|
|
|
addface_subdiv(efa, 2+4, 3+4, 4+4, 0, 0, &efapin);
|
|
|
|
|
efa->v3= e2->vn;
|
|
|
|
|
efa->v4= e4->vn;
|
|
|
|
|
set_wuv(4, efa, 1, 2, 2+4, 4+4, &efapin);
|
|
|
|
|
}
|
|
|
|
|
else if(test==13) {/* 1,3&4 */
|
|
|
|
|
addface_subdiv(efa, 3+4, 4+4, 1+4, 0, 0, &efapin);
|
|
|
|
|
efa->v4= e3->vn;
|
|
|
|
|
efa->v1= e1->vn;
|
2005-05-13 10:20:10 +00:00
|
|
|
set_wuv(4, efa, 1+4, 2, 3, 3+4, &efapin);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
else if(test==11) { /* 1,2,&4 */
|
|
|
|
|
addface_subdiv(efa, 4+4, 1+4, 2+4, 0, 0, &efapin);
|
|
|
|
|
efa->v1= e4->vn;
|
|
|
|
|
efa->v2= e2->vn;
|
|
|
|
|
set_wuv(4, efa, 4+4, 2+4, 3, 4, &efapin);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
efa->e1= addedgelist(efa->v1, efa->v2, NULL);
|
|
|
|
|
efa->e2= addedgelist(efa->v2, efa->v3, NULL);
|
|
|
|
|
if(efa->v4) efa->e3= addedgelist(efa->v3, efa->v4, NULL);
|
|
|
|
|
else efa->e3= addedgelist(efa->v3, efa->v1, NULL);
|
|
|
|
|
if(efa->v4) efa->e4= addedgelist(efa->v4, efa->v1, NULL);
|
|
|
|
|
else efa->e4= NULL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
efa= efa->prev;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* remove all old edges, if needed make new ones */
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
nexted= eed->next;
|
|
|
|
|
if( eed->vn ) {
|
|
|
|
|
eed->vn->f |= 16;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(eed->f2==0) { /* not used in face */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
addedgelist(eed->v1, eed->vn, eed);
|
|
|
|
|
addedgelist(eed->vn, eed->v2, eed);
|
|
|
|
|
}
|
|
|
|
|
remedge(eed);
|
|
|
|
|
free_editedge(eed);
|
|
|
|
|
}
|
|
|
|
|
eed= nexted;
|
|
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
|
|
|
|
|
/* since this is all on vertex level, flush vertex selection */
|
|
|
|
|
EM_select_flush();
|
2004-09-23 21:06:56 +00:00
|
|
|
recalc_editnormals();
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
countall();
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
makeDispList(G.obedit);
|
|
|
|
|
}
|
|
|
|
|
|
2004-10-16 13:53:41 +00:00
|
|
|
static int count_selected_edges(EditEdge *ed)
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
{
|
|
|
|
|
int totedge = 0;
|
|
|
|
|
while(ed) {
|
|
|
|
|
ed->vn= 0;
|
2004-10-16 13:53:41 +00:00
|
|
|
if( ed->f & SELECT ) totedge++;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
ed= ed->next;
|
|
|
|
|
}
|
|
|
|
|
return totedge;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* hurms, as if this makes code readable! It's pointerpointer hiding... (ton) */
|
|
|
|
|
typedef EditFace *EVPtr;
|
|
|
|
|
typedef EVPtr EVPTuple[2];
|
|
|
|
|
|
|
|
|
|
/** builds EVPTuple array efaa of face tuples (in fact pointers to EditFaces)
|
|
|
|
|
sharing one edge.
|
|
|
|
|
arguments: selected edge list, face list.
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
Edges will also be tagged accordingly (see eed->f2) */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
static int collect_quadedges(EVPTuple *efaa, EditEdge *eed, EditFace *efa)
|
|
|
|
|
{
|
|
|
|
|
int i = 0;
|
|
|
|
|
EditEdge *e1, *e2, *e3;
|
|
|
|
|
EVPtr *evp;
|
|
|
|
|
|
|
|
|
|
/* run through edges, if selected, set pointer edge-> facearray */
|
|
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
eed->f2= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eed->f1= 0;
|
2004-10-13 19:39:26 +00:00
|
|
|
if( eed->f & SELECT ) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eed->vn= (EditVert *) (&efaa[i]);
|
|
|
|
|
i++;
|
|
|
|
|
}
|
2005-05-18 10:27:52 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* find edges pointing to 2 faces by procedure:
|
|
|
|
|
|
|
|
|
|
- run through faces and their edges, increase
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
face counter e->f1 for each face
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
while(efa) {
|
|
|
|
|
efa->f1= 0;
|
|
|
|
|
if(efa->v4==0) { /* if triangle */
|
2004-10-13 19:39:26 +00:00
|
|
|
if(efa->f & SELECT) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
e1= efa->e1;
|
|
|
|
|
e2= efa->e2;
|
|
|
|
|
e3= efa->e3;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(e1->f2<3) {
|
|
|
|
|
if(e1->f2<2) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
evp= (EVPtr *) e1->vn;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
evp[(int)e1->f2]= efa;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
e1->f2+= 1;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(e2->f2<3) {
|
|
|
|
|
if(e2->f2<2) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
evp= (EVPtr *) e2->vn;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
evp[(int)e2->f2]= efa;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
e2->f2+= 1;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(e3->f2<3) {
|
|
|
|
|
if(e3->f2<2) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
evp= (EVPtr *) e3->vn;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
evp[(int)e3->f2]= efa;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
e3->f2+= 1;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* returns vertices of two adjacent triangles forming a quad
|
|
|
|
|
- can be righthand or lefthand
|
|
|
|
|
|
|
|
|
|
4-----3
|
|
|
|
|
|\ |
|
|
|
|
|
| \ 2 | <- efa1
|
|
|
|
|
| \ |
|
|
|
|
|
efa-> | 1 \ |
|
|
|
|
|
| \|
|
|
|
|
|
1-----2
|
|
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
#define VTEST(face, num, other) \
|
|
|
|
|
(face->v##num != other->v1 && face->v##num != other->v2 && face->v##num != other->v3)
|
|
|
|
|
|
|
|
|
|
static void givequadverts(EditFace *efa, EditFace *efa1, EditVert **v1, EditVert **v2, EditVert **v3, EditVert **v4, float **uv, unsigned int *col)
|
|
|
|
|
{
|
|
|
|
|
if VTEST(efa, 1, efa1) {
|
|
|
|
|
//if(efa->v1!=efa1->v1 && efa->v1!=efa1->v2 && efa->v1!=efa1->v3) {
|
|
|
|
|
*v1= efa->v1;
|
|
|
|
|
*v2= efa->v2;
|
|
|
|
|
uv[0] = efa->tf.uv[0];
|
|
|
|
|
uv[1] = efa->tf.uv[1];
|
|
|
|
|
col[0] = efa->tf.col[0];
|
|
|
|
|
col[1] = efa->tf.col[1];
|
|
|
|
|
}
|
|
|
|
|
else if VTEST(efa, 2, efa1) {
|
|
|
|
|
//else if(efa->v2!=efa1->v1 && efa->v2!=efa1->v2 && efa->v2!=efa1->v3) {
|
|
|
|
|
*v1= efa->v2;
|
|
|
|
|
*v2= efa->v3;
|
|
|
|
|
uv[0] = efa->tf.uv[1];
|
|
|
|
|
uv[1] = efa->tf.uv[2];
|
|
|
|
|
col[0] = efa->tf.col[1];
|
|
|
|
|
col[1] = efa->tf.col[2];
|
|
|
|
|
}
|
|
|
|
|
else if VTEST(efa, 3, efa1) {
|
|
|
|
|
// else if(efa->v3!=efa1->v1 && efa->v3!=efa1->v2 && efa->v3!=efa1->v3) {
|
|
|
|
|
*v1= efa->v3;
|
|
|
|
|
*v2= efa->v1;
|
|
|
|
|
uv[0] = efa->tf.uv[2];
|
|
|
|
|
uv[1] = efa->tf.uv[0];
|
|
|
|
|
col[0] = efa->tf.col[2];
|
|
|
|
|
col[1] = efa->tf.col[0];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if VTEST(efa1, 1, efa) {
|
|
|
|
|
// if(efa1->v1!=efa->v1 && efa1->v1!=efa->v2 && efa1->v1!=efa->v3) {
|
|
|
|
|
*v3= efa1->v1;
|
|
|
|
|
uv[2] = efa1->tf.uv[0];
|
|
|
|
|
col[2] = efa1->tf.col[0];
|
|
|
|
|
|
|
|
|
|
*v4= efa1->v2;
|
|
|
|
|
uv[3] = efa1->tf.uv[1];
|
|
|
|
|
col[3] = efa1->tf.col[1];
|
|
|
|
|
/*
|
|
|
|
|
if(efa1->v2== *v2) {
|
|
|
|
|
*v4= efa1->v3;
|
|
|
|
|
uv[3] = efa1->tf.uv[2];
|
|
|
|
|
} else {
|
|
|
|
|
*v4= efa1->v2;
|
|
|
|
|
uv[3] = efa1->tf.uv[1];
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
}
|
|
|
|
|
else if VTEST(efa1, 2, efa) {
|
|
|
|
|
// else if(efa1->v2!=efa->v1 && efa1->v2!=efa->v2 && efa1->v2!=efa->v3) {
|
|
|
|
|
*v3= efa1->v2;
|
|
|
|
|
uv[2] = efa1->tf.uv[1];
|
|
|
|
|
col[2] = efa1->tf.col[1];
|
|
|
|
|
|
|
|
|
|
*v4= efa1->v3;
|
|
|
|
|
uv[3] = efa1->tf.uv[2];
|
|
|
|
|
col[3] = efa1->tf.col[2];
|
|
|
|
|
/*
|
|
|
|
|
if(efa1->v3== *v2) {
|
|
|
|
|
*v4= efa1->v1;
|
|
|
|
|
uv[3] = efa1->tf.uv[0];
|
|
|
|
|
} else {
|
|
|
|
|
*v4= efa1->v3;
|
|
|
|
|
uv[3] = efa1->tf.uv[2];
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
}
|
|
|
|
|
else if VTEST(efa1, 3, efa) {
|
|
|
|
|
// else if(efa1->v3!=efa->v1 && efa1->v3!=efa->v2 && efa1->v3!=efa->v3) {
|
|
|
|
|
*v3= efa1->v3;
|
|
|
|
|
uv[2] = efa1->tf.uv[2];
|
|
|
|
|
col[2] = efa1->tf.col[2];
|
|
|
|
|
|
|
|
|
|
*v4= efa1->v1;
|
|
|
|
|
uv[3] = efa1->tf.uv[0];
|
|
|
|
|
col[3] = efa1->tf.col[0];
|
|
|
|
|
/*
|
|
|
|
|
if(efa1->v1== *v2) {
|
|
|
|
|
*v4= efa1->v2;
|
|
|
|
|
uv[3] = efa1->tf.uv[3];
|
|
|
|
|
} else {
|
|
|
|
|
*v4= efa1->v1;
|
|
|
|
|
uv[3] = efa1->tf.uv[0];
|
|
|
|
|
}
|
|
|
|
|
*/
|
|
|
|
|
}
|
|
|
|
|
else {
|
2004-11-10 16:23:05 +00:00
|
|
|
*v3= *v4= NULL;
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
printf("error in givequadverts()\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Helper functions for edge/quad edit features*/
|
|
|
|
|
|
|
|
|
|
static void untag_edges(EditFace *f)
|
|
|
|
|
{
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
f->e1->f2 = 0;
|
|
|
|
|
f->e2->f2 = 0;
|
|
|
|
|
if (f->e3) f->e3->f2 = 0;
|
|
|
|
|
if (f->e4) f->e4->f2 = 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** remove and free list of tagged edges */
|
|
|
|
|
static void free_tagged_edgelist(EditEdge *eed)
|
|
|
|
|
{
|
|
|
|
|
EditEdge *nexted;
|
|
|
|
|
|
|
|
|
|
while(eed) {
|
|
|
|
|
nexted= eed->next;
|
|
|
|
|
if(eed->f1) {
|
|
|
|
|
remedge(eed);
|
|
|
|
|
free_editedge(eed);
|
|
|
|
|
}
|
|
|
|
|
eed= nexted;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
/** remove and free list of tagged faces */
|
|
|
|
|
|
|
|
|
|
static void free_tagged_facelist(EditFace *efa)
|
|
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditFace *nextvl;
|
|
|
|
|
|
|
|
|
|
while(efa) {
|
|
|
|
|
nextvl= efa->next;
|
|
|
|
|
if(efa->f1) {
|
|
|
|
|
BLI_remlink(&em->faces, efa);
|
|
|
|
|
free_editface(efa);
|
|
|
|
|
}
|
|
|
|
|
efa= nextvl;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void beauty_fill(void)
|
|
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditVert *v1, *v2, *v3, *v4;
|
|
|
|
|
EditEdge *eed, *nexted;
|
|
|
|
|
EditEdge dia1, dia2;
|
|
|
|
|
EditFace *efa, *w;
|
|
|
|
|
// void **efaar, **efaa;
|
|
|
|
|
EVPTuple *efaar;
|
|
|
|
|
EVPtr *efaa;
|
|
|
|
|
float *uv[4];
|
|
|
|
|
unsigned int col[4];
|
|
|
|
|
float len1, len2, len3, len4, len5, len6, opp1, opp2, fac1, fac2;
|
|
|
|
|
int totedge, ok, notbeauty=8, onedone;
|
|
|
|
|
|
|
|
|
|
/* - all selected edges with two faces
|
|
|
|
|
* - find the faces: store them in edges (using datablock)
|
|
|
|
|
* - per edge: - test convex
|
|
|
|
|
* - test edge: flip?
|
|
|
|
|
* - if true: remedge, addedge, all edges at the edge get new face pointers
|
|
|
|
|
*/
|
|
|
|
|
|
2004-10-16 13:53:41 +00:00
|
|
|
EM_selectmode_flush(); // makes sure in selectmode 'face' the edges of selected faces are selected too
|
|
|
|
|
|
|
|
|
|
totedge = count_selected_edges(em->edges.first);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(totedge==0) return;
|
|
|
|
|
|
|
|
|
|
if(okee("Beautify fill")==0) return;
|
|
|
|
|
|
|
|
|
|
/* temp block with face pointers */
|
|
|
|
|
efaar= (EVPTuple *) MEM_callocN(totedge * sizeof(EVPTuple), "beautyfill");
|
|
|
|
|
|
|
|
|
|
while (notbeauty) {
|
|
|
|
|
notbeauty--;
|
|
|
|
|
|
|
|
|
|
ok = collect_quadedges(efaar, em->edges.first, em->faces.first);
|
|
|
|
|
|
|
|
|
|
/* there we go */
|
|
|
|
|
onedone= 0;
|
|
|
|
|
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
nexted= eed->next;
|
2005-02-12 13:46:12 +00:00
|
|
|
|
|
|
|
|
/* f2 is set in collect_quadedges() */
|
|
|
|
|
if(eed->f2==2 && eed->h==0) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
efaa = (EVPtr *) eed->vn;
|
|
|
|
|
|
2005-02-12 13:46:12 +00:00
|
|
|
/* none of the faces should be treated before, nor be part of fgon */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
ok= 1;
|
|
|
|
|
efa= efaa[0];
|
|
|
|
|
if(efa->e1->f1 || efa->e2->f1 || efa->e3->f1) ok= 0;
|
2005-02-12 13:46:12 +00:00
|
|
|
if(efa->fgonf) ok= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
efa= efaa[1];
|
|
|
|
|
if(efa->e1->f1 || efa->e2->f1 || efa->e3->f1) ok= 0;
|
2005-02-12 13:46:12 +00:00
|
|
|
if(efa->fgonf) ok= 0;
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(ok) {
|
|
|
|
|
/* test convex */
|
|
|
|
|
givequadverts(efaa[0], efaa[1], &v1, &v2, &v3, &v4, uv, col);
|
2005-05-13 14:10:34 +00:00
|
|
|
if(v1 && v2 && v3 && v4) {
|
|
|
|
|
if( convex(v1->co, v2->co, v3->co, v4->co) ) {
|
|
|
|
|
|
|
|
|
|
/* test edges */
|
|
|
|
|
if( ((long)v1) > ((long)v3) ) {
|
|
|
|
|
dia1.v1= v3;
|
|
|
|
|
dia1.v2= v1;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
dia1.v1= v1;
|
|
|
|
|
dia1.v2= v3;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( ((long)v2) > ((long)v4) ) {
|
|
|
|
|
dia2.v1= v4;
|
|
|
|
|
dia2.v2= v2;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
dia2.v1= v2;
|
|
|
|
|
dia2.v2= v4;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* testing rule:
|
|
|
|
|
* the area divided by the total edge lengths
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
len1= VecLenf(v1->co, v2->co);
|
|
|
|
|
len2= VecLenf(v2->co, v3->co);
|
|
|
|
|
len3= VecLenf(v3->co, v4->co);
|
|
|
|
|
len4= VecLenf(v4->co, v1->co);
|
|
|
|
|
len5= VecLenf(v1->co, v3->co);
|
|
|
|
|
len6= VecLenf(v2->co, v4->co);
|
|
|
|
|
|
|
|
|
|
opp1= AreaT3Dfl(v1->co, v2->co, v3->co);
|
|
|
|
|
opp2= AreaT3Dfl(v1->co, v3->co, v4->co);
|
|
|
|
|
|
|
|
|
|
fac1= opp1/(len1+len2+len5) + opp2/(len3+len4+len5);
|
|
|
|
|
|
|
|
|
|
opp1= AreaT3Dfl(v2->co, v3->co, v4->co);
|
|
|
|
|
opp2= AreaT3Dfl(v2->co, v4->co, v1->co);
|
|
|
|
|
|
|
|
|
|
fac2= opp1/(len2+len3+len6) + opp2/(len4+len1+len6);
|
|
|
|
|
|
|
|
|
|
ok= 0;
|
|
|
|
|
if(fac1 > fac2) {
|
|
|
|
|
if(dia2.v1==eed->v1 && dia2.v2==eed->v2) {
|
|
|
|
|
eed->f1= 1;
|
|
|
|
|
efa= efaa[0];
|
|
|
|
|
efa->f1= 1;
|
|
|
|
|
efa= efaa[1];
|
|
|
|
|
efa->f1= 1;
|
|
|
|
|
|
|
|
|
|
w= addfacelist(v1, v2, v3, 0, efa, NULL);
|
|
|
|
|
|
|
|
|
|
UVCOPY(w->tf.uv[0], uv[0]);
|
|
|
|
|
UVCOPY(w->tf.uv[1], uv[1]);
|
|
|
|
|
UVCOPY(w->tf.uv[2], uv[2]);
|
|
|
|
|
|
|
|
|
|
w->tf.col[0] = col[0]; w->tf.col[1] = col[1]; w->tf.col[2] = col[2];
|
|
|
|
|
w= addfacelist(v1, v3, v4, 0, efa, NULL);
|
|
|
|
|
|
|
|
|
|
UVCOPY(w->tf.uv[0], uv[0]);
|
|
|
|
|
UVCOPY(w->tf.uv[1], uv[2]);
|
|
|
|
|
UVCOPY(w->tf.uv[2], uv[3]);
|
|
|
|
|
|
|
|
|
|
w->tf.col[0] = col[0]; w->tf.col[1] = col[2]; w->tf.col[2] = col[3];
|
|
|
|
|
|
|
|
|
|
onedone= 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if(fac1 < fac2) {
|
|
|
|
|
if(dia1.v1==eed->v1 && dia1.v2==eed->v2) {
|
|
|
|
|
eed->f1= 1;
|
|
|
|
|
efa= efaa[0];
|
|
|
|
|
efa->f1= 1;
|
|
|
|
|
efa= efaa[1];
|
|
|
|
|
efa->f1= 1;
|
|
|
|
|
|
|
|
|
|
w= addfacelist(v2, v3, v4, 0, efa, NULL);
|
|
|
|
|
|
|
|
|
|
UVCOPY(w->tf.uv[0], uv[1]);
|
|
|
|
|
UVCOPY(w->tf.uv[1], uv[3]);
|
|
|
|
|
UVCOPY(w->tf.uv[2], uv[4]);
|
|
|
|
|
|
|
|
|
|
w= addfacelist(v1, v2, v4, 0, efa, NULL);
|
|
|
|
|
|
|
|
|
|
UVCOPY(w->tf.uv[0], uv[0]);
|
|
|
|
|
UVCOPY(w->tf.uv[1], uv[1]);
|
|
|
|
|
UVCOPY(w->tf.uv[2], uv[3]);
|
|
|
|
|
|
|
|
|
|
onedone= 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
eed= nexted;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
free_tagged_edgelist(em->edges.first);
|
|
|
|
|
free_tagged_facelist(em->faces.first);
|
|
|
|
|
|
|
|
|
|
if(onedone==0) break;
|
2005-05-18 10:27:52 +00:00
|
|
|
|
|
|
|
|
EM_select_flush(); // new edges/faces were added
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MEM_freeN(efaar);
|
|
|
|
|
|
2004-10-13 19:39:26 +00:00
|
|
|
EM_select_flush();
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
makeDispList(G.obedit);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
BIF_undo_push("Beauty Fill");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* ******************** FLIP EDGE ************************************* */
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#define FACE_MARKCLEAR(f) (f->f1 = 1)
|
|
|
|
|
|
|
|
|
|
void join_triangles(void)
|
|
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditVert *v1, *v2, *v3, *v4;
|
|
|
|
|
EditFace *efa, *w;
|
|
|
|
|
EVPTuple *efaar;
|
|
|
|
|
EVPtr *efaa;
|
|
|
|
|
EditEdge *eed, *nexted;
|
|
|
|
|
int totedge, ok;
|
|
|
|
|
float *uv[4];
|
|
|
|
|
unsigned int col[4];
|
|
|
|
|
|
2004-10-16 13:53:41 +00:00
|
|
|
EM_selectmode_flush(); // makes sure in selectmode 'face' the edges of selected faces are selected too
|
|
|
|
|
|
|
|
|
|
totedge = count_selected_edges(em->edges.first);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(totedge==0) return;
|
|
|
|
|
|
|
|
|
|
efaar= (EVPTuple *) MEM_callocN(totedge * sizeof(EVPTuple), "jointris");
|
|
|
|
|
|
|
|
|
|
ok = collect_quadedges(efaar, em->edges.first, em->faces.first);
|
|
|
|
|
if (G.f & G_DEBUG) {
|
|
|
|
|
printf("Edges selected: %d\n", ok);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
nexted= eed->next;
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(eed->f2==2) { /* points to 2 faces */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
efaa= (EVPtr *) eed->vn;
|
|
|
|
|
|
|
|
|
|
/* don't do it if flagged */
|
|
|
|
|
|
|
|
|
|
ok= 1;
|
|
|
|
|
efa= efaa[0];
|
|
|
|
|
if(efa->e1->f1 || efa->e2->f1 || efa->e3->f1) ok= 0;
|
|
|
|
|
efa= efaa[1];
|
|
|
|
|
if(efa->e1->f1 || efa->e2->f1 || efa->e3->f1) ok= 0;
|
|
|
|
|
|
|
|
|
|
if(ok) {
|
|
|
|
|
/* test convex */
|
|
|
|
|
givequadverts(efaa[0], efaa[1], &v1, &v2, &v3, &v4, uv, col);
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
4-----3 4-----3
|
|
|
|
|
|\ | | |
|
|
|
|
|
| \ 1 | | |
|
|
|
|
|
| \ | -> | |
|
|
|
|
|
| 0 \ | | |
|
|
|
|
|
| \| | |
|
|
|
|
|
1-----2 1-----2
|
|
|
|
|
*/
|
|
|
|
|
/* make new faces */
|
2005-05-06 12:12:26 +00:00
|
|
|
if(v1 && v2 && v3 && v4) {
|
|
|
|
|
if( convex(v1->co, v2->co, v3->co, v4->co) ) {
|
|
|
|
|
if(exist_face(v1, v2, v3, v4)==0) {
|
|
|
|
|
w = addfacelist(v1, v2, v3, v4, efaa[0], NULL); /* seam edge may get broken */
|
|
|
|
|
w->f= efaa[0]->f; /* copy selection flag */
|
|
|
|
|
untag_edges(w);
|
|
|
|
|
|
|
|
|
|
UVCOPY(w->tf.uv[0], uv[0]);
|
|
|
|
|
UVCOPY(w->tf.uv[1], uv[1]);
|
|
|
|
|
UVCOPY(w->tf.uv[2], uv[2]);
|
|
|
|
|
UVCOPY(w->tf.uv[3], uv[3]);
|
|
|
|
|
|
|
|
|
|
memcpy(w->tf.col, col, sizeof(w->tf.col));
|
|
|
|
|
}
|
|
|
|
|
/* tag as to-be-removed */
|
|
|
|
|
FACE_MARKCLEAR(efaa[0]);
|
|
|
|
|
FACE_MARKCLEAR(efaa[1]);
|
|
|
|
|
eed->f1 = 1;
|
|
|
|
|
} /* endif test convex */
|
|
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
eed= nexted;
|
|
|
|
|
}
|
|
|
|
|
free_tagged_edgelist(em->edges.first);
|
|
|
|
|
free_tagged_facelist(em->faces.first);
|
|
|
|
|
|
|
|
|
|
MEM_freeN(efaar);
|
|
|
|
|
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
makeDispList(G.obedit);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
BIF_undo_push("Convert Triangles to Quads");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* quick hack, basically a copy of beauty_fill */
|
|
|
|
|
void edge_flip(void)
|
|
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditVert *v1, *v2, *v3, *v4;
|
|
|
|
|
EditEdge *eed, *nexted;
|
|
|
|
|
EditFace *efa, *w;
|
|
|
|
|
//void **efaar, **efaa;
|
|
|
|
|
EVPTuple *efaar;
|
|
|
|
|
EVPtr *efaa;
|
|
|
|
|
|
|
|
|
|
float *uv[4];
|
|
|
|
|
unsigned int col[4];
|
|
|
|
|
|
|
|
|
|
int totedge, ok;
|
|
|
|
|
|
|
|
|
|
/* - all selected edges with two faces
|
|
|
|
|
* - find the faces: store them in edges (using datablock)
|
|
|
|
|
* - per edge: - test convex
|
|
|
|
|
* - test edge: flip?
|
|
|
|
|
- if true: remedge, addedge, all edges at the edge get new face pointers
|
|
|
|
|
*/
|
|
|
|
|
|
2004-10-16 13:53:41 +00:00
|
|
|
EM_selectmode_flush(); // makes sure in selectmode 'face' the edges of selected faces are selected too
|
|
|
|
|
|
|
|
|
|
totedge = count_selected_edges(em->edges.first);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(totedge==0) return;
|
|
|
|
|
|
|
|
|
|
/* temporary array for : edge -> face[1], face[2] */
|
|
|
|
|
efaar= (EVPTuple *) MEM_callocN(totedge * sizeof(EVPTuple), "edgeflip");
|
|
|
|
|
|
|
|
|
|
ok = collect_quadedges(efaar, em->edges.first, em->faces.first);
|
|
|
|
|
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
nexted= eed->next;
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(eed->f2==2) { /* points to 2 faces */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
efaa= (EVPtr *) eed->vn;
|
|
|
|
|
|
|
|
|
|
/* don't do it if flagged */
|
|
|
|
|
|
|
|
|
|
ok= 1;
|
|
|
|
|
efa= efaa[0];
|
|
|
|
|
if(efa->e1->f1 || efa->e2->f1 || efa->e3->f1) ok= 0;
|
|
|
|
|
efa= efaa[1];
|
|
|
|
|
if(efa->e1->f1 || efa->e2->f1 || efa->e3->f1) ok= 0;
|
|
|
|
|
|
|
|
|
|
if(ok) {
|
|
|
|
|
/* test convex */
|
|
|
|
|
givequadverts(efaa[0], efaa[1], &v1, &v2, &v3, &v4, uv, col);
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
4-----3 4-----3
|
|
|
|
|
|\ | | /|
|
|
|
|
|
| \ 1 | | 1 / |
|
|
|
|
|
| \ | -> | / |
|
|
|
|
|
| 0 \ | | / 0 |
|
|
|
|
|
| \| |/ |
|
|
|
|
|
1-----2 1-----2
|
|
|
|
|
*/
|
|
|
|
|
/* make new faces */
|
|
|
|
|
if (v1 && v2 && v3){
|
2004-11-03 11:25:27 +00:00
|
|
|
if( convex(v1->co, v2->co, v3->co, v4->co) ) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(exist_face(v1, v2, v3, v4)==0) {
|
2004-10-09 20:49:55 +00:00
|
|
|
w = addfacelist(v1, v2, v3, 0, efaa[1], NULL); /* outch this may break seams */
|
2004-10-16 13:53:41 +00:00
|
|
|
EM_select_face(w, 1);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
untag_edges(w);
|
|
|
|
|
|
|
|
|
|
UVCOPY(w->tf.uv[0], uv[0]);
|
|
|
|
|
UVCOPY(w->tf.uv[1], uv[1]);
|
|
|
|
|
UVCOPY(w->tf.uv[2], uv[2]);
|
|
|
|
|
|
|
|
|
|
w->tf.col[0] = col[0]; w->tf.col[1] = col[1]; w->tf.col[2] = col[2];
|
|
|
|
|
|
2004-10-09 20:49:55 +00:00
|
|
|
w = addfacelist(v1, v3, v4, 0, efaa[1], NULL); /* outch this may break seams */
|
2004-10-16 13:53:41 +00:00
|
|
|
EM_select_face(w, 1);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
untag_edges(w);
|
|
|
|
|
|
|
|
|
|
UVCOPY(w->tf.uv[0], uv[0]);
|
|
|
|
|
UVCOPY(w->tf.uv[1], uv[2]);
|
|
|
|
|
UVCOPY(w->tf.uv[2], uv[3]);
|
|
|
|
|
|
|
|
|
|
w->tf.col[0] = col[0]; w->tf.col[1] = col[2]; w->tf.col[2] = col[3];
|
|
|
|
|
|
|
|
|
|
/* erase old faces and edge */
|
|
|
|
|
}
|
|
|
|
|
/* tag as to-be-removed */
|
|
|
|
|
FACE_MARKCLEAR(efaa[1]);
|
|
|
|
|
FACE_MARKCLEAR(efaa[0]);
|
|
|
|
|
eed->f1 = 1;
|
|
|
|
|
|
|
|
|
|
} /* endif test convex */
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
eed= nexted;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* clear tagged edges and faces: */
|
|
|
|
|
free_tagged_edgelist(em->edges.first);
|
|
|
|
|
free_tagged_facelist(em->faces.first);
|
2004-10-16 13:53:41 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
MEM_freeN(efaar);
|
|
|
|
|
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
makeDispList(G.obedit);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
BIF_undo_push("Flip Triangle Edges");
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
2005-02-16 15:02:58 +00:00
|
|
|
static void edge_rotate(EditEdge *eed,int dir)
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
{
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditFace *face[2], *efa, *newFace[2];
|
|
|
|
|
EditVert *faces[2][4],*v1,*v2,*v3,*v4,*vtemp;
|
2005-02-17 14:09:05 +00:00
|
|
|
EditEdge *srchedge = NULL;
|
2005-04-25 20:42:50 +00:00
|
|
|
short facecount=0, p1=0,p2=0,p3=0,p4=0,fac1=4,fac2=4,i,j,numhidden;
|
|
|
|
|
EditEdge **hiddenedges;
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* check to make sure that the edge is only part of 2 faces */
|
|
|
|
|
for(efa = em->faces.first;efa;efa = efa->next){
|
|
|
|
|
if((efa->e1 == eed || efa->e2 == eed) || (efa->e3 == eed || efa->e4 == eed)){
|
|
|
|
|
if(facecount == 2){
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if(facecount < 2)
|
|
|
|
|
face[facecount] = efa;
|
|
|
|
|
facecount++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(facecount < 2){
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* how many edges does each face have */
|
|
|
|
|
if(face[0]->e4 == NULL)
|
|
|
|
|
fac1=3;
|
|
|
|
|
else
|
|
|
|
|
fac1=4;
|
|
|
|
|
if(face[1]->e4 == NULL)
|
|
|
|
|
fac2=3;
|
|
|
|
|
else
|
|
|
|
|
fac2=4;
|
|
|
|
|
|
|
|
|
|
/*store the face info in a handy array */
|
|
|
|
|
faces[0][0] = face[0]->v1;
|
|
|
|
|
faces[0][1] = face[0]->v2;
|
|
|
|
|
faces[0][2] = face[0]->v3;
|
|
|
|
|
if(face[0]->e4 != NULL)
|
|
|
|
|
faces[0][3] = face[0]->v4;
|
|
|
|
|
else
|
|
|
|
|
faces[0][3] = NULL;
|
|
|
|
|
|
|
|
|
|
faces[1][0] = face[1]->v1;
|
|
|
|
|
faces[1][1] = face[1]->v2;
|
|
|
|
|
faces[1][2] = face[1]->v3;
|
|
|
|
|
if(face[1]->e4 != NULL)
|
|
|
|
|
faces[1][3] = face[1]->v4;
|
|
|
|
|
else
|
|
|
|
|
faces[1][3] = NULL;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* we don't want to rotate edges between faces that share more than one edge */
|
|
|
|
|
|
|
|
|
|
j=0;
|
|
|
|
|
if(face[0]->e1 == face[1]->e1 ||
|
|
|
|
|
face[0]->e1 == face[1]->e2 ||
|
|
|
|
|
face[0]->e1 == face[1]->e3 ||
|
|
|
|
|
((face[1]->e4) && face[0]->e1 == face[1]->e4) )
|
|
|
|
|
j++;
|
|
|
|
|
|
|
|
|
|
if(face[0]->e2 == face[1]->e1 ||
|
|
|
|
|
face[0]->e2 == face[1]->e2 ||
|
|
|
|
|
face[0]->e2 == face[1]->e3 ||
|
|
|
|
|
((face[1]->e4) && face[0]->e2 == face[1]->e4) )
|
|
|
|
|
j++;
|
|
|
|
|
|
|
|
|
|
if(face[0]->e3 == face[1]->e1 ||
|
|
|
|
|
face[0]->e3 == face[1]->e2 ||
|
|
|
|
|
face[0]->e3 == face[1]->e3 ||
|
|
|
|
|
((face[1]->e4) && face[0]->e3 == face[1]->e4) )
|
|
|
|
|
j++;
|
|
|
|
|
|
|
|
|
|
if(face[0]->e4){
|
|
|
|
|
if(face[0]->e4 == face[1]->e1 ||
|
|
|
|
|
face[0]->e4 == face[1]->e2 ||
|
|
|
|
|
face[0]->e4 == face[1]->e3 ||
|
|
|
|
|
((face[1]->e4) && face[0]->e4 == face[1]->e4) )
|
|
|
|
|
j++;
|
|
|
|
|
}
|
|
|
|
|
if(j > 1){
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Coplaner Faces Only Please */
|
|
|
|
|
if(Inpf(face[0]->n,face[1]->n) <= 0.000001){
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*get the edges verts */
|
|
|
|
|
v1 = eed->v1;
|
|
|
|
|
v2 = eed->v2;
|
|
|
|
|
v3 = eed->v1;
|
|
|
|
|
v4 = eed->v2;
|
|
|
|
|
|
|
|
|
|
/*figure out where the edges verts lie one the 2 faces */
|
|
|
|
|
for(i=0;i<4;i++){
|
|
|
|
|
if(v1 == faces[0][i])
|
|
|
|
|
p1 = i;
|
|
|
|
|
if(v2 == faces[0][i])
|
|
|
|
|
p2 = i;
|
|
|
|
|
if(v1 == faces[1][i])
|
|
|
|
|
p3 = i;
|
|
|
|
|
if(v2 == faces[1][i])
|
|
|
|
|
p4 = i;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*make sure the verts are in the correct order */
|
|
|
|
|
if((p1+1)%fac1 == p2){
|
|
|
|
|
vtemp = v2;
|
|
|
|
|
v2 = v1;
|
|
|
|
|
v1 = vtemp;
|
|
|
|
|
|
|
|
|
|
i = p1;
|
|
|
|
|
p1 = p2;
|
|
|
|
|
p2 = i;
|
|
|
|
|
}
|
|
|
|
|
if((p3+1)%fac2 == p4){
|
|
|
|
|
vtemp = v4;
|
|
|
|
|
v4 = v3;
|
|
|
|
|
v3 = vtemp;
|
|
|
|
|
|
|
|
|
|
i = p3;
|
|
|
|
|
p3 = p4;
|
|
|
|
|
p4 = i;
|
|
|
|
|
}
|
|
|
|
|
|
2005-04-25 20:42:50 +00:00
|
|
|
|
|
|
|
|
/* Create an Array of the Edges who have h set prior to rotate */
|
|
|
|
|
numhidden = 0;
|
|
|
|
|
for(srchedge = em->edges.first;srchedge;srchedge = srchedge->next){
|
|
|
|
|
if(srchedge->h){
|
|
|
|
|
numhidden++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
hiddenedges = MEM_mallocN(sizeof(EditVert*)*numhidden+1,"Hidden Vert Scratch Array for Rotate Edges");
|
|
|
|
|
numhidden = 0;
|
|
|
|
|
for(srchedge = em->edges.first;srchedge;srchedge = srchedge->next){
|
|
|
|
|
if(srchedge->h){
|
|
|
|
|
hiddenedges[numhidden] = srchedge;
|
|
|
|
|
numhidden++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* create the 2 new faces */
|
|
|
|
|
if(fac1 == 3 && fac2 == 3){
|
2005-02-16 15:02:58 +00:00
|
|
|
/*No need of reverse setup*/
|
|
|
|
|
newFace[0] = addfacelist(faces[0][(p1+1 )%3],faces[0][(p1+2 )%3],faces[1][(p3+1 )%3],NULL,NULL,NULL);
|
|
|
|
|
newFace[1] = addfacelist(faces[1][(p3+1 )%3],faces[1][(p3+2 )%3],faces[0][(p1+1 )%3],NULL,NULL,NULL);
|
|
|
|
|
|
|
|
|
|
newFace[0]->tf.col[0] = face[0]->tf.col[(p1+1 )%3];
|
|
|
|
|
newFace[0]->tf.col[1] = face[0]->tf.col[(p1+2 )%3];
|
|
|
|
|
newFace[0]->tf.col[2] = face[1]->tf.col[(p3+1 )%3];
|
|
|
|
|
newFace[1]->tf.col[0] = face[1]->tf.col[(p3+1 )%3];
|
|
|
|
|
newFace[1]->tf.col[1] = face[1]->tf.col[(p3+2 )%3];
|
|
|
|
|
newFace[1]->tf.col[2] = face[0]->tf.col[(p1+1 )%3];
|
|
|
|
|
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[0],face[0]->tf.uv[(p1+1 )%3]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[1],face[0]->tf.uv[(p1+2 )%3]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[2],face[1]->tf.uv[(p3+1 )%3]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[0],face[1]->tf.uv[(p3+1 )%3]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[1],face[1]->tf.uv[(p3+2 )%3]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[2],face[0]->tf.uv[(p1+1 )%3]);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
else if(fac1 == 4 && fac2 == 3){
|
2005-02-16 15:02:58 +00:00
|
|
|
if(dir == 1){
|
|
|
|
|
newFace[0] = addfacelist(faces[0][(p1+1 )%4],faces[0][(p1+2 )%4],faces[0][(p1+3 )%4],faces[1][(p3+1 )%3],NULL,NULL);
|
|
|
|
|
newFace[1] = addfacelist(faces[1][(p3+1 )%3],faces[1][(p3+2 )%3],faces[0][(p1+1 )%4],NULL,NULL,NULL);
|
|
|
|
|
|
|
|
|
|
newFace[0]->tf.col[0] = face[0]->tf.col[(p1+1 )%4];
|
|
|
|
|
newFace[0]->tf.col[1] = face[0]->tf.col[(p1+2 )%4];
|
|
|
|
|
newFace[0]->tf.col[2] = face[0]->tf.col[(p1+3 )%4];
|
|
|
|
|
newFace[0]->tf.col[3] = face[1]->tf.col[(p3+1 )%3];
|
|
|
|
|
newFace[1]->tf.col[0] = face[1]->tf.col[(p3+1 )%3];
|
|
|
|
|
newFace[1]->tf.col[1] = face[1]->tf.col[(p3+2 )%3];
|
|
|
|
|
newFace[1]->tf.col[2] = face[0]->tf.col[(p1+1 )%4];
|
|
|
|
|
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[0],face[0]->tf.uv[(p1+1 )%4]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[1],face[0]->tf.uv[(p1+2 )%4]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[2],face[0]->tf.uv[(p1+3 )%4]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[3],face[1]->tf.uv[(p3+1 )%3]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[0],face[1]->tf.uv[(p3+1 )%3]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[1],face[1]->tf.uv[(p3+2 )%3]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[2],face[0]->tf.uv[(p1+1 )%4]);
|
|
|
|
|
} else if (dir == 2){
|
|
|
|
|
newFace[0] = addfacelist(faces[0][(p1+2 )%4],faces[1][(p3+1)%3],faces[0][(p1)%4],faces[0][(p1+1 )%4],NULL,NULL);
|
|
|
|
|
newFace[1] = addfacelist(faces[0][(p1+2 )%4],faces[1][(p3)%3],faces[1][(p3+1 )%3],NULL,NULL,NULL);
|
|
|
|
|
|
|
|
|
|
newFace[0]->tf.col[0] = face[0]->tf.col[(p1+2)%4];
|
|
|
|
|
newFace[0]->tf.col[1] = face[1]->tf.col[(p3+1)%3];
|
|
|
|
|
newFace[0]->tf.col[2] = face[0]->tf.col[(p1 )%4];
|
|
|
|
|
newFace[0]->tf.col[3] = face[0]->tf.col[(p1+1)%4];
|
|
|
|
|
newFace[1]->tf.col[0] = face[0]->tf.col[(p1+2)%4];
|
|
|
|
|
newFace[1]->tf.col[1] = face[1]->tf.col[(p3 )%3];
|
|
|
|
|
newFace[1]->tf.col[2] = face[1]->tf.col[(p3+1)%3];
|
|
|
|
|
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[0],face[0]->tf.uv[(p1+2)%4]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[1],face[1]->tf.uv[(p3+1)%3]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[2],face[0]->tf.uv[(p1 )%4]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[3],face[0]->tf.uv[(p1+1)%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[0],face[0]->tf.uv[(p1+2)%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[1],face[1]->tf.uv[(p3 )%3]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[2],face[1]->tf.uv[(p3+1)%3]);
|
|
|
|
|
|
|
|
|
|
faces[0][(p1+2)%fac1]->f |= SELECT;
|
|
|
|
|
faces[1][(p3+1)%fac2]->f |= SELECT;
|
|
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
else if(fac1 == 3 && fac2 == 4){
|
2005-02-16 15:02:58 +00:00
|
|
|
if(dir == 1){
|
|
|
|
|
newFace[0] = addfacelist(faces[0][(p1+1 )%3],faces[0][(p1+2 )%3],faces[1][(p3+1 )%4],NULL,NULL,NULL);
|
|
|
|
|
newFace[1] = addfacelist(faces[1][(p3+1 )%4],faces[1][(p3+2 )%4],faces[1][(p3+3 )%4],faces[0][(p1+1 )%3],NULL,NULL);
|
|
|
|
|
|
|
|
|
|
newFace[0]->tf.col[0] = face[0]->tf.col[(p1+1 )%3];
|
|
|
|
|
newFace[0]->tf.col[1] = face[0]->tf.col[(p1+2 )%3];
|
|
|
|
|
newFace[0]->tf.col[2] = face[1]->tf.col[(p3+1 )%4];
|
|
|
|
|
newFace[1]->tf.col[0] = face[1]->tf.col[(p3+1 )%4];
|
|
|
|
|
newFace[1]->tf.col[1] = face[1]->tf.col[(p3+2 )%4];
|
|
|
|
|
newFace[1]->tf.col[2] = face[1]->tf.col[(p3+3 )%4];
|
|
|
|
|
newFace[1]->tf.col[3] = face[0]->tf.col[(p1+1 )%3];
|
|
|
|
|
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[0],face[0]->tf.uv[(p1+1 )%3]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[1],face[0]->tf.uv[(p1+2 )%3]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[2],face[1]->tf.uv[(p3+1 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[0],face[1]->tf.uv[(p3+1 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[1],face[1]->tf.uv[(p3+2 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[2],face[1]->tf.uv[(p3+3 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[3],face[0]->tf.uv[(p1+1 )%3]);
|
|
|
|
|
} else if (dir == 2){
|
|
|
|
|
newFace[0] = addfacelist(faces[0][(p1)%3],faces[0][(p1+1 )%3],faces[1][(p3+2 )%4],NULL,NULL,NULL);
|
|
|
|
|
newFace[1] = addfacelist(faces[1][(p3+1 )%4],faces[1][(p3+2 )%4],faces[0][(p1+1 )%3],faces[0][(p1+2 )%3],NULL,NULL);
|
|
|
|
|
|
|
|
|
|
newFace[0]->tf.col[0] = face[0]->tf.col[(p1 )%3];
|
|
|
|
|
newFace[0]->tf.col[1] = face[0]->tf.col[(p1+1 )%3];
|
|
|
|
|
newFace[0]->tf.col[2] = face[1]->tf.col[(p3+2 )%4];
|
|
|
|
|
newFace[1]->tf.col[0] = face[1]->tf.col[(p3+1 )%4];
|
|
|
|
|
newFace[1]->tf.col[1] = face[1]->tf.col[(p3+2 )%4];
|
|
|
|
|
newFace[1]->tf.col[2] = face[0]->tf.col[(p1+1 )%3];
|
|
|
|
|
newFace[1]->tf.col[3] = face[0]->tf.col[(p1+2 )%3];
|
|
|
|
|
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[0],face[0]->tf.uv[(p1 )%3]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[1],face[0]->tf.uv[(p1+1 )%3]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[2],face[1]->tf.uv[(p3+2 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[0],face[1]->tf.uv[(p3+1 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[1],face[1]->tf.uv[(p3+2 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[2],face[0]->tf.uv[(p1+1 )%3]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[3],face[0]->tf.uv[(p1+2 )%3]);
|
|
|
|
|
|
|
|
|
|
faces[0][(p1+1)%fac1]->f |= SELECT;
|
|
|
|
|
faces[1][(p3+2)%fac2]->f |= SELECT;
|
|
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
else if(fac1 == 4 && fac2 == 4){
|
2005-02-16 15:02:58 +00:00
|
|
|
if(dir == 1){
|
2005-04-25 20:42:50 +00:00
|
|
|
newFace[0] = addfacelist(faces[0][(p1+1 )%4],faces[0][(p1+2 )%4],faces[0][(p1+3 )%4],faces[1][(p3+1 )%4],NULL,NULL);
|
|
|
|
|
newFace[1] = addfacelist(faces[1][(p3+1 )%4],faces[1][(p3+2 )%4],faces[1][(p3+3 )%4],faces[0][(p1+1 )%4],NULL,NULL);
|
2005-02-16 15:02:58 +00:00
|
|
|
|
|
|
|
|
newFace[0]->tf.col[0] = face[0]->tf.col[(p1+1 )%4];
|
|
|
|
|
newFace[0]->tf.col[1] = face[0]->tf.col[(p1+2 )%4];
|
|
|
|
|
newFace[0]->tf.col[2] = face[0]->tf.col[(p1+3 )%4];
|
|
|
|
|
newFace[0]->tf.col[3] = face[1]->tf.col[(p3+1 )%4];
|
|
|
|
|
newFace[1]->tf.col[0] = face[1]->tf.col[(p3+1 )%4];
|
|
|
|
|
newFace[1]->tf.col[1] = face[1]->tf.col[(p3+2 )%4];
|
|
|
|
|
newFace[1]->tf.col[2] = face[1]->tf.col[(p3+3 )%4];
|
|
|
|
|
newFace[1]->tf.col[3] = face[0]->tf.col[(p1+1 )%4];
|
|
|
|
|
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[0],face[0]->tf.uv[(p1+1 )%4]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[1],face[0]->tf.uv[(p1+2 )%4]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[2],face[0]->tf.uv[(p1+3 )%4]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[3],face[1]->tf.uv[(p3+1 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[0],face[1]->tf.uv[(p3+1 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[1],face[1]->tf.uv[(p3+2 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[2],face[1]->tf.uv[(p3+3 )%4]);
|
2005-04-25 20:42:50 +00:00
|
|
|
UVCOPY(newFace[1]->tf.uv[3],face[0]->tf.uv[(p1+1 )%4]);
|
2005-02-16 15:02:58 +00:00
|
|
|
} else if (dir == 2){
|
|
|
|
|
newFace[0] = addfacelist(faces[0][(p1+2 )%4],faces[0][(p1+3 )%4],faces[1][(p3+1 )%4],faces[1][(p3+2 )%4],NULL,NULL);
|
|
|
|
|
newFace[1] = addfacelist(faces[1][(p3+2 )%4],faces[1][(p3+3 )%4],faces[0][(p1+1 )%4],faces[0][(p1+2 )%4],NULL,NULL);
|
|
|
|
|
|
|
|
|
|
newFace[0]->tf.col[0] = face[0]->tf.col[(p1+2 )%4];
|
|
|
|
|
newFace[0]->tf.col[1] = face[0]->tf.col[(p1+3 )%4];
|
|
|
|
|
newFace[0]->tf.col[2] = face[1]->tf.col[(p3+1 )%4];
|
|
|
|
|
newFace[0]->tf.col[3] = face[1]->tf.col[(p3+2 )%4];
|
|
|
|
|
newFace[1]->tf.col[0] = face[1]->tf.col[(p3+2 )%4];
|
|
|
|
|
newFace[1]->tf.col[1] = face[1]->tf.col[(p3+3 )%4];
|
|
|
|
|
newFace[1]->tf.col[2] = face[0]->tf.col[(p1+1 )%4];
|
|
|
|
|
newFace[1]->tf.col[3] = face[0]->tf.col[(p1+2 )%4];
|
|
|
|
|
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[0],face[0]->tf.uv[(p1+2 )%4]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[1],face[0]->tf.uv[(p1+3 )%4]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[2],face[1]->tf.uv[(p3+1 )%4]);
|
|
|
|
|
UVCOPY(newFace[0]->tf.uv[3],face[1]->tf.uv[(p3+2 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[0],face[1]->tf.uv[(p3+2 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[1],face[1]->tf.uv[(p3+3 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[2],face[0]->tf.uv[(p1+1 )%4]);
|
|
|
|
|
UVCOPY(newFace[1]->tf.uv[3],face[0]->tf.uv[(p1+2 )%4]);
|
|
|
|
|
|
|
|
|
|
faces[0][(p1+2)%fac1]->f |= SELECT;
|
|
|
|
|
faces[1][(p3+2)%fac2]->f |= SELECT;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
/*This should never happen*/
|
|
|
|
|
return;
|
|
|
|
|
}
|
2005-02-16 15:02:58 +00:00
|
|
|
|
|
|
|
|
if(dir == 1){
|
|
|
|
|
faces[0][(p1+1)%fac1]->f |= SELECT;
|
|
|
|
|
faces[1][(p3+1)%fac2]->f |= SELECT;
|
|
|
|
|
}
|
2004-11-18 14:35:29 +00:00
|
|
|
|
2005-02-17 14:09:05 +00:00
|
|
|
/*Copy old edge's flags to new center edge*/
|
|
|
|
|
for(srchedge=em->edges.first;srchedge;srchedge=srchedge->next){
|
|
|
|
|
if(srchedge->v1->f & SELECT &&srchedge->v2->f & SELECT )
|
|
|
|
|
srchedge->f = eed->f;
|
|
|
|
|
srchedge->h = eed->h;
|
|
|
|
|
srchedge->dir = eed->dir;
|
|
|
|
|
srchedge->seam = eed->seam;
|
|
|
|
|
srchedge->crease = eed->crease;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2004-11-18 14:35:29 +00:00
|
|
|
/* copy flags and material */
|
2005-02-17 14:09:05 +00:00
|
|
|
|
2005-02-14 20:14:10 +00:00
|
|
|
newFace[0]->mat_nr = face[0]->mat_nr;
|
|
|
|
|
newFace[0]->tf.flag = face[0]->tf.flag;
|
|
|
|
|
newFace[0]->tf.transp = face[0]->tf.transp;
|
|
|
|
|
newFace[0]->tf.mode = face[0]->tf.mode;
|
|
|
|
|
newFace[0]->tf.tile = face[0]->tf.tile;
|
|
|
|
|
newFace[0]->tf.unwrap = face[0]->tf.unwrap;
|
|
|
|
|
newFace[0]->tf.tpage = face[0]->tf.tpage;
|
2005-02-17 14:09:05 +00:00
|
|
|
newFace[0]->flag = face[0]->flag;
|
2005-02-14 20:14:10 +00:00
|
|
|
|
|
|
|
|
newFace[1]->mat_nr = face[1]->mat_nr;
|
|
|
|
|
newFace[1]->tf.flag = face[1]->tf.flag;
|
|
|
|
|
newFace[1]->tf.transp = face[1]->tf.transp;
|
|
|
|
|
newFace[1]->tf.mode = face[1]->tf.mode;
|
|
|
|
|
newFace[1]->tf.tile = face[1]->tf.tile;
|
|
|
|
|
newFace[1]->tf.unwrap = face[1]->tf.unwrap;
|
|
|
|
|
newFace[1]->tf.tpage = face[1]->tf.tpage;
|
2005-02-17 14:09:05 +00:00
|
|
|
newFace[1]->flag = face[1]->flag;
|
2005-04-25 20:42:50 +00:00
|
|
|
|
|
|
|
|
/* Resetting Hidden Flag */
|
|
|
|
|
for(numhidden--;numhidden>=0;numhidden--){
|
|
|
|
|
hiddenedges[numhidden]->h = 1;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* check for orhphan edges */
|
|
|
|
|
for(srchedge=em->edges.first;srchedge;srchedge = srchedge->next){
|
|
|
|
|
srchedge->f1 = -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*for(efa = em->faces.first;efa;efa = efa->next){
|
|
|
|
|
if(efa->h == 0){
|
|
|
|
|
efa->e1->f1 = 1;
|
|
|
|
|
efa->e2->f1 = 1;
|
|
|
|
|
efa->e3->f1 = 1;
|
|
|
|
|
if(efa->e4){
|
|
|
|
|
efa->e4->f1 = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(efa->h == 1){
|
|
|
|
|
if(efa->e1->f1 == -1){
|
|
|
|
|
efa->e1->f1 = 0;
|
|
|
|
|
}
|
|
|
|
|
if(efa->e2->f1 == -1){
|
|
|
|
|
efa->e2->f1 = 0;
|
|
|
|
|
}
|
|
|
|
|
if(efa->e1->f1 == -1){
|
|
|
|
|
efa->e1->f1 = 0;
|
|
|
|
|
}
|
|
|
|
|
if(efa->e4){
|
|
|
|
|
efa->e4->f1 = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
A Little Cleanup */
|
|
|
|
|
MEM_freeN(hiddenedges);
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* get rid of the old edge and faces*/
|
|
|
|
|
remedge(eed);
|
|
|
|
|
free_editedge(eed);
|
|
|
|
|
BLI_remlink(&em->faces, face[0]);
|
|
|
|
|
free_editface(face[0]);
|
|
|
|
|
BLI_remlink(&em->faces, face[1]);
|
2005-02-16 15:02:58 +00:00
|
|
|
free_editface(face[1]);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2004-11-10 11:14:11 +00:00
|
|
|
/* only accepts 1 selected edge, or 2 selected faces */
|
2005-02-16 15:02:58 +00:00
|
|
|
void edge_rotate_selected(int dir)
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
{
|
2004-11-10 11:14:11 +00:00
|
|
|
EditEdge *eed;
|
|
|
|
|
EditFace *efa;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
short edgeCount = 0;
|
|
|
|
|
|
2004-11-10 11:14:11 +00:00
|
|
|
/*clear new flag for new edges, count selected edges */
|
|
|
|
|
for(eed= G.editMesh->edges.first; eed; eed= eed->next){
|
|
|
|
|
eed->f1= 0;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
eed->f2 &= ~2;
|
2004-11-10 11:14:11 +00:00
|
|
|
if(eed->f & SELECT) edgeCount++;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
2004-11-10 11:14:11 +00:00
|
|
|
|
|
|
|
|
if(edgeCount>1) {
|
|
|
|
|
/* more selected edges, check faces */
|
|
|
|
|
for(efa= G.editMesh->faces.first; efa; efa= efa->next) {
|
|
|
|
|
if(efa->f & SELECT) {
|
|
|
|
|
efa->e1->f1++;
|
|
|
|
|
efa->e2->f1++;
|
|
|
|
|
efa->e3->f1++;
|
|
|
|
|
if(efa->e4) efa->e4->f1++;
|
|
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
2004-11-10 11:14:11 +00:00
|
|
|
edgeCount= 0;
|
|
|
|
|
for(eed= G.editMesh->edges.first; eed; eed= eed->next) {
|
|
|
|
|
if(eed->f1==2) edgeCount++;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
2004-11-10 11:14:11 +00:00
|
|
|
if(edgeCount==1) {
|
|
|
|
|
for(eed= G.editMesh->edges.first; eed; eed= eed->next) {
|
|
|
|
|
if(eed->f1==2) {
|
2005-02-16 15:02:58 +00:00
|
|
|
edge_rotate(eed,dir);
|
2004-11-10 11:14:11 +00:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else error("Select one edge or two adjacent faces");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
2004-11-10 11:14:11 +00:00
|
|
|
else if(edgeCount==1) {
|
|
|
|
|
for(eed= G.editMesh->edges.first; eed; eed= eed->next) {
|
|
|
|
|
if(eed->f & SELECT) {
|
|
|
|
|
EM_select_edge(eed, 0);
|
2005-02-16 15:02:58 +00:00
|
|
|
edge_rotate(eed,dir);
|
2004-11-10 11:14:11 +00:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else error("Select one edge or two adjacent faces");
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
|
2004-10-16 13:53:41 +00:00
|
|
|
/* flush selected vertices (again) to edges/faces */
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
EM_select_flush();
|
|
|
|
|
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
2004-11-13 13:54:37 +00:00
|
|
|
makeDispList(G.obedit);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
|
2004-11-10 11:14:11 +00:00
|
|
|
BIF_undo_push("Rotate Edge");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/******************* BEVEL CODE STARTS HERE ********************/
|
|
|
|
|
|
2005-03-09 19:45:59 +00:00
|
|
|
static void bevel_displace_vec(float *midvec, float *v1, float *v2, float *v3, float d, float no[3])
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
{
|
|
|
|
|
float a[3], c[3], n_a[3], n_c[3], mid[3], ac, ac2, fac;
|
|
|
|
|
|
|
|
|
|
VecSubf(a, v1, v2);
|
|
|
|
|
VecSubf(c, v3, v2);
|
|
|
|
|
|
|
|
|
|
Crossf(n_a, a, no);
|
|
|
|
|
Normalise(n_a);
|
|
|
|
|
Crossf(n_c, no, c);
|
|
|
|
|
Normalise(n_c);
|
|
|
|
|
|
|
|
|
|
Normalise(a);
|
|
|
|
|
Normalise(c);
|
|
|
|
|
ac = Inpf(a, c);
|
|
|
|
|
|
|
|
|
|
if (ac == 1 || ac == -1) {
|
|
|
|
|
midvec[0] = midvec[1] = midvec[2] = 0;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
ac2 = ac * ac;
|
2005-05-13 10:20:10 +00:00
|
|
|
fac = (float)sqrt((ac2 + 2*ac + 1)/(1 - ac2) + 1);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
VecAddf(mid, n_c, n_a);
|
|
|
|
|
Normalise(mid);
|
|
|
|
|
VecMulf(mid, d * fac);
|
|
|
|
|
VecAddf(mid, mid, v2);
|
|
|
|
|
VecCopyf(midvec, mid);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Finds the new point using the sinus law to extrapolate a triangle
|
|
|
|
|
Lots of sqrts which would not be good for a real time algo
|
|
|
|
|
Using the mid point of the extrapolation of both sides
|
|
|
|
|
Useless for coplanar quads, but that doesn't happen too often */
|
2005-03-09 19:45:59 +00:00
|
|
|
static void fix_bevel_wrap(float *midvec, float *v1, float *v2, float *v3, float *v4, float d, float no[3])
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
{
|
|
|
|
|
float a[3], b[3], c[3], l_a, l_b, l_c, s_a, s_b, s_c, Pos1[3], Pos2[3], Dir[3];
|
|
|
|
|
|
|
|
|
|
VecSubf(a, v3, v2);
|
|
|
|
|
l_a = Normalise(a);
|
|
|
|
|
VecSubf(b, v4, v3);
|
|
|
|
|
Normalise(b);
|
|
|
|
|
VecSubf(c, v1, v2);
|
|
|
|
|
Normalise(c);
|
|
|
|
|
|
|
|
|
|
s_b = Inpf(a, c);
|
2005-05-13 10:20:10 +00:00
|
|
|
s_b = (float)sqrt(1 - (s_b * s_b));
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
s_a = Inpf(b, c);
|
2005-05-13 10:20:10 +00:00
|
|
|
s_a = (float)sqrt(1 - (s_a * s_a));
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
VecMulf(a, -1);
|
|
|
|
|
s_c = Inpf(a, b);
|
2005-05-13 10:20:10 +00:00
|
|
|
s_c = (float)sqrt(1 - (s_c * s_c));
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
l_b = s_b * l_a / s_a;
|
|
|
|
|
l_c = s_c * l_a / s_a;
|
|
|
|
|
|
|
|
|
|
VecMulf(b, l_b);
|
|
|
|
|
VecMulf(c, l_c);
|
|
|
|
|
|
|
|
|
|
VecAddf(Pos1, v2, c);
|
|
|
|
|
VecAddf(Pos2, v3, b);
|
|
|
|
|
|
|
|
|
|
VecAddf(Dir, Pos1, Pos2);
|
|
|
|
|
VecMulf(Dir, 0.5);
|
|
|
|
|
|
|
|
|
|
bevel_displace_vec(midvec, v3, Dir, v2, d, no);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2005-03-09 19:45:59 +00:00
|
|
|
static char detect_wrap(float *o_v1, float *o_v2, float *v1, float *v2, float *no)
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
{
|
|
|
|
|
float o_a[3], a[3], o_c[3], c[3];
|
|
|
|
|
|
|
|
|
|
VecSubf(o_a, o_v1, o_v2);
|
|
|
|
|
VecSubf(a, v1, v2);
|
|
|
|
|
|
|
|
|
|
Crossf(o_c, o_a, no);
|
|
|
|
|
Crossf(c, a, no);
|
|
|
|
|
|
|
|
|
|
if (Inpf(c, o_c) <= 0)
|
|
|
|
|
return 1;
|
|
|
|
|
else
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Detects and fix a quad wrapping after the resize
|
|
|
|
|
// Arguments are the orginal verts followed by the final verts and then the bevel size and the normal
|
2005-03-09 19:45:59 +00:00
|
|
|
static void fix_bevel_quad_wrap(float *o_v1, float *o_v2, float *o_v3, float *o_v4, float *v1, float *v2, float *v3, float *v4, float d, float *no)
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
{
|
|
|
|
|
float vec[3];
|
|
|
|
|
char wrap[4];
|
|
|
|
|
|
|
|
|
|
// Quads can wrap partially. Watch out
|
|
|
|
|
wrap[0] = detect_wrap(o_v1, o_v2, v1, v2, no); // Edge 1-2
|
|
|
|
|
wrap[1] = detect_wrap(o_v2, o_v3, v2, v3, no); // Edge 2-3
|
|
|
|
|
wrap[2] = detect_wrap(o_v3, o_v4, v3, v4, no); // Edge 3-4
|
|
|
|
|
wrap[3] = detect_wrap(o_v4, o_v1, v4, v1, no); // Edge 4-1
|
|
|
|
|
|
|
|
|
|
// Edge 1 inverted
|
|
|
|
|
if (wrap[0] == 1 && wrap[1] == 0 && wrap[2] == 0 && wrap[3] == 0) {
|
|
|
|
|
fix_bevel_wrap(vec, o_v2, o_v3, o_v4, o_v1, d, no);
|
|
|
|
|
VECCOPY(v1, vec);
|
|
|
|
|
VECCOPY(v2, vec);
|
|
|
|
|
}
|
|
|
|
|
// Edge 2 inverted
|
|
|
|
|
else if (wrap[0] == 0 && wrap[1] == 1 && wrap[2] == 0 && wrap[3] == 0) {
|
|
|
|
|
fix_bevel_wrap(vec, o_v3, o_v4, o_v1, o_v2, d, no);
|
|
|
|
|
VECCOPY(v2, vec);
|
|
|
|
|
VECCOPY(v3, vec);
|
|
|
|
|
}
|
|
|
|
|
// Edge 3 inverted
|
|
|
|
|
else if (wrap[0] == 0 && wrap[1] == 0 && wrap[2] == 1 && wrap[3] == 0) {
|
|
|
|
|
fix_bevel_wrap(vec, o_v4, o_v1, o_v2, o_v3, d, no);
|
|
|
|
|
VECCOPY(v3, vec);
|
|
|
|
|
VECCOPY(v4, vec);
|
|
|
|
|
}
|
|
|
|
|
// Edge 4 inverted
|
|
|
|
|
else if (wrap[0] == 0 && wrap[1] == 0 && wrap[2] == 0 && wrap[3] == 1) {
|
|
|
|
|
fix_bevel_wrap(vec, o_v1, o_v2, o_v3, o_v4, d, no);
|
|
|
|
|
VECCOPY(v4, vec);
|
|
|
|
|
VECCOPY(v1, vec);
|
|
|
|
|
}
|
|
|
|
|
// Edge 2 and 4 inverted
|
|
|
|
|
else if (wrap[0] == 0 && wrap[1] == 1 && wrap[2] == 0 && wrap[3] == 1) {
|
|
|
|
|
VecAddf(vec, v2, v3);
|
|
|
|
|
VecMulf(vec, 0.5);
|
|
|
|
|
VECCOPY(v2, vec);
|
|
|
|
|
VECCOPY(v3, vec);
|
|
|
|
|
VecAddf(vec, v1, v4);
|
|
|
|
|
VecMulf(vec, 0.5);
|
|
|
|
|
VECCOPY(v1, vec);
|
|
|
|
|
VECCOPY(v4, vec);
|
|
|
|
|
}
|
|
|
|
|
// Edge 1 and 3 inverted
|
|
|
|
|
else if (wrap[0] == 1 && wrap[1] == 0 && wrap[2] == 1 && wrap[3] == 0) {
|
|
|
|
|
VecAddf(vec, v1, v2);
|
|
|
|
|
VecMulf(vec, 0.5);
|
|
|
|
|
VECCOPY(v1, vec);
|
|
|
|
|
VECCOPY(v2, vec);
|
|
|
|
|
VecAddf(vec, v3, v4);
|
|
|
|
|
VecMulf(vec, 0.5);
|
|
|
|
|
VECCOPY(v3, vec);
|
|
|
|
|
VECCOPY(v4, vec);
|
|
|
|
|
}
|
|
|
|
|
// Totally inverted
|
|
|
|
|
else if (wrap[0] == 1 && wrap[1] == 1 && wrap[2] == 1 && wrap[3] == 1) {
|
|
|
|
|
VecAddf(vec, v1, v2);
|
|
|
|
|
VecAddf(vec, vec, v3);
|
|
|
|
|
VecAddf(vec, vec, v4);
|
|
|
|
|
VecMulf(vec, 0.25);
|
|
|
|
|
VECCOPY(v1, vec);
|
|
|
|
|
VECCOPY(v2, vec);
|
|
|
|
|
VECCOPY(v3, vec);
|
|
|
|
|
VECCOPY(v4, vec);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Detects and fix a tri wrapping after the resize
|
|
|
|
|
// Arguments are the orginal verts followed by the final verts and the normal
|
|
|
|
|
// Triangles cannot wrap partially (not in this situation
|
2005-03-09 19:45:59 +00:00
|
|
|
static void fix_bevel_tri_wrap(float *o_v1, float *o_v2, float *o_v3, float *v1, float *v2, float *v3, float *no)
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
{
|
|
|
|
|
if (detect_wrap(o_v1, o_v2, v1, v2, no)) {
|
|
|
|
|
float vec[3];
|
|
|
|
|
VecAddf(vec, o_v1, o_v2);
|
|
|
|
|
VecAddf(vec, vec, o_v3);
|
2005-05-13 10:20:10 +00:00
|
|
|
VecMulf(vec, 1.0f/3.0f);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
VECCOPY(v1, vec);
|
|
|
|
|
VECCOPY(v2, vec);
|
|
|
|
|
VECCOPY(v3, vec);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2005-03-09 19:45:59 +00:00
|
|
|
static void bevel_shrink_faces(float d, int flag)
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditFace *efa;
|
|
|
|
|
float vec[3], no[3], v1[3], v2[3], v3[3], v4[3];
|
|
|
|
|
|
|
|
|
|
/* move edges of all faces with efa->f1 & flag closer towards their centres */
|
|
|
|
|
efa= em->faces.first;
|
|
|
|
|
while (efa) {
|
|
|
|
|
if (efa->f1 & flag) {
|
|
|
|
|
VECCOPY(v1, efa->v1->co);
|
|
|
|
|
VECCOPY(v2, efa->v2->co);
|
|
|
|
|
VECCOPY(v3, efa->v3->co);
|
|
|
|
|
VECCOPY(no, efa->n);
|
|
|
|
|
if (efa->v4 == NULL) {
|
|
|
|
|
bevel_displace_vec(vec, v1, v2, v3, d, no);
|
|
|
|
|
VECCOPY(efa->v2->co, vec);
|
|
|
|
|
bevel_displace_vec(vec, v2, v3, v1, d, no);
|
|
|
|
|
VECCOPY(efa->v3->co, vec);
|
|
|
|
|
bevel_displace_vec(vec, v3, v1, v2, d, no);
|
|
|
|
|
VECCOPY(efa->v1->co, vec);
|
|
|
|
|
|
|
|
|
|
fix_bevel_tri_wrap(v1, v2, v3, efa->v1->co, efa->v2->co, efa->v3->co, no);
|
|
|
|
|
} else {
|
|
|
|
|
VECCOPY(v4, efa->v4->co);
|
|
|
|
|
bevel_displace_vec(vec, v1, v2, v3, d, no);
|
|
|
|
|
VECCOPY(efa->v2->co, vec);
|
|
|
|
|
bevel_displace_vec(vec, v2, v3, v4, d, no);
|
|
|
|
|
VECCOPY(efa->v3->co, vec);
|
|
|
|
|
bevel_displace_vec(vec, v3, v4, v1, d, no);
|
|
|
|
|
VECCOPY(efa->v4->co, vec);
|
|
|
|
|
bevel_displace_vec(vec, v4, v1, v2, d, no);
|
|
|
|
|
VECCOPY(efa->v1->co, vec);
|
|
|
|
|
|
|
|
|
|
fix_bevel_quad_wrap(v1, v2, v3, v4, efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co, d, no);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2005-03-09 19:45:59 +00:00
|
|
|
static void bevel_shrink_draw(float d, int flag)
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
EditFace *efa;
|
|
|
|
|
float vec[3], no[3], v1[3], v2[3], v3[3], v4[3], fv1[3], fv2[3], fv3[3], fv4[3];
|
|
|
|
|
|
|
|
|
|
/* move edges of all faces with efa->f1 & flag closer towards their centres */
|
|
|
|
|
efa= em->faces.first;
|
|
|
|
|
while (efa) {
|
|
|
|
|
VECCOPY(v1, efa->v1->co);
|
|
|
|
|
VECCOPY(v2, efa->v2->co);
|
|
|
|
|
VECCOPY(v3, efa->v3->co);
|
|
|
|
|
VECCOPY(no, efa->n);
|
|
|
|
|
if (efa->v4 == NULL) {
|
|
|
|
|
bevel_displace_vec(vec, v1, v2, v3, d, no);
|
|
|
|
|
VECCOPY(fv2, vec);
|
|
|
|
|
bevel_displace_vec(vec, v2, v3, v1, d, no);
|
|
|
|
|
VECCOPY(fv3, vec);
|
|
|
|
|
bevel_displace_vec(vec, v3, v1, v2, d, no);
|
|
|
|
|
VECCOPY(fv1, vec);
|
|
|
|
|
|
|
|
|
|
fix_bevel_tri_wrap(v1, v2, v3, fv1, fv2, fv3, no);
|
|
|
|
|
|
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
|
glVertex3fv(fv1);
|
|
|
|
|
glVertex3fv(fv2);
|
|
|
|
|
glEnd();
|
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
|
glVertex3fv(fv2);
|
|
|
|
|
glVertex3fv(fv3);
|
|
|
|
|
glEnd();
|
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
|
glVertex3fv(fv1);
|
|
|
|
|
glVertex3fv(fv3);
|
|
|
|
|
glEnd();
|
|
|
|
|
} else {
|
|
|
|
|
VECCOPY(v4, efa->v4->co);
|
|
|
|
|
bevel_displace_vec(vec, v4, v1, v2, d, no);
|
|
|
|
|
VECCOPY(fv1, vec);
|
|
|
|
|
bevel_displace_vec(vec, v1, v2, v3, d, no);
|
|
|
|
|
VECCOPY(fv2, vec);
|
|
|
|
|
bevel_displace_vec(vec, v2, v3, v4, d, no);
|
|
|
|
|
VECCOPY(fv3, vec);
|
|
|
|
|
bevel_displace_vec(vec, v3, v4, v1, d, no);
|
|
|
|
|
VECCOPY(fv4, vec);
|
|
|
|
|
|
|
|
|
|
fix_bevel_quad_wrap(v1, v2, v3, v4, fv1, fv2, fv3, fv4, d, no);
|
|
|
|
|
|
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
|
glVertex3fv(fv1);
|
|
|
|
|
glVertex3fv(fv2);
|
|
|
|
|
glEnd();
|
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
|
glVertex3fv(fv2);
|
|
|
|
|
glVertex3fv(fv3);
|
|
|
|
|
glEnd();
|
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
|
glVertex3fv(fv3);
|
|
|
|
|
glVertex3fv(fv4);
|
|
|
|
|
glEnd();
|
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
|
glVertex3fv(fv1);
|
|
|
|
|
glVertex3fv(fv4);
|
|
|
|
|
glEnd();
|
|
|
|
|
}
|
|
|
|
|
efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2005-03-09 19:45:59 +00:00
|
|
|
static void bevel_mesh(float bsize, int allfaces)
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
{
|
|
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
//#define BEV_DEBUG
|
|
|
|
|
/* Enables debug printfs and assigns material indices: */
|
|
|
|
|
/* 2 = edge quad */
|
|
|
|
|
/* 3 = fill polygon (vertex clusters) */
|
|
|
|
|
|
|
|
|
|
EditFace *efa, *example; //, *nextvl;
|
|
|
|
|
EditEdge *eed, *eed2;
|
|
|
|
|
EditVert *neweve[1024], *eve, *eve2, *eve3, *v1, *v2, *v3, *v4; //, *eve4;
|
|
|
|
|
//short found4, search;
|
|
|
|
|
//float f1, f2, f3, f4;
|
|
|
|
|
float cent[3], min[3], max[3];
|
|
|
|
|
int a, b, c;
|
2005-05-13 10:20:10 +00:00
|
|
|
float limit= 0.001f;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
waitcursor(1);
|
|
|
|
|
|
|
|
|
|
removedoublesflag(1, limit);
|
|
|
|
|
|
|
|
|
|
/* tag all original faces */
|
|
|
|
|
efa= em->faces.first;
|
|
|
|
|
while (efa) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->f1= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if (faceselectedAND(efa, 1)||allfaces) {
|
|
|
|
|
efa->f1= 1;
|
|
|
|
|
efa->v1->f |= 128;
|
|
|
|
|
efa->v2->f |= 128;
|
|
|
|
|
efa->v3->f |= 128;
|
|
|
|
|
if (efa->v4) efa->v4->f |= 128;
|
|
|
|
|
}
|
|
|
|
|
efa->v1->f &= ~64;
|
|
|
|
|
efa->v2->f &= ~64;
|
|
|
|
|
efa->v3->f &= ~64;
|
|
|
|
|
if (efa->v4) efa->v4->f &= ~64;
|
|
|
|
|
|
|
|
|
|
efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef BEV_DEBUG
|
|
|
|
|
fprintf(stderr,"bevel_mesh: split\n");
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
efa= em->faces.first;
|
|
|
|
|
while (efa) {
|
|
|
|
|
if (efa->f1 & 1) {
|
|
|
|
|
efa->f1-= 1;
|
|
|
|
|
v1= addvertlist(efa->v1->co);
|
|
|
|
|
v1->f= efa->v1->f & ~128;
|
|
|
|
|
efa->v1->vn= v1;
|
|
|
|
|
#ifdef __NLA
|
|
|
|
|
v1->totweight = efa->v1->totweight;
|
|
|
|
|
if (efa->v1->totweight){
|
|
|
|
|
v1->dw = MEM_mallocN (efa->v1->totweight * sizeof(MDeformWeight), "deformWeight");
|
|
|
|
|
memcpy (v1->dw, efa->v1->dw, efa->v1->totweight * sizeof(MDeformWeight));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
v1->dw=NULL;
|
|
|
|
|
#endif
|
|
|
|
|
v1= addvertlist(efa->v2->co);
|
|
|
|
|
v1->f= efa->v2->f & ~128;
|
|
|
|
|
efa->v2->vn= v1;
|
|
|
|
|
#ifdef __NLA
|
|
|
|
|
v1->totweight = efa->v2->totweight;
|
|
|
|
|
if (efa->v2->totweight){
|
|
|
|
|
v1->dw = MEM_mallocN (efa->v2->totweight * sizeof(MDeformWeight), "deformWeight");
|
|
|
|
|
memcpy (v1->dw, efa->v2->dw, efa->v2->totweight * sizeof(MDeformWeight));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
v1->dw=NULL;
|
|
|
|
|
#endif
|
|
|
|
|
v1= addvertlist(efa->v3->co);
|
|
|
|
|
v1->f= efa->v3->f & ~128;
|
|
|
|
|
efa->v3->vn= v1;
|
|
|
|
|
#ifdef __NLA
|
|
|
|
|
v1->totweight = efa->v3->totweight;
|
|
|
|
|
if (efa->v3->totweight){
|
|
|
|
|
v1->dw = MEM_mallocN (efa->v3->totweight * sizeof(MDeformWeight), "deformWeight");
|
|
|
|
|
memcpy (v1->dw, efa->v3->dw, efa->v3->totweight * sizeof(MDeformWeight));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
v1->dw=NULL;
|
|
|
|
|
#endif
|
|
|
|
|
if (efa->v4) {
|
|
|
|
|
v1= addvertlist(efa->v4->co);
|
|
|
|
|
v1->f= efa->v4->f & ~128;
|
|
|
|
|
efa->v4->vn= v1;
|
|
|
|
|
#ifdef __NLA
|
|
|
|
|
v1->totweight = efa->v4->totweight;
|
|
|
|
|
if (efa->v4->totweight){
|
|
|
|
|
v1->dw = MEM_mallocN (efa->v4->totweight * sizeof(MDeformWeight), "deformWeight");
|
|
|
|
|
memcpy (v1->dw, efa->v4->dw, efa->v4->totweight * sizeof(MDeformWeight));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
v1->dw=NULL;
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Needs better adaption of creases? */
|
|
|
|
|
addedgelist(efa->e1->v1->vn, efa->e1->v2->vn, efa->e1);
|
|
|
|
|
addedgelist(efa->e2->v1->vn,efa->e2->v2->vn, efa->e2);
|
|
|
|
|
addedgelist(efa->e3->v1->vn,efa->e3->v2->vn, efa->e3);
|
|
|
|
|
if (efa->e4) addedgelist(efa->e4->v1->vn,efa->e4->v2->vn, efa->e4);
|
|
|
|
|
|
|
|
|
|
if(efa->v4) {
|
|
|
|
|
v1= efa->v1->vn;
|
|
|
|
|
v2= efa->v2->vn;
|
|
|
|
|
v3= efa->v3->vn;
|
|
|
|
|
v4= efa->v4->vn;
|
2004-10-09 20:49:55 +00:00
|
|
|
addfacelist(v1, v2, v3, v4, efa,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
} else {
|
|
|
|
|
v1= efa->v1->vn;
|
|
|
|
|
v2= efa->v2->vn;
|
|
|
|
|
v3= efa->v3->vn;
|
2004-10-09 20:49:55 +00:00
|
|
|
addfacelist(v1, v2, v3, 0, efa,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
efa= efa-> next;
|
|
|
|
|
} else {
|
|
|
|
|
efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2004-09-26 18:33:29 +00:00
|
|
|
for(efa= em->faces.first; efa; efa= efa->next) {
|
|
|
|
|
if( (efa->v1->f & 128) && (efa->v2->f & 128) && (efa->v3->f & 128) ) {
|
|
|
|
|
if(efa->v4==NULL || (efa->v4->f & 128)) efa->f |= 128;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
delfaceflag(128); // works with face flag now
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
/* tag all faces for shrink*/
|
|
|
|
|
efa= em->faces.first;
|
|
|
|
|
while (efa) {
|
|
|
|
|
if (faceselectedAND(efa, 1)||allfaces) {
|
|
|
|
|
efa->f1= 2;
|
|
|
|
|
}
|
|
|
|
|
efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef BEV_DEBUG
|
|
|
|
|
fprintf(stderr,"bevel_mesh: make edge quads\n");
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/* find edges that are on each other and make quads between them */
|
|
|
|
|
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
eed->f2= eed->f1= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if ( ((eed->v1->f & eed->v2->f) & 1) || allfaces) eed->f1 |= 4; /* original edges */
|
|
|
|
|
eed->vn= 0;
|
|
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while (eed) {
|
|
|
|
|
if ( ((eed->f1 & 2)==0) && (eed->f1 & 4) ) {
|
|
|
|
|
eed2= em->edges.first;
|
|
|
|
|
while (eed2) {
|
|
|
|
|
if ( (eed2 != eed) && ((eed2->f1 & 2)==0) && (eed->f1 & 4) ) {
|
|
|
|
|
if (
|
|
|
|
|
(eed->v1 != eed2->v1) &&
|
|
|
|
|
(eed->v1 != eed2->v2) &&
|
|
|
|
|
(eed->v2 != eed2->v1) &&
|
|
|
|
|
(eed->v2 != eed2->v2) && (
|
|
|
|
|
( VecCompare(eed->v1->co, eed2->v1->co, limit) &&
|
|
|
|
|
VecCompare(eed->v2->co, eed2->v2->co, limit) ) ||
|
|
|
|
|
( VecCompare(eed->v1->co, eed2->v2->co, limit) &&
|
|
|
|
|
VecCompare(eed->v2->co, eed2->v1->co, limit) ) ) )
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
#ifdef BEV_DEBUG
|
|
|
|
|
fprintf(stderr, "bevel_mesh: edge quad\n");
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
eed->f1 |= 2; /* these edges are finished */
|
|
|
|
|
eed2->f1 |= 2;
|
|
|
|
|
|
|
|
|
|
example= NULL;
|
|
|
|
|
efa= em->faces.first; /* search example face (for mat_nr, ME_SMOOTH, ...) */
|
|
|
|
|
while (efa) {
|
|
|
|
|
if ( (efa->e1 == eed) ||
|
|
|
|
|
(efa->e2 == eed) ||
|
|
|
|
|
(efa->e3 == eed) ||
|
|
|
|
|
(efa->e4 && (efa->e4 == eed)) ) {
|
|
|
|
|
example= efa;
|
|
|
|
|
efa= NULL;
|
|
|
|
|
}
|
|
|
|
|
if (efa) efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
neweve[0]= eed->v1; neweve[1]= eed->v2;
|
|
|
|
|
neweve[2]= eed2->v1; neweve[3]= eed2->v2;
|
|
|
|
|
|
|
|
|
|
if(exist_face(neweve[0], neweve[1], neweve[2], neweve[3])==0) {
|
|
|
|
|
efa= NULL;
|
|
|
|
|
|
|
|
|
|
if (VecCompare(eed->v1->co, eed2->v2->co, limit)) {
|
2004-10-09 20:49:55 +00:00
|
|
|
efa= addfacelist(neweve[0], neweve[1], neweve[2], neweve[3], example,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
} else {
|
2004-10-09 20:49:55 +00:00
|
|
|
efa= addfacelist(neweve[0], neweve[2], neweve[3], neweve[1], example,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(efa) {
|
|
|
|
|
float inp;
|
|
|
|
|
CalcNormFloat(efa->v1->co, efa->v2->co, efa->v3->co, efa->n);
|
|
|
|
|
inp= efa->n[0]*G.vd->viewmat[0][2] + efa->n[1]*G.vd->viewmat[1][2] + efa->n[2]*G.vd->viewmat[2][2];
|
|
|
|
|
if(inp < 0.0) flipface(efa);
|
|
|
|
|
#ifdef BEV_DEBUG
|
|
|
|
|
efa->mat_nr= 1;
|
|
|
|
|
#endif
|
|
|
|
|
} else fprintf(stderr,"bevel_mesh: error creating face\n");
|
|
|
|
|
}
|
|
|
|
|
eed2= NULL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (eed2) eed2= eed2->next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
eed->f2= eed->f1= 0;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eed->f1= 0;
|
|
|
|
|
eed->v1->f1 &= ~1;
|
|
|
|
|
eed->v2->f1 &= ~1;
|
|
|
|
|
eed->vn= 0;
|
|
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef BEV_DEBUG
|
|
|
|
|
fprintf(stderr,"bevel_mesh: find clusters\n");
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/* Look for vertex clusters */
|
|
|
|
|
|
|
|
|
|
eve= em->verts.first;
|
|
|
|
|
while (eve) {
|
|
|
|
|
eve->f &= ~(64|128);
|
|
|
|
|
eve->vn= NULL;
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* eve->f: 128: first vertex in a list (->vn) */
|
|
|
|
|
/* 64: vertex is in a list */
|
|
|
|
|
|
|
|
|
|
eve= em->verts.first;
|
|
|
|
|
while (eve) {
|
|
|
|
|
eve2= em->verts.first;
|
|
|
|
|
eve3= NULL;
|
|
|
|
|
while (eve2) {
|
|
|
|
|
if ((eve2 != eve) && ((eve2->f & (64|128))==0)) {
|
|
|
|
|
if (VecCompare(eve->co, eve2->co, limit)) {
|
|
|
|
|
if ((eve->f & (128|64)) == 0) {
|
|
|
|
|
/* fprintf(stderr,"Found vertex cluster:\n *\n *\n"); */
|
|
|
|
|
eve->f |= 128;
|
|
|
|
|
eve->vn= eve2;
|
|
|
|
|
eve3= eve2;
|
|
|
|
|
} else if ((eve->f & 64) == 0) {
|
|
|
|
|
/* fprintf(stderr," *\n"); */
|
|
|
|
|
if (eve3) eve3->vn= eve2;
|
|
|
|
|
eve2->f |= 64;
|
|
|
|
|
eve3= eve2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
eve2= eve2->next;
|
|
|
|
|
if (!eve2) {
|
|
|
|
|
if (eve3) eve3->vn= NULL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef BEV_DEBUG
|
|
|
|
|
fprintf(stderr,"bevel_mesh: shrink faces\n");
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
bevel_shrink_faces(bsize, 2);
|
|
|
|
|
|
|
|
|
|
#ifdef BEV_DEBUG
|
|
|
|
|
fprintf(stderr,"bevel_mesh: fill clusters\n");
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/* Make former vertex clusters faces */
|
|
|
|
|
|
|
|
|
|
eve= em->verts.first;
|
|
|
|
|
while (eve) {
|
|
|
|
|
eve->f &= ~64;
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
eve= em->verts.first;
|
|
|
|
|
while (eve) {
|
|
|
|
|
if (eve->f & 128) {
|
|
|
|
|
eve->f &= ~128;
|
|
|
|
|
a= 0;
|
|
|
|
|
neweve[a]= eve;
|
|
|
|
|
eve2= eve->vn;
|
|
|
|
|
while (eve2) {
|
|
|
|
|
a++;
|
|
|
|
|
neweve[a]= eve2;
|
|
|
|
|
eve2= eve2->vn;
|
|
|
|
|
}
|
|
|
|
|
a++;
|
|
|
|
|
efa= NULL;
|
|
|
|
|
if (a>=3) {
|
|
|
|
|
example= NULL;
|
|
|
|
|
efa= em->faces.first; /* search example face */
|
|
|
|
|
while (efa) {
|
|
|
|
|
if ( (efa->v1 == neweve[0]) ||
|
|
|
|
|
(efa->v2 == neweve[0]) ||
|
|
|
|
|
(efa->v3 == neweve[0]) ||
|
|
|
|
|
(efa->v4 && (efa->v4 == neweve[0])) ) {
|
|
|
|
|
example= efa;
|
|
|
|
|
efa= NULL;
|
|
|
|
|
}
|
|
|
|
|
if (efa) efa= efa->next;
|
|
|
|
|
}
|
|
|
|
|
#ifdef BEV_DEBUG
|
|
|
|
|
fprintf(stderr,"bevel_mesh: Making %d-gon\n", a);
|
|
|
|
|
#endif
|
|
|
|
|
if (a>4) {
|
|
|
|
|
cent[0]= cent[1]= cent[2]= 0.0;
|
|
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
|
for (b=0; b<a; b++) {
|
|
|
|
|
VecAddf(cent, cent, neweve[b]->co);
|
|
|
|
|
DO_MINMAX(neweve[b]->co, min, max);
|
|
|
|
|
}
|
|
|
|
|
cent[0]= (min[0]+max[0])/2;
|
|
|
|
|
cent[1]= (min[1]+max[1])/2;
|
|
|
|
|
cent[2]= (min[2]+max[2])/2;
|
|
|
|
|
eve2= addvertlist(cent);
|
|
|
|
|
eve2->f |= 1;
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while (eed) {
|
|
|
|
|
c= 0;
|
|
|
|
|
for (b=0; b<a; b++)
|
|
|
|
|
if ((neweve[b]==eed->v1) || (neweve[b]==eed->v2)) c++;
|
|
|
|
|
if (c==2) {
|
|
|
|
|
if(exist_face(eed->v1, eed->v2, eve2, 0)==0) {
|
2004-10-09 20:49:55 +00:00
|
|
|
efa= addfacelist(eed->v1, eed->v2, eve2, 0, example,NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
#ifdef BEV_DEBUG
|
|
|
|
|
efa->mat_nr= 2;
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
} else if (a==4) {
|
|
|
|
|
if(exist_face(neweve[0], neweve[1], neweve[2], neweve[3])==0) {
|
2004-11-05 13:34:23 +00:00
|
|
|
/* the order of vertices can be anything, three cases to check */
|
|
|
|
|
if( convex(neweve[0]->co, neweve[1]->co, neweve[2]->co, neweve[3]->co) ) {
|
|
|
|
|
efa= addfacelist(neweve[0], neweve[1], neweve[2], neweve[3], NULL, NULL);
|
|
|
|
|
}
|
|
|
|
|
else if( convex(neweve[0]->co, neweve[2]->co, neweve[3]->co, neweve[1]->co) ) {
|
|
|
|
|
efa= addfacelist(neweve[0], neweve[2], neweve[3], neweve[1], NULL, NULL);
|
|
|
|
|
}
|
2004-11-07 00:10:10 +00:00
|
|
|
else if( convex(neweve[0]->co, neweve[2]->co, neweve[1]->co, neweve[3]->co) ) {
|
2004-11-05 13:34:23 +00:00
|
|
|
efa= addfacelist(neweve[0], neweve[2], neweve[1], neweve[3], NULL, NULL);
|
|
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (a==3) {
|
|
|
|
|
if(exist_face(neweve[0], neweve[1], neweve[2], 0)==0)
|
2004-10-09 20:49:55 +00:00
|
|
|
efa= addfacelist(neweve[0], neweve[1], neweve[2], 0, example, NULL);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
if(efa) {
|
|
|
|
|
float inp;
|
|
|
|
|
CalcNormFloat(neweve[0]->co, neweve[1]->co, neweve[2]->co, efa->n);
|
|
|
|
|
inp= efa->n[0]*G.vd->viewmat[0][2] + efa->n[1]*G.vd->viewmat[1][2] + efa->n[2]*G.vd->viewmat[2][2];
|
|
|
|
|
if(inp < 0.0) flipface(efa);
|
|
|
|
|
#ifdef BEV_DEBUG
|
|
|
|
|
efa->mat_nr= 2;
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
eve= em->verts.first;
|
|
|
|
|
while (eve) {
|
|
|
|
|
eve->f1= 0;
|
|
|
|
|
eve->f &= ~(128|64);
|
|
|
|
|
eve->vn= NULL;
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
recalc_editnormals();
|
|
|
|
|
waitcursor(0);
|
|
|
|
|
countall();
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
makeDispList(G.obedit);
|
|
|
|
|
|
|
|
|
|
removedoublesflag(1, limit);
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
/* flush selected vertices to edges/faces */
|
2004-12-04 17:52:44 +00:00
|
|
|
EM_select_flush();
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
#undef BEV_DEBUG
|
|
|
|
|
}
|
|
|
|
|
|
2005-03-09 19:45:59 +00:00
|
|
|
static void bevel_mesh_recurs(float bsize, short recurs, int allfaces)
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
{
|
|
|
|
|
float d;
|
|
|
|
|
short nr;
|
|
|
|
|
|
|
|
|
|
d= bsize;
|
|
|
|
|
for (nr=0; nr<recurs; nr++) {
|
|
|
|
|
bevel_mesh(d, allfaces);
|
|
|
|
|
if (nr==0) d /= 3; else d /= 2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void bevel_menu()
|
|
|
|
|
{
|
|
|
|
|
char Finished = 0, Canceled = 0, str[100], Recalc = 0;
|
|
|
|
|
short mval[2], oval[2], curval[2], event = 0, recurs = 1, nr;
|
|
|
|
|
float vec[3], d, drawd=0.0, centre[3], fac = 1;
|
|
|
|
|
|
|
|
|
|
getmouseco_areawin(mval);
|
|
|
|
|
oval[0] = mval[0]; oval[1] = mval[1];
|
|
|
|
|
|
|
|
|
|
// Silly hackish code to initialise the variable (warning if not done)
|
|
|
|
|
// while still drawing in the first iteration (and without using another variable)
|
|
|
|
|
curval[0] = mval[0] + 1; curval[1] = mval[1] + 1;
|
|
|
|
|
|
|
|
|
|
window_to_3d(centre, mval[0], mval[1]);
|
|
|
|
|
|
|
|
|
|
if(button(&recurs, 1, 4, "Recursion:")==0) return;
|
|
|
|
|
|
|
|
|
|
for (nr=0; nr<recurs-1; nr++) {
|
2005-05-13 10:20:10 +00:00
|
|
|
if (nr==0) fac += 1.0f/3.0f; else fac += 1.0f/(3 * nr * 2.0f);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SetBlenderCursor(SYSCURSOR);
|
|
|
|
|
|
|
|
|
|
while (Finished == 0)
|
|
|
|
|
{
|
|
|
|
|
getmouseco_areawin(mval);
|
|
|
|
|
if (mval[0] != curval[0] || mval[1] != curval[1] || (Recalc == 1))
|
|
|
|
|
{
|
|
|
|
|
Recalc = 0;
|
|
|
|
|
curval[0] = mval[0];
|
|
|
|
|
curval[1] = mval[1];
|
|
|
|
|
|
|
|
|
|
window_to_3d(vec, mval[0]-oval[0], mval[1]-oval[1]);
|
|
|
|
|
d = Normalise(vec) / 10;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
drawd = d * fac;
|
|
|
|
|
if (G.qual & LR_CTRLKEY)
|
2005-05-13 10:20:10 +00:00
|
|
|
drawd = (float) floor(drawd * 10.0f)/10.0f;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if (G.qual & LR_SHIFTKEY)
|
|
|
|
|
drawd /= 10;
|
|
|
|
|
|
|
|
|
|
/*------------- Preview lines--------------- */
|
|
|
|
|
|
|
|
|
|
/* uses callback mechanism to draw it all in current area */
|
|
|
|
|
scrarea_do_windraw(curarea);
|
|
|
|
|
|
|
|
|
|
/* set window matrix to perspective, default an area returns with buttons transform */
|
|
|
|
|
persp(PERSP_VIEW);
|
|
|
|
|
/* make a copy, for safety */
|
|
|
|
|
glPushMatrix();
|
|
|
|
|
/* multiply with the object transformation */
|
|
|
|
|
mymultmatrix(G.obedit->obmat);
|
|
|
|
|
|
|
|
|
|
glColor3ub(255, 255, 0);
|
|
|
|
|
|
|
|
|
|
// PREVIEW CODE GOES HERE
|
|
|
|
|
bevel_shrink_draw(drawd, 2);
|
|
|
|
|
|
|
|
|
|
/* restore matrix transform */
|
|
|
|
|
glPopMatrix();
|
|
|
|
|
|
|
|
|
|
sprintf(str, "Bevel Size: %.4f LMB to confirm, RMB to cancel, SPACE to input directly.", drawd);
|
|
|
|
|
headerprint(str);
|
|
|
|
|
|
|
|
|
|
/* this also verifies other area/windows for clean swap */
|
|
|
|
|
screen_swapbuffers();
|
|
|
|
|
|
|
|
|
|
persp(PERSP_WIN);
|
|
|
|
|
|
|
|
|
|
glDrawBuffer(GL_FRONT);
|
|
|
|
|
|
|
|
|
|
BIF_ThemeColor(TH_WIRE);
|
|
|
|
|
|
|
|
|
|
setlinestyle(3);
|
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
|
|
|
glVertex2sv(mval);
|
|
|
|
|
glVertex2sv(oval);
|
|
|
|
|
glEnd();
|
|
|
|
|
setlinestyle(0);
|
|
|
|
|
|
|
|
|
|
persp(PERSP_VIEW);
|
|
|
|
|
glFlush(); // flush display for frontbuffer
|
|
|
|
|
glDrawBuffer(GL_BACK);
|
|
|
|
|
}
|
|
|
|
|
while(qtest()) {
|
|
|
|
|
unsigned short val=0;
|
|
|
|
|
event= extern_qread(&val); // extern_qread stores important events for the mainloop to handle
|
|
|
|
|
|
|
|
|
|
/* val==0 on key-release event */
|
|
|
|
|
if(val && (event==ESCKEY || event==RIGHTMOUSE || event==LEFTMOUSE || event==RETKEY || event==ESCKEY)){
|
|
|
|
|
if (event==RIGHTMOUSE || event==ESCKEY)
|
|
|
|
|
Canceled = 1;
|
|
|
|
|
Finished = 1;
|
|
|
|
|
}
|
|
|
|
|
else if (val && event==SPACEKEY) {
|
|
|
|
|
if (fbutton(&d, 0.000, 10.000, 10, 0, "Width:")!=0) {
|
|
|
|
|
drawd = d * fac;
|
|
|
|
|
Finished = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (val) {
|
|
|
|
|
/* On any other keyboard event, recalc */
|
|
|
|
|
Recalc = 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (Canceled==0) {
|
|
|
|
|
SetBlenderCursor(BC_WAITCURSOR);
|
|
|
|
|
bevel_mesh_recurs(drawd/fac, recurs, 1);
|
|
|
|
|
righthandfaces(1);
|
|
|
|
|
SetBlenderCursor(SYSCURSOR);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
BIF_undo_push("Bevel");
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* *********** END BEVEL *********/
|
|
|
|
|
|
|
|
|
|
|