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blender-archive/source/blender/src/drawobject.c

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2002-10-12 11:37:38 +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) 2001-2002 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 *****
*/
#include <string.h>
#include <math.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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#ifdef _WIN32
#include "BLI_winstuff.h"
#endif
#include "MEM_guardedalloc.h"
#include "BMF_Api.h"
#include "IMB_imbuf.h"
#include "MTC_matrixops.h"
#include "DNA_camera_types.h"
#include "DNA_curve_types.h"
#include "DNA_constraint_types.h" // for drawing constraint
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#include "DNA_effect_types.h"
#include "DNA_ipo_types.h"
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
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#include "DNA_meta_types.h"
#include "DNA_object_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
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#include "BKE_utildefines.h"
#include "BKE_curve.h"
#include "BKE_constraint.h" // for the get_constraint_target function
#include "BKE_deform.h" // lattice_modifier()
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#include "BKE_displist.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_ipo.h"
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#include "BKE_lattice.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_object.h"
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#include "BIF_gl.h"
#include "BIF_mywindow.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_editarmature.h"
#include "BIF_editika.h"
#include "BIF_editmesh.h"
#include "BIF_glutil.h"
#include "BIF_resources.h"
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#include "BDR_drawmesh.h"
#include "BDR_drawobject.h"
#include "BDR_editobject.h"
#include "BSE_view.h"
#include "BSE_drawview.h"
#include "BSE_trans_types.h"
#include "blendef.h"
#include "mydevice.h"
#include "nla.h"
#include "BKE_deform.h"
/* pretty stupid */
/* extern Lattice *editLatt; already in BKE_lattice.h */
/* editcurve.c */
extern ListBase editNurb;
/* editmball.c */
extern ListBase editelems;
/* more or less needed forwards */
static void drawmeshwire(Object *ob);
/***/
// Materials start counting at # one....
#define MAXMATBUF (MAXMAT + 1)
static float matbuf[MAXMATBUF][2][4];
static void init_gl_materials(Object *ob)
{
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
extern Material defmaterial; // render module abuse...
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Material *ma;
int a;
if(ob->totcol==0) {
matbuf[0][0][0]= defmaterial.r;
matbuf[0][0][1]= defmaterial.g;
matbuf[0][0][2]= defmaterial.b;
matbuf[0][0][3]= 1.0;
matbuf[0][1][0]= defmaterial.specr;
matbuf[0][1][1]= defmaterial.specg;
matbuf[0][1][2]= defmaterial.specb;
matbuf[0][1][3]= 1.0;
/* do material 1 too, for displists! */
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VECCOPY(matbuf[1][0], matbuf[0][0]);
VECCOPY(matbuf[1][1], matbuf[0][1]);
}
for(a=1; a<=ob->totcol; a++) {
ma= give_current_material(ob, a);
if(ma==NULL) ma= &defmaterial;
if(a<MAXMATBUF) {
matbuf[a][0][0]= (ma->ref+ma->emit)*ma->r;
matbuf[a][0][1]= (ma->ref+ma->emit)*ma->g;
matbuf[a][0][2]= (ma->ref+ma->emit)*ma->b;
matbuf[a][0][3]= 1.0;
matbuf[a][1][0]= ma->spec*ma->specr;
matbuf[a][1][1]= ma->spec*ma->specg;
matbuf[a][1][2]= ma->spec*ma->specb;
matbuf[a][1][3]= 1.0;
}
}
}
static void set_gl_material(int nr)
{
if(nr<MAXMATBUF) {
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matbuf[nr][0]);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matbuf[nr][1]);
}
}
/***/
unsigned int rect_desel[16]= {0x707070,0x0,0x0,0x707070,0x407070,0x70cccc,0x407070,0x0,0xaaffff,0xffffff,0x70cccc,0x0,0x70cccc,0xaaffff,0x407070,0x707070};
unsigned int rect_sel[16]= {0x707070,0x0,0x0,0x707070,0x702070,0xcc50cc,0x702070,0x0,0xff80ff,0xffffff,0xcc50cc,0x0,0xcc50cc,0xff80ff,0x702070,0x707070};
unsigned int rectu_desel[16]= {0xff4e4e4e,0xff5c2309,0xff000000,0xff4e4f4d,0xff000000,0xffff9d72,0xffff601c,0xff000000,0xff5d2409,0xffffffff,0xffff9d72,0xff5b2209,0xff4e4e4e,0xff5c2309,0xff010100,0xff4f4f4f};
unsigned int rectu_sel[16]= {0xff4e4e4e,0xff403c00,0xff000000,0xff4e4e4d,0xff000000,0xfffff64c,0xffaaa100,0xff000000,0xff403c00,0xffffffff,0xfffff64c,0xff403c00,0xff4f4f4f,0xff403c00,0xff010100,0xff4e4e4e};
unsigned int rectl_desel[81]= {0x777777,0x777777,0xa9fefe,0xaaffff,0xaaffff,0xaaffff,0xaaffff,0x777777,0x777777,0x777777,0xa9fefe,0xaafefe,0x777777,0x777777,0x777777,0xa9fefe,0xa9fefe,0x777777,0xaaffff,0xa9fefe,0x4e4e4e,0x0,0x124040,0x0,0x4e4e4e,0xaafefe,0xaaffff,0xaaffff,0x777777,0x0,0x227777,0x55cccc,0x227777,0x0,0x777777,0xaaffff,0xaaffff,0x777777,0x124040,0x88ffff,0xffffff,0x55cccc,0x124040,0x777777,0xaaffff,0xaaffff,0x777777,0x0,0x55cccc,0x88ffff,0x227777,0x0,0x777777,0xaaffff,0xaafefe,0xaafefe,0x4f4f4f,0x0,0x124040,0x0,0x4e4e4e,0xa9fefe,0xaaffff,0x777777,0xa9fefe,0xa9fefe,0x777777,0x777777,0x777777,0xa9fefe,0xa9fefe,0x777777,0x777777,0x777777,0xa9fefe,0xa9fefe,0xaaffff,0xaaffff,0xaaffff,0x777777,0x777777};
unsigned int rectl_sel[81]= {0x777777,0x777777,0xffaaff,0xffaaff,0xffaaff,0xffaaff,0xffaaff,0x777777,0x777777,0x777777,0xffaaff,0xffaaff,0x777777,0x777777,0x777777,0xffaaff,0xffaaff,0x777777,0xffaaff,0xffaaff,0x4e4e4e,0x10101,0x402440,0x0,0x4e4e4e,0xffaaff,0xffaaff,0xffaaff,0x777777,0x0,0x774477,0xcc77cc,0x774477,0x0,0x777777,0xffaaff,0xffaaff,0x777777,0x402440,0xffaaff,0xffffff,0xcc77cc,0x412541,0x777777,0xffaaff,0xffaaff,0x777777,0x10101,0xcc77cc,0xffaaff,0x774477,0x0,0x777777,0xffaaff,0xffaaff,0xffaaff,0x4e4e4e,0x10101,0x402440,0x0,0x4e4e4e,0xffaaff,0xffaaff,0x777777,0xffaaff,0xffaaff,0x777777,0x777777,0x777777,0xffaaff,0xffaaff,0x777777,0x777777,0x777777,0xffaaff,0xffaaff,0xffaaff,0xffaaff,0xffaaff,0x777777,0x777777};
unsigned int rectlus_desel[81]= {0x777777,0x777777,0xa9fefe,0xaaffff,0xaaffff,0xaaffff,0xaaffff,0x777777,0x777777,0x777777,0xa9fefe,0xaafefe,0x777777,0x777777,0x777777,0xa9fefe,0xa9fefe,0x777777,0xaaffff,0xa9fefe,0x4e4e4e,0x0,0x5c2309,0x0,0x4e4f4d,0xaafefe,0xaaffff,0xaaffff,0x777777,0x0,0xff601c,0xff9d72,0xff601c,0x0,0x777777,0xaaffff,0xaaffff,0x777777,0x5d2409,0xffceb8,0xff9d72,0xff9d72,0x5b2209,0x777777,0xaaffff,0xaaffff,0x777777,0x10100,0xffceb8,0xffceb8,0xff601c,0x0,0x777777,0xaaffff,0xaafefe,0xaafefe,0x4e4e4e,0x0,0x5c2309,0x10100,0x4f4f4f,0xa9fefe,0xaaffff,0x777777,0xa9fefe,0xa9fefe,0x777777,0x777777,0x777777,0xa9fefe,0xa9fefe,0x777777,0x777777,0x777777,0xa9fefe,0xa9fefe,0xaaffff,0xaaffff,0xaaffff,0x777777,0x777777};
unsigned int rectlus_sel[81]= {0x777777,0x777777,0xffaaff,0xffaaff,0xffaaff,0xffaaff,0xffaaff,0x777777,0x777777,0x777777,0xffaaff,0xffaaff,0x777777,0x777777,0x777777,0xffaaff,0xffaaff,0x777777,0xffaaff,0xffaaff,0x4e4e4e,0x10100,0x403c00,0x0,0x4e4e4d,0xffaaff,0xffaaff,0xffaaff,0x777777,0x0,0xaaa100,0xfff64c,0xaaa100,0x0,0x777777,0xffaaff,0xffaaff,0x777777,0x403c00,0xfffde2,0xffffff,0xfff64c,0x403c00,0x777777,0xffaaff,0xffaaff,0x777777,0x10100,0xfff64c,0xfffde2,0xaaa100,0x0,0x777777,0xffaaff,0xffaaff,0xffaaff,0x4f4f4f,0x0,0x403c00,0x10100,0x4e4e4e,0xffaaff,0xffaaff,0x777777,0xffaaff,0xffaaff,0x777777,0x777777,0x777777,0xffaaff,0xffaaff,0x777777,0x777777,0x777777,0xffaaff,0xffaaff,0xffaaff,0xffaaff,0xffaaff,0x777777,0x777777};
unsigned int rectllib_desel[81]= {0xff777777,0xff777777,0xb9b237,0xb9b237,0xb9b237,0xb9b237,0xb9b237,0xff777777,0xff777777,0xff777777,0xb9b237,0xb9b237,0xff777777,0xff777777,0xff777777,0xb9b237,0xb9b237,0xff777777,0xb9b237,0xb9b237,0x4e4e4e,0x0,0x5c2309,0x0,0x4e4f4d,0xb9b237,0xb9b237,0xb9b237,0xff777777,0x0,0xff601c,0xff9d72,0xff601c,0x0,0xff777777,0xb9b237,0xb9b237,0xff777777,0x5d2409,0xffceb8,0xff9d72,0xff9d72,0x5b2209,0xff777777,0xb9b237,0xb9b237,0xff777777,0x10100,0xffceb8,0xffceb8,0xff601c,0x0,0xff777777,0xb9b237,0xb9b237,0xb9b237,0x4e4e4e,0x0,0x5c2309,0x10100,0x4f4f4f,0xb9b237,0xb9b237,0xff777777,0xb9b237,0xb9b237,0xff777777,0xff777777,0xff777777,0xb9b237,0xb9b237,0xff777777,0xff777777,0xff777777,0xb9b237,0xb9b237,0xb9b237,0xb9b237,0xb9b237,0xff777777,0xff777777};
unsigned int rectllib_sel[81]= {0xff777777,0xff777777,0xfff64c,0xfff64c,0xfff64c,0xfff64c,0xfff64c,0xff777777,0xff777777,0xff777777,0xfff64c,0xfff64c,0xff777777,0xff777777,0xff777777,0xfff64c,0xfff64c,0xff777777,0xfff64c,0xfff64c,0x4e4e4e,0x10100,0x403c00,0x0,0x4e4e4d,0xfff64c,0xfff64c,0xfff64c,0xff777777,0x0,0xaaa100,0xfff64c,0xaaa100,0x0,0xff777777,0xfff64c,0xfff64c,0xff777777,0x403c00,0xfffde2,0xffffff,0xfff64c,0x403c00,0xff777777,0xfff64c,0xfff64c,0xff777777,0x10100,0xfff64c,0xfffde2,0xaaa100,0x0,0xff777777,0xfff64c,0xfff64c,0xfff64c,0x4f4f4f,0x0,0x403c00,0x10100,0x4e4e4e,0xfff64c,0xfff64c,0xff777777,0xfff64c,0xfff64c,0xff777777,0xff777777,0xff777777,0xfff64c,0xfff64c,0xff777777,0xff777777,0xff777777,0xfff64c,0xfff64c,0xfff64c,0xfff64c,0xfff64c,0xff777777,0xff777777};
unsigned int rectl_set[81]= {0xff777777,0xff777777,0xaaaaaa,0xaaaaaa,0xaaaaaa,0xaaaaaa,0xaaaaaa,0xff777777,0xff777777,0xff777777,0xaaaaaa,0xaaaaaa,0xff777777,0xff777777,0xff777777,0xaaaaaa,0xaaaaaa,0xff777777,0xaaaaaa,0xaaaaaa,0x4e4e4e,0x10100,0x202020,0x0,0x4e4e4d,0xaaaaaa,0xaaaaaa,0xaaaaaa,0xff777777,0x0,0xaaa100,0xaaaaaa,0xaaa100,0x0,0xff777777,0xaaaaaa,0xaaaaaa,0xff777777,0x202020,0xfffde2,0xffffff,0xaaaaaa,0x202020,0xff777777,0xaaaaaa,0xaaaaaa,0xff777777,0x10100,0xaaaaaa,0xfffde2,0xaaa100,0x0,0xff777777,0xaaaaaa,0xaaaaaa,0xaaaaaa,0x4f4f4f,0x0,0x202020,0x10100,0x4e4e4e,0xaaaaaa,0xaaaaaa,0xff777777,0xaaaaaa,0xaaaaaa,0xff777777,0xff777777,0xff777777,0xaaaaaa,0xaaaaaa,0xff777777,0xff777777,0xff777777,0xaaaaaa,0xaaaaaa,0xaaaaaa,0xaaaaaa,0xaaaaaa,0xff777777,0xff777777};
static unsigned int colortab[24]=
{0x0, 0xFF88FF, 0xFFBBFF,
0x403000, 0xFFFF88, 0xFFFFBB,
0x104040, 0x66CCCC, 0x77CCCC,
0x101040, 0x5588FF, 0x88BBFF,
0xFFFFFF
};
static float cube[8][3] = {
{-1.0, -1.0, -1.0},
{-1.0, -1.0, 1.0},
{-1.0, 1.0, 1.0},
{-1.0, 1.0, -1.0},
{ 1.0, -1.0, -1.0},
{ 1.0, -1.0, 1.0},
{ 1.0, 1.0, 1.0},
{ 1.0, 1.0, -1.0},
};
void init_draw_rects(void)
{
if(G.order==B_ENDIAN) {
IMB_convert_rgba_to_abgr(16, rect_desel);
IMB_convert_rgba_to_abgr(16, rect_sel);
IMB_convert_rgba_to_abgr(16, rectu_desel);
IMB_convert_rgba_to_abgr(16, rectu_sel);
IMB_convert_rgba_to_abgr(81, rectl_desel);
IMB_convert_rgba_to_abgr(81, rectl_sel);
IMB_convert_rgba_to_abgr(81, rectlus_desel);
IMB_convert_rgba_to_abgr(81, rectlus_sel);
IMB_convert_rgba_to_abgr(81, rectllib_desel);
IMB_convert_rgba_to_abgr(81, rectllib_sel);
IMB_convert_rgba_to_abgr(81, rectl_set);
}
}
static void draw_icon_centered(float *pos, unsigned int *rect, int rectsize)
{
float hsize= (float) rectsize/2.0;
GLubyte dummy= 0;
glRasterPos3fv(pos);
/* use bitmap to shift rasterpos in pixels */
glBitmap(0, 0, 0.0, 0.0, -hsize, -hsize, &dummy);
#if defined (__sun__) || defined ( __sun ) || defined (__sparc) || defined (__sparc__)
glFlush();
#endif
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glDrawPixels(rectsize, rectsize, GL_RGBA, GL_UNSIGNED_BYTE, rect);
}
void helpline(float *vec)
{
float vecrot[3], cent[2];
short mval[2];
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VECCOPY(vecrot, vec);
if(G.obedit) Mat4MulVecfl(G.obedit->obmat, vecrot);
getmouseco_areawin(mval);
project_float(vecrot, cent); // no overflow in extreme cases
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persp(PERSP_WIN);
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glDrawBuffer(GL_FRONT);
BIF_ThemeColor(TH_WIRE);
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setlinestyle(3);
glBegin(GL_LINE_STRIP);
glVertex2sv(mval);
glVertex2fv(cent);
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glEnd();
setlinestyle(0);
persp(PERSP_VIEW);
glFlush(); // flush display for frontbuffer
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glDrawBuffer(GL_BACK);
}
void drawaxes(float size)
{
int axis;
for (axis=0; axis<3; axis++) {
float v1[3]= {0.0, 0.0, 0.0};
float v2[3]= {0.0, 0.0, 0.0};
int arrow_axis= (axis==0)?1:0;
glBegin(GL_LINES);
v2[axis]= size;
glVertex3fv(v1);
glVertex3fv(v2);
v1[axis]= size*0.8;
v1[arrow_axis]= -size*0.125;
glVertex3fv(v1);
glVertex3fv(v2);
v1[arrow_axis]= size*0.125;
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
v2[axis]+= size*0.125;
glRasterPos3fv(v2);
// patch for 3d cards crashing on glSelect for text drawing (IBM)
if((G.f & G_PICKSEL) == 0) {
if (axis==0)
BMF_DrawString(G.font, "x");
else if (axis==1)
BMF_DrawString(G.font, "y");
else
BMF_DrawString(G.font, "z");
}
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}
}
#if 0
static void drawgourcube(void)
{
float n[3];
n[0]=0; n[1]=0; n[2]=0;
glBegin(GL_QUADS);
n[0]= -1.0;
glNormal3fv(n);
glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
n[0]=0;
glEnd();
glBegin(GL_QUADS);
n[1]= -1.0;
glNormal3fv(n);
glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]);
n[1]=0;
glEnd();
glBegin(GL_QUADS);
n[0]= 1.0;
glNormal3fv(n);
glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]);
n[0]=0;
glEnd();
glBegin(GL_QUADS);
n[1]= 1.0;
glNormal3fv(n);
glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]);
n[1]=0;
glEnd();
glBegin(GL_QUADS);
n[2]= 1.0;
glNormal3fv(n);
glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
n[2]=0;
glEnd();
glBegin(GL_QUADS);
n[2]= -1.0;
glNormal3fv(n);
glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
glEnd();
}
#endif
static void drawcube(void)
{
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
glVertex3fv(cube[7]); glVertex3fv(cube[4]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[1]); glVertex3fv(cube[5]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[2]); glVertex3fv(cube[6]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[3]); glVertex3fv(cube[7]);
glEnd();
}
#if 0
static void drawcube_size(float *size)
{
glPushMatrix();
glScalef(size[0], size[1], size[2]);
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
glVertex3fv(cube[7]); glVertex3fv(cube[4]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[1]); glVertex3fv(cube[5]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[2]); glVertex3fv(cube[6]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[3]); glVertex3fv(cube[7]);
glEnd();
glPopMatrix();
}
#endif
static void tekenshadbuflimits(Lamp *la, float mat[][4])
{
float sta[3], end[3], lavec[3];
lavec[0]= -mat[2][0];
lavec[1]= -mat[2][1];
lavec[2]= -mat[2][2];
Normalise(lavec);
sta[0]= mat[3][0]+ la->clipsta*lavec[0];
sta[1]= mat[3][1]+ la->clipsta*lavec[1];
sta[2]= mat[3][2]+ la->clipsta*lavec[2];
end[0]= mat[3][0]+ la->clipend*lavec[0];
end[1]= mat[3][1]+ la->clipend*lavec[1];
end[2]= mat[3][2]+ la->clipend*lavec[2];
glBegin(GL_LINE_STRIP);
glVertex3fv(sta);
glVertex3fv(end);
glEnd();
glPointSize(3.0);
bglBegin(GL_POINTS);
bglVertex3fv(sta);
bglVertex3fv(end);
bglEnd();
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glPointSize(1.0);
}
static void spotvolume(float *lvec, float *vvec, float inp)
{
/* camera is at 0,0,0 */
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float temp[3],plane[3],mat1[3][3],mat2[3][3],mat3[3][3],mat4[3][3],q[4],co,si,hoek;
Normalise(lvec);
Normalise(vvec); /* is this the correct vector ? */
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Crossf(temp,vvec,lvec); /* equation for a plane through vvec en lvec */
Crossf(plane,lvec,temp); /* a plane perpendicular to this, parrallel with lvec */
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Normalise(plane);
/* now we've got two equations: one of a cone and one of a plane, but we have
three unknowns. We remove one unkown by rotating the plane to z=0 (the plane normal) */
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/* rotate around cross product vector of (0,0,1) and plane normal, dot product degrees */
/* according definition, we derive cross product is (plane[1],-plane[0],0), en cos = plane[2]);*/
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/* translating this comment to english didnt really help me understanding the math! :-) (ton) */
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q[1] = plane[1] ;
q[2] = -plane[0] ;
q[3] = 0 ;
Normalise(&q[1]);
hoek = saacos(plane[2])/2.0;
co = cos(hoek);
si = sqrt(1-co*co);
q[0] = co;
q[1] *= si;
q[2] *= si;
q[3] = 0;
QuatToMat3(q,mat1);
/* rotate lamp vector now over acos(inp) degrees */
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vvec[0] = lvec[0] ;
vvec[1] = lvec[1] ;
vvec[2] = lvec[2] ;
Mat3One(mat2);
co = inp;
si = sqrt(1-inp*inp);
mat2[0][0] = co;
mat2[1][0] = -si;
mat2[0][1] = si;
mat2[1][1] = co;
Mat3MulMat3(mat3,mat2,mat1);
mat2[1][0] = si;
mat2[0][1] = -si;
Mat3MulMat3(mat4,mat2,mat1);
Mat3Transp(mat1);
Mat3MulMat3(mat2,mat1,mat3);
Mat3MulVecfl(mat2,lvec);
Mat3MulMat3(mat2,mat1,mat4);
Mat3MulVecfl(mat2,vvec);
return;
}
static void drawlamp(Object *ob)
{
Lamp *la;
float vec[3], lvec[3], vvec[3],x,y,z;
la= ob->data;
vec[0]=vec[1]=vec[2]= 0.0;
setlinestyle(4);
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point. Extended the range of the depth and cdepth parameters as reqested by leope. Bumpmapping should now be a bit more similar to the Blender render. Added support for all remaining lightsources in yafray, tried to make use of as much of the existing Blender parameters as possible. Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray). All other parameters are similar to the Blender settings, for yafray both the bias parameter and the shadowbuffer size can be lower than equivalent Blender settings, since the yafray buffer is floating point. Remember that 6 shadowmaps are created in this case, so can use quite a bit of memory with large buffer settings. When 'ray shadow' is enabled for this lamp type, it is possible to set a light radius to create a spherical arealight source ('spherelight' in yafray), when this is 0, it is exported as a pointlight instead. Blender Spot: as in Blender now supports 'halo' rendering. Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap settings will appear. The 'ray shadow' button can still be used to disable shadows cast onto other objects, independent of halo shadows. One thing to remember, halo's don't work with empty backgrounds, something must be behind the spotlight for it to be visible. And finally, the photonlight: probably the most confusing (as more things related to yafray), the photonlight is not a real lightsource, it is only used as a source to shoot photons from. Since indirect lighting is already supported (and looks better as well) only caustics mode is supported. So to be able to use this properly other lightsources must be used with it. For the photonlighting to be 'correct' similar lightsettings as for the 'source' light are needed. Probably the best way to do this, when you are happy with the lighting setup you have, and want to add caustics, copy the light you want to enable for caustics (shift-D) and leave everything as is, then change the mode to 'Photon'. To not waiste any photons, the photonlight behaves similar to the spotlight, you can set the width of the beam with the 'angle' parameter. Make sure that any object that needs to cast caustics is within that beam, make the beam width as small as possible to tightly fit the object. The following other parameters can be set: -photons: the number of photons to shoot. -search: the number of photons to search when rendering, the higher, the blurrier the caustics. -depth: the amount of photon bounces allowed, since the primary use is for caustics, you probably best set this to the same level as the 'ray depth' parameter. -Blur: this controls the amount of caustics blur (in addition to the search parameter), very low values will cause very sharp caustics, which when used with a low photonnumber, probably lead to only some noisy specks being rendered. -Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also can sometimes cause patterns. Since the photonlight has no meaning to Blender, when using photonlights and switching back to the internal render, the light doesn't do anything, and no type button will be selected. The lightsource can still be selected, but unless switching to yafray, no parameters can set. Apologies to Anexus, I had no time to really do something with your code, I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
/* yafray: for photonlight also draw lightcone as for spot */
if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) {
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lvec[0]=lvec[1]= 0.0;
lvec[2] = 1.0;
x = G.vd->persmat[0][2];
y = G.vd->persmat[1][2];
z = G.vd->persmat[2][2];
vvec[0]= x*ob->obmat[0][0] + y*ob->obmat[0][1] + z*ob->obmat[0][2];
vvec[1]= x*ob->obmat[1][0] + y*ob->obmat[1][1] + z*ob->obmat[1][2];
vvec[2]= x*ob->obmat[2][0] + y*ob->obmat[2][1] + z*ob->obmat[2][2];
y = cos( M_PI*la->spotsize/360.0 );
spotvolume(lvec, vvec, y);
x = -la->dist;
lvec[0] *= x ;
lvec[1] *= x ;
lvec[2] *= x;
vvec[0] *= x ;
vvec[1] *= x ;
vvec[2] *= x;
glBegin(GL_LINE_STRIP);
glVertex3fv(vvec);
glVertex3fv(vec);
glVertex3fv(lvec);
glEnd();
z = x*sqrt(1.0 - y*y);
x *= y;
glTranslatef(0.0 , 0.0 , x);
if(la->mode & LA_SQUARE) {
vvec[0]= fabs(z);
vvec[1]= fabs(z);
vvec[2]= 0.0;
glBegin(GL_LINE_LOOP);
glVertex3fv(vvec);
vvec[1]= -fabs(z);
glVertex3fv(vvec);
vvec[0]= -fabs(z);
glVertex3fv(vvec);
vvec[1]= fabs(z);
glVertex3fv(vvec);
glEnd();
}
else circ(0.0, 0.0, fabs(z));
}
else if ELEM(la->type, LA_HEMI, LA_SUN) {
glBegin(GL_LINE_STRIP);
glVertex3fv(vec);
vec[2]= -la->dist;
glVertex3fv(vec);
glEnd();
}
else {
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
if(la->type==LA_AREA) {
setlinestyle(0);
if(la->area_shape==LA_AREA_SQUARE)
fdrawbox(-la->area_size*0.5, -la->area_size*0.5, la->area_size*0.5, la->area_size*0.5);
else if(la->area_shape==LA_AREA_RECT)
fdrawbox(-la->area_size*0.5, -la->area_sizey*0.5, la->area_size*0.5, la->area_sizey*0.5);
setlinestyle(3);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0,0.0,0.0);
glVertex3f(0.0,0.0,-la->dist);
glEnd();
setlinestyle(0);
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
}
else if(la->mode & LA_SPHERE) {
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float tmat[4][4], imat[4][4];
vec[0]= vec[1]= vec[2]= 0.0;
mygetmatrix(tmat);
Mat4Invert(imat, tmat);
drawcircball(vec, la->dist, imat);
}
}
myloadmatrix(G.vd->viewmat);
VECCOPY(vec, ob->obmat[3]);
Area lights and more... - New lamp type added "Area". This uses the radiosity formula (Stoke) to calculate the amount of energy which is received from a plane. Result is very nice local light, which nicely spreads out. - Area lamps have a 'gamma' option to control the light spread - Area lamp builtin sizes: square, rect, cube & box. Only first 2 are implemented. Set a type, and define area size - Button area size won't affect the amount of energy. But scaling the lamp in 3d window will do. This is to cover the case when you scale an entire scene, the light then will remain identical If you just want to change area lamp size, use buttons when you dont want to make the scene too bright or too dark - Since area lights realistically are sensitive for distance (quadratic), the effect it has is quickly too much, or too less. For this the "Dist" value in Lamp can be used. Set it at Dist=10 to have reasonable light on distance 10 Blender units (assumed you didnt scale lamp object). - I tried square sized specularity, but this looked totally weird. Not committed - Plan is to extend area light with 3d dimensions, boxes and cubes. - Note that area light is one-sided, towards negative Z. I need to design a nice drawing method for it. Area Shadow - Since there are a lot of variables associated with soft shadow, they now only are available for Area lights. Allowing spot & normal lamp to have soft shadow is possible though, but will require a reorganisation of the Lamp buttons. Is a point of research & feedback still. - Apart from area size, you now can individually set amount of samples in X and Y direction (for area lamp type 'Rect'). For box type area lamp, this will become 3 dimensions - Area shadows have four options: "Clip circle" : only uses a circular shape of samples, gives smoother results "Dither" : use a 2x2 dither mask "Jitter" : applys a pseudo-random offset to samples "Umbra" : extra emphasis on area that's fully in shadow. Raytrace speedup - improved filling in faces in Octree. Large faces occupied too many nodes - added a coherence check; rays fired sequentially that begin and end in same octree nodes, and that don't intersect, are quickly rejected - rendering shadow scenes benefits from this 20-40%. My statue test monkey file now renders in 19 seconds (was 30). Plus: - adjusted specular max to 511, and made sure Blinn spec has again this incredible small spec size - for UI rounded theme: the color "button" displayed RGB color too dark - fixed countall() function, to also include Subsurf totals - removed setting the 'near' clipping for pressing dot-key numpad - when you press the buttons-window icon for 'Shading Context' the context automaticilly switches as with F5 hotkey Please be warned that this is not a release... settings in files might not work as it did, nor guaranteed to work when we do a release. :)
2003-12-29 16:52:51 +00:00
setlinestyle(3);
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glBegin(GL_LINE_STRIP);
glVertex3fv(vec);
vec[2]= 0;
glVertex3fv(vec);
glEnd();
setlinestyle(0);
if(la->type==LA_SPOT && (la->mode & LA_SHAD) ) {
tekenshadbuflimits(la, ob->obmat);
}
}
static void draw_limit_line(float sta, float end, unsigned int col)
{
glBegin(GL_LINES);
glVertex3f(0.0, 0.0, -sta);
glVertex3f(0.0, 0.0, -end);
glEnd();
glPointSize(3.0);
glBegin(GL_POINTS);
cpack(col);
glVertex3f(0.0, 0.0, -sta);
glVertex3f(0.0, 0.0, -end);
glEnd();
glPointSize(1.0);
}
/* yafray: draw camera focus point (cross, similar to aqsis code in tuhopuu) */
static void draw_focus_cross(float dist, float size)
{
glBegin(GL_LINES);
glVertex3f(-size, 0.f, -dist);
glVertex3f(size, 0.f, -dist);
glVertex3f(0.f, -size, -dist);
glVertex3f(0.f, size, -dist);
glEnd();
}
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void drawcamera(Object *ob)
{
/* a standing up pyramid with (0,0,0) as top */
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Camera *cam;
World *wrld;
float vec[8][4], tmat[4][4], fac, facx, facy, depth;
cam= ob->data;
/* this code only works for perspective */
if(G.vd->persp==2 && ob==G.vd->camera && cam->type==CAM_ORTHO) return;
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glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
/* that way it's always visible */
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fac= cam->drawsize;
if(G.vd->persp>=2 && ob==G.vd->camera) fac= cam->clipsta+0.1;
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depth= - fac*cam->lens/16.0;
facx= fac*1.28;
facy= fac*1.024;
vec[0][0]= 0; vec[0][1]= 0; vec[0][2]= 0.001; /* GLBUG: for picking at iris Entry (well thats old!) */
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vec[1][0]= facx; vec[1][1]= facy; vec[1][2]= depth;
vec[2][0]= facx; vec[2][1]= -facy; vec[2][2]= depth;
vec[3][0]= -facx; vec[3][1]= -facy; vec[3][2]= depth;
vec[4][0]= -facx; vec[4][1]= facy; vec[4][2]= depth;
glBegin(GL_LINE_LOOP);
glVertex3fv(vec[0]);
glVertex3fv(vec[1]);
glVertex3fv(vec[2]);
glVertex3fv(vec[0]);
glVertex3fv(vec[3]);
glVertex3fv(vec[4]);
glEnd();
glBegin(GL_LINES);
glVertex3fv(vec[2]);
glVertex3fv(vec[3]);
glEnd();
glBegin(GL_LINES);
glVertex3fv(vec[4]);
glVertex3fv(vec[1]);
glEnd();
if(G.vd->persp>=2) return;
/* arrow on top */
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vec[0][2]= depth;
glBegin(GL_QUADS);
vec[0][0]= -0.2*cam->drawsize;
vec[0][1]= cam->drawsize;
glVertex3fv(vec[0]);
vec[0][0]= 0.2*cam->drawsize;
glVertex3fv(vec[0]);
vec[0][1]= 1.6*cam->drawsize;
glVertex3fv(vec[0]);
vec[0][0]= -0.2*cam->drawsize;
glVertex3fv(vec[0]);
glEnd();
glBegin(GL_TRIANGLES);
vec[0][0]= -0.4*cam->drawsize;
vec[0][1]= 1.6*cam->drawsize;
glVertex3fv(vec[0]);
vec[0][0]= 0.0;
vec[0][1]= 2.0*cam->drawsize;
glVertex3fv(vec[0]);
vec[0][0]= 0.4*cam->drawsize;
vec[0][1]= 1.6*cam->drawsize;
glVertex3fv(vec[0]);
glEnd();
if(cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
myloadmatrix(G.vd->viewmat);
Mat4CpyMat4(vec, ob->obmat);
Mat4Ortho(vec);
mymultmatrix(vec);
MTC_Mat4SwapMat4(G.vd->persmat, tmat);
mygetsingmatrix(G.vd->persmat);
if(cam->flag & CAM_SHOWLIMITS) {
draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF);
/* yafray: dof focus point */
if (G.scene->r.renderer==R_YAFRAY) draw_focus_cross(cam->YF_dofdist, cam->drawsize);
}
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wrld= G.scene->world;
if(cam->flag & CAM_SHOWMIST)
if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
MTC_Mat4SwapMat4(G.vd->persmat, tmat);
}
}
static void tekenvertslatt(short sel)
{
Lattice *lt;
BPoint *bp;
float size;
2002-10-12 11:37:38 +00:00
int a, uxt, u, vxt, v, wxt, w;
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
size= BIF_GetThemeValuef(TH_VERTEX_SIZE);
glPointSize(size);
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if(sel) BIF_ThemeColor(TH_VERTEX_SELECT);
else BIF_ThemeColor(TH_VERTEX);
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bglBegin(GL_POINTS);
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bp= editLatt->def;
lt= editLatt;
if(lt->flag & LT_OUTSIDE) {
for(w=0; w<lt->pntsw; w++) {
if(w==0 || w==lt->pntsw-1) wxt= 1; else wxt= 0;
for(v=0; v<lt->pntsv; v++) {
if(v==0 || v==lt->pntsv-1) vxt= 1; else vxt= 0;
for(u=0; u<lt->pntsu; u++, bp++) {
if(u==0 || u==lt->pntsu-1) uxt= 1; else uxt= 0;
if(uxt || vxt || wxt) {
if(bp->hide==0) {
if((bp->f1 & 1)==sel) bglVertex3fv(bp->vec);
2002-10-12 11:37:38 +00:00
}
}
}
}
}
}
else {
a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
while(a--) {
if(bp->hide==0) {
if((bp->f1 & 1)==sel) bglVertex3fv(bp->vec);
2002-10-12 11:37:38 +00:00
}
bp++;
}
}
glPointSize(1.0);
bglEnd();
2002-10-12 11:37:38 +00:00
}
static void calc_lattverts(void)
{
BPoint *bp;
float mat[4][4];
int a;
MTC_Mat4SwapMat4(G.vd->persmat, mat);
mygetsingmatrix(G.vd->persmat);
bp= editLatt->def;
a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
while(a--) {
project_short(bp->vec, bp->s);
bp++;
}
MTC_Mat4SwapMat4(G.vd->persmat, mat);
}
void calc_lattverts_ext(void)
{
areawinset(curarea->win);
persp(PERSP_VIEW);
2002-10-12 11:37:38 +00:00
mymultmatrix(G.obedit->obmat);
calc_lattverts();
myloadmatrix(G.vd->viewmat);
}
static void drawlattice(Object *ob)
{
Lattice *lt;
BPoint *bp, *bpu;
int u, v, w, dv, dw, uxt, vxt, wxt;
lt= ob->data;
if(ob==G.obedit) {
bp= editLatt->def;
cpack(0x004000);
}
else {
lattice_modifier(ob, 's');
2002-10-12 11:37:38 +00:00
bp= lt->def;
}
dv= lt->pntsu;
dw= dv*lt->pntsv;
if(lt->flag & LT_OUTSIDE) {
for(w=0; w<lt->pntsw; w++) {
if(w==0 || w==lt->pntsw-1) wxt= 1; else wxt= 0;
for(v=0; v<lt->pntsv; v++) {
if(v==0 || v==lt->pntsv-1) vxt= 1; else vxt= 0;
for(u=0, bpu=0; u<lt->pntsu; u++, bp++) {
if(u==0 || u==lt->pntsu-1) uxt= 1; else uxt= 0;
if(uxt || vxt || wxt) {
if(w && (uxt || vxt)) {
glBegin(GL_LINE_STRIP);
glVertex3fv( (bp-dw)->vec ); glVertex3fv(bp->vec);
glEnd();
}
if(v && (uxt || wxt)) {
glBegin(GL_LINES);
glVertex3fv( (bp-dv)->vec ); glVertex3fv(bp->vec);
glEnd();
}
if(u && (vxt || wxt)) {
glBegin(GL_LINES);
glVertex3fv(bpu->vec); glVertex3fv(bp->vec);
glEnd();
}
}
bpu= bp;
}
}
}
}
else {
for(w=0; w<lt->pntsw; w++) {
for(v=0; v<lt->pntsv; v++) {
for(u=0, bpu=0; u<lt->pntsu; u++, bp++) {
if(w) {
glBegin(GL_LINES);
glVertex3fv( (bp-dw)->vec ); glVertex3fv(bp->vec);
glEnd();
}
if(v) {
glBegin(GL_LINES);
glVertex3fv( (bp-dv)->vec ); glVertex3fv(bp->vec);
glEnd();
}
if(u) {
glBegin(GL_LINES);
glVertex3fv(bpu->vec); glVertex3fv(bp->vec);
glEnd();
}
bpu= bp;
}
}
}
}
if(ob==G.obedit) {
calc_lattverts();
if(G.zbuf) glDisable(GL_DEPTH_TEST);
tekenvertslatt(0);
tekenvertslatt(1);
if(G.zbuf) glEnable(GL_DEPTH_TEST);
}
else lattice_modifier(ob, 'e');
2002-10-12 11:37:38 +00:00
}
/* ***************** ******************** */
int subsurf_optimal(Object *ob)
{
if(ob->type==OB_MESH) {
Mesh *me= ob->data;
if( (me->flag & ME_OPT_EDGES) && (me->flag & ME_SUBSURF) && me->subdiv) return 1;
}
return 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
void calc_mesh_facedots_ext(void)
{
EditMesh *em = G.editMesh;
EditFace *efa;
float mat[4][4];
if(em->faces.first==NULL) return;
efa= em->faces.first;
areawinset(curarea->win);
persp(PERSP_VIEW);
mymultmatrix(G.obedit->obmat);
MTC_Mat4SwapMat4(G.vd->persmat, mat);
mygetsingmatrix(G.vd->persmat);
efa= em->faces.first;
while(efa) {
if( efa->h==0) {
project_short(efa->cent, &(efa->xs));
}
efa= efa->next;
}
MTC_Mat4SwapMat4(G.vd->persmat, mat);
myloadmatrix(G.vd->viewmat);
}
/* window coord, assuming all matrices are set OK */
static void calc_meshverts(void)
2002-10-12 11:37:38 +00:00
{
EditMesh *em = G.editMesh;
2002-10-12 11:37:38 +00:00
EditVert *eve;
float mat[4][4];
if(em->verts.first==0) return;
eve= em->verts.first;
2002-10-12 11:37:38 +00:00
MTC_Mat4SwapMat4(G.vd->persmat, mat);
mygetsingmatrix(G.vd->persmat);
if(subsurf_optimal(G.obedit)) { // separate loop for speed
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h==0 && eve->ssco) project_short(eve->ssco, &(eve->xs));
}
}
else {
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h==0) project_short(eve->co, &(eve->xs));
2002-10-12 11:37:38 +00:00
}
}
MTC_Mat4SwapMat4(G.vd->persmat, mat);
}
/* window coord for current window, sets matrices temporal */
2002-10-12 11:37:38 +00:00
void calc_meshverts_ext(void)
{
areawinset(curarea->win);
persp(PERSP_VIEW);
2002-10-12 11:37:38 +00:00
mymultmatrix(G.obedit->obmat);
calc_meshverts();
myloadmatrix(G.vd->viewmat);
}
/* window coord for current window, sets matrices temporal, sets (eve->f & 2) when not visible */
void calc_meshverts_ext_f2(void)
{
EditMesh *em = G.editMesh;
EditVert *eve;
float mat[4][4];
int optimal= subsurf_optimal(G.obedit);
if(em->verts.first==0) return;
eve= em->verts.first;
/* matrices */
areawinset(curarea->win);
2003-10-16 20:36:29 +00:00
persp(PERSP_VIEW);
mymultmatrix(G.obedit->obmat);
MTC_Mat4SwapMat4(G.vd->persmat, mat);
mygetsingmatrix(G.vd->persmat);
for(eve= em->verts.first; eve; eve= eve->next) {
eve->f &= ~2;
if(eve->h==0) {
if(optimal && eve->ssco) project_short_noclip(eve->ssco, &(eve->xs));
else project_short_noclip(eve->co, &(eve->xs));
if( eve->xs >= 0 && eve->ys >= 0 && eve->xs<curarea->winx && eve->ys<curarea->winy);
else eve->f |= 2;
}
}
/* restore */
MTC_Mat4SwapMat4(G.vd->persmat, mat);
myloadmatrix(G.vd->viewmat);
}
2002-10-12 11:37:38 +00:00
static void calc_Nurbverts(Nurb *nurb)
{
Nurb *nu;
BezTriple *bezt;
BPoint *bp;
float mat[4][4];
int a;
MTC_Mat4SwapMat4(G.vd->persmat, mat);
mygetsingmatrix(G.vd->persmat);
nu= nurb;
while(nu) {
if((nu->type & 7)==1) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
project_short(bezt->vec[0], bezt->s[0]);
project_short(bezt->vec[1], bezt->s[1]);
project_short(bezt->vec[2], bezt->s[2]);
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
project_short(bp->vec, bp->s);
bp++;
}
}
nu= nu->next;
}
MTC_Mat4SwapMat4(G.vd->persmat, mat);
}
void calc_nurbverts_ext(void)
{
areawinset(curarea->win);
persp(PERSP_VIEW);
2002-10-12 11:37:38 +00:00
mymultmatrix(G.obedit->obmat);
calc_Nurbverts(editNurb.first);
myloadmatrix(G.vd->viewmat);
}
static void draw_vertices(int optimal, int sel)
2002-10-12 11:37:38 +00:00
{
EditMesh *em = G.editMesh;
2002-10-12 11:37:38 +00:00
EditVert *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
EditFace *efa;
float size, fsize;
char col[3], fcol[3];
/* if not V3D_ZBUF_SELECT: */
/* draws in zbuffer mode twice, to show invisible vertices transparent */
if(G.zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
size= BIF_GetThemeValuef(TH_VERTEX_SIZE);
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
fsize= BIF_GetThemeValuef(TH_FACEDOT_SIZE);
if(sel) {
BIF_GetThemeColor3ubv(TH_VERTEX_SELECT, col);
BIF_GetThemeColor3ubv(TH_FACE_DOT, fcol);
}
else {
BIF_GetThemeColor3ubv(TH_VERTEX, col);
BIF_GetThemeColor3ubv(TH_WIRE, fcol);
}
if(G.zbuf) {
if(G.vd->flag & V3D_ZBUF_SELECT);
else {
glDisable(GL_DEPTH_TEST);
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
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
glPointSize(size>2.1?size/2.0: size);
glColor4ub(col[0], col[1], col[2], 100);
bglBegin(GL_POINTS);
if(optimal) {
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h==0 && (eve->f & SELECT)==sel )
if(eve->ssco) bglVertex3fv(eve->ssco);
}
}
else {
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h==0 && (eve->f & SELECT)==sel ) bglVertex3fv(eve->co);
}
}
bglEnd();
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(G.scene->selectmode & SCE_SELECT_FACE) {
glPointSize(fsize>2.1?fsize/2.0: fsize);
glColor4ub(fcol[0], fcol[1], fcol[2], 100);
bglBegin(GL_POINTS);
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if(efa->fgonf==EM_FGON);
else if(sel == (efa->f & SELECT)) {
bglVertex3fv(efa->cent);
}
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
}
}
bglEnd();
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
}
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
2002-10-12 11:37:38 +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(G.scene->selectmode & SCE_SELECT_VERTEX) {
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
glPointSize(size);
glColor3ub(col[0], col[1], col[2]);
2002-10-12 11:37:38 +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
bglBegin(GL_POINTS);
if(optimal) {
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h==0 && (eve->f & SELECT)==sel )
if(eve->ssco) bglVertex3fv(eve->ssco);
}
}
else {
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h==0 && (eve->f & SELECT)==sel ) bglVertex3fv(eve->co);
}
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
}
bglEnd();
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(G.scene->selectmode & SCE_SELECT_FACE) {
glPointSize(fsize);
glColor3ub(fcol[0], fcol[1], fcol[2]);
bglBegin(GL_POINTS);
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if(efa->fgonf==EM_FGON);
else if(sel == (efa->f & SELECT)) {
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
bglVertex3fv(efa->cent);
}
}
}
bglEnd();
2002-10-12 11:37:38 +00:00
}
if(G.zbuf) glDepthMask(1);
glPointSize(1.0);
2002-10-12 11:37:38 +00:00
}
2002-10-12 11:37:38 +00:00
/* ************** DRAW DISPLIST ****************** */
/* DispListMesh, comes from subsurf or decimator */
static void displistmesh_draw_wire(DispListMesh *dlm)
{
MVert *mvert= dlm->mvert;
MEdge *medge;
int i, optim;
2002-10-12 11:37:38 +00:00
if(dlm->medge) {
optim= dlm->flag & ME_OPT_EDGES;
medge= dlm->medge;
2002-10-12 11:37:38 +00:00
glBegin(GL_LINES);
for (i=0; i<dlm->totedge; i++, medge++) {
if(optim==0 || (medge->flag & ME_EDGEDRAW)) {
glVertex3fv(mvert[medge->v1].co);
glVertex3fv(mvert[medge->v2].co);
}
}
glEnd();
}
else {
for (i=0; i<dlm->totface; i++) {
MFace *mf= &dlm->mface[i];
glBegin(GL_LINE_LOOP);
glVertex3fv(dlm->mvert[mf->v1].co);
glVertex3fv(dlm->mvert[mf->v2].co);
if (mf->v3) {
glVertex3fv(dlm->mvert[mf->v3].co);
if (mf->v4)
glVertex3fv(dlm->mvert[mf->v4].co);
}
glEnd();
2002-10-12 11:37:38 +00:00
}
}
}
static void displistmesh_draw_solid(DispListMesh *dlm, float *nors)
{
2002-10-12 11:37:38 +00:00
int lmode, lshademodel= -1, lmat_nr= -1;
int i;
#define PASSVERT(ind) { \
if (lshademodel==GL_SMOOTH) \
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glNormal3sv(dlm->mvert[(ind)].no); \
glVertex3fv(dlm->mvert[(ind)].co); \
}
glBegin(lmode= GL_QUADS);
for (i=0; i<dlm->totface; i++) {
MFace *mf= &dlm->mface[i];
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if (mf->v3) {
int nmode= mf->v4?GL_QUADS:GL_TRIANGLES;
int nshademodel= (mf->flag&ME_SMOOTH)?GL_SMOOTH:GL_FLAT;
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if (nmode!=lmode) {
glEnd();
glBegin(lmode= nmode);
}
if (nshademodel!=lshademodel) {
glEnd();
glShadeModel(lshademodel= nshademodel);
glBegin(lmode);
}
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if (mf->mat_nr!=lmat_nr) {
glEnd();
set_gl_material((lmat_nr= mf->mat_nr)+1);
glBegin(lmode);
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}
if (lshademodel==GL_FLAT)
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glNormal3fv(&nors[i*3]);
PASSVERT(mf->v1);
PASSVERT(mf->v2);
PASSVERT(mf->v3);
if (mf->v4)
PASSVERT(mf->v4);
}
}
glEnd();
#undef PASSVERT
}
static void displistmesh_draw_shaded(DispListMesh *dlm, unsigned char *vcols1, unsigned char *vcols2)
{
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int i, lmode;
glShadeModel(GL_SMOOTH);
if (vcols2)
glEnable(GL_CULL_FACE);
#define PASSVERT(vidx, fidx) { \
unsigned char *col= &colbase[fidx*4]; \
glColor3ub(col[3], col[2], col[1]); \
glVertex3fv(dlm->mvert[(vidx)].co); \
}
glBegin(lmode= GL_QUADS);
for (i=0; i<dlm->totface; i++) {
MFace *mf= &dlm->mface[i];
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if (mf->v3) {
int nmode= mf->v4?GL_QUADS:GL_TRIANGLES;
unsigned char *colbase= &vcols1[i*16];
if (nmode!=lmode) {
glEnd();
glBegin(lmode= nmode);
}
PASSVERT(mf->v1, 0);
PASSVERT(mf->v2, 1);
PASSVERT(mf->v3, 2);
if (mf->v4)
PASSVERT(mf->v4, 3);
if (vcols2) {
unsigned char *colbase= &vcols2[i*16];
if (mf->v4)
PASSVERT(mf->v4, 3);
PASSVERT(mf->v3, 2);
PASSVERT(mf->v2, 1);
PASSVERT(mf->v1, 0);
}
}
}
glEnd();
if (vcols2)
glDisable(GL_CULL_FACE);
#undef PASSVERT
}
/***/
static int draw_index_wire= 1;
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static int index3_nors_incr= 1;
static void drawDispListwire(ListBase *dlbase)
{
DispList *dl;
int parts, nr, ofs, *index;
float *data;
if(dlbase==0) return;
dl= dlbase->first;
while(dl) {
data= dl->verts;
switch(dl->type) {
case DL_SEGM:
parts= dl->parts;
while(parts--) {
nr= dl->nr;
glBegin(GL_LINE_STRIP);
while(nr--) {
glVertex3fv(data);
data+=3;
}
glEnd();
}
break;
case DL_POLY:
parts= dl->parts;
while(parts--) {
nr= dl->nr;
glBegin(GL_LINE_LOOP);
while(nr--) {
glVertex3fv(data);
data+=3;
}
glEnd();
}
break;
case DL_SURF:
parts= dl->parts;
while(parts--) {
nr= dl->nr;
if(dl->flag & DL_CYCL_U) glBegin(GL_LINE_LOOP);
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else glBegin(GL_LINE_STRIP);
while(nr--) {
glVertex3fv(data);
data+=3;
}
glEnd();
}
ofs= 3*dl->nr;
nr= dl->nr;
while(nr--) {
data= ( dl->verts )+3*nr;
parts= dl->parts;
if(dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
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else glBegin(GL_LINE_STRIP);
while(parts--) {
glVertex3fv(data);
data+=ofs;
}
glEnd();
}
break;
case DL_INDEX3:
if(draw_index_wire) {
parts= dl->parts;
data= dl->verts;
index= dl->index;
while(parts--) {
glBegin(GL_LINE_LOOP);
glVertex3fv(data+3*index[0]);
glVertex3fv(data+3*index[1]);
glVertex3fv(data+3*index[2]);
glEnd();
index+= 3;
}
}
break;
case DL_INDEX4:
if(draw_index_wire) {
parts= dl->parts;
data= dl->verts;
index= dl->index;
while(parts--) {
glBegin(GL_LINE_LOOP);
glVertex3fv(data+3*index[0]);
glVertex3fv(data+3*index[1]);
glVertex3fv(data+3*index[2]);
if(index[3]) glVertex3fv(data+3*index[3]);
glEnd();
index+= 4;
}
}
break;
case DL_MESH:
displistmesh_draw_wire(dl->mesh);
break;
}
dl= dl->next;
}
}
static void drawDispListsolid(ListBase *lb, Object *ob)
{
DispList *dl;
int parts, ofs, p1, p2, p3, p4, a, b, *index;
float *data, *v1, *v2, *v3, *v4;
float *ndata, *n1, *n2, *n3, *n4;
if(lb==0) return;
glEnable(GL_LIGHTING);
if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
else glFrontFace(GL_CCW);
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if(ob->type==OB_MBALL) { // mball always smooth shaded
glShadeModel(GL_SMOOTH);
}
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dl= lb->first;
while(dl) {
data= dl->verts;
ndata= dl->nors;
switch(dl->type) {
case DL_SURF:
set_gl_material(dl->col+1);
if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
else glShadeModel(GL_FLAT);
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for(a=0; a<dl->parts; a++) {
DL_SURFINDEX(dl->flag & DL_CYCL_U, dl->flag & DL_CYCL_V, dl->nr, dl->parts);
v1= data+ 3*p1;
v2= data+ 3*p2;
v3= data+ 3*p3;
v4= data+ 3*p4;
n1= ndata+ 3*p1;
n2= ndata+ 3*p2;
n3= ndata+ 3*p3;
n4= ndata+ 3*p4;
glBegin(GL_QUAD_STRIP);
glNormal3fv(n2); glVertex3fv(v2);
glNormal3fv(n4); glVertex3fv(v4);
for(; b<dl->nr; b++) {
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glNormal3fv(n1); glVertex3fv(v1);
glNormal3fv(n3); glVertex3fv(v3);
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v2= v1; v1+= 3;
v4= v3; v3+= 3;
n2= n1; n1+= 3;
n4= n3; n3+= 3;
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}
glEnd();
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}
break;
case DL_INDEX3:
parts= dl->parts;
data= dl->verts;
ndata= dl->nors;
index= dl->index;
set_gl_material(dl->col+1);
/* voor polys only one normal needed */
if(index3_nors_incr==0) {
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while(parts--) {
glBegin(GL_TRIANGLES);
glNormal3fv(ndata);
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glVertex3fv(data+3*index[0]);
glVertex3fv(data+3*index[1]);
glVertex3fv(data+3*index[2]);
glEnd();
index+= 3;
}
}
else {
while(parts--) {
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glBegin(GL_TRIANGLES);
ofs= 3*index[0];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
ofs= 3*index[1];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
ofs= 3*index[2];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
glEnd();
index+= 3;
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}
}
break;
case DL_INDEX4:
parts= dl->parts;
data= dl->verts;
ndata= dl->nors;
index= dl->index;
set_gl_material(dl->col+1);
while(parts--) {
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glBegin(index[3]?GL_QUADS:GL_TRIANGLES);
ofs= 3*index[0];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
ofs= 3*index[1];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
ofs= 3*index[2];
glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
if(index[3]) {
ofs= 3*index[3];
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glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
}
glEnd();
index+= 4;
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}
break;
case DL_MESH:
if (!dl->nors)
addnormalsDispList(ob, lb);
displistmesh_draw_solid(dl->mesh, dl->nors);
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break;
}
dl= dl->next;
}
glShadeModel(GL_FLAT);
glDisable(GL_LIGHTING);
glFrontFace(GL_CCW);
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}
static void drawDispListshaded(ListBase *lb, Object *ob)
{
DispList *dl, *dlob;
int parts, p1, p2, p3, p4, a, b, *index;
float *data, *v1, *v2, *v3, *v4;/* , *extverts=0 */
unsigned int *cdata, *c1, *c2, *c3, *c4;
char *cp;
if(lb==0) return;
glShadeModel(GL_SMOOTH);
dl= lb->first;
dlob= ob->disp.first;
while(dl && dlob) {
cdata= dlob->col1;
data= dl->verts;
if(cdata==0) break;
switch(dl->type) {
case DL_SURF:
for(a=0; a<dl->parts; a++) {
DL_SURFINDEX(dl->flag & DL_CYCL_U, dl->flag & DL_CYCL_V, dl->nr, dl->parts);
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v1= data+ 3*p1;
v2= data+ 3*p2;
v3= data+ 3*p3;
v4= data+ 3*p4;
c1= cdata+ p1;
c2= cdata+ p2;
c3= cdata+ p3;
c4= cdata+ p4;
for(; b<dl->nr; b++) {
glBegin(GL_QUADS);
cp= (char *)c1;
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(v1);
cp= (char *)c2;
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(v2);
cp= (char *)c4;
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(v4);
cp= (char *)c3;
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(v3);
glEnd();
v2= v1; v1+= 3;
v4= v3; v3+= 3;
c2= c1; c1++;
c4= c3; c3++;
}
}
break;
case DL_INDEX3:
parts= dl->parts;
index= dl->index;
while(parts--) {
glBegin(GL_TRIANGLES);
cp= (char *)(cdata+index[0]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[0]);
cp= (char *)(cdata+index[1]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[1]);
cp= (char *)(cdata+index[2]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[2]);
glEnd();
index+= 3;
}
break;
case DL_INDEX4:
parts= dl->parts;
index= dl->index;
while(parts--) {
glBegin(index[3]?GL_QUADS:GL_TRIANGLES);
cp= (char *)(cdata+index[0]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[0]);
cp= (char *)(cdata+index[1]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[1]);
cp= (char *)(cdata+index[2]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[2]);
if(index[3]) {
cp= (char *)(cdata+index[3]);
glColor3ub(cp[3], cp[2], cp[1]);
glVertex3fv(data+3*index[3]);
}
glEnd();
index+= 4;
}
break;
case DL_MESH:
displistmesh_draw_shaded(dl->mesh, (unsigned char*) dlob->col1, (unsigned char*) dlob->col2);
break;
}
dl= dl->next;
dlob= dlob->next;
}
glShadeModel(GL_FLAT);
}
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static void drawmeshsolid(Object *ob, float *nors)
{
EditMesh *em = G.editMesh;
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Mesh *me;
DispList *dl;
MVert *mvert;
TFace *tface;
MFace *mface;
EditFace *efa;
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float *extverts=0, *v1, *v2, *v3, *v4;
int glmode, setsmooth=0, a, start, end, matnr= -1, vertexpaint, do_wire=0;
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short no[3], *n1, *n2, *n3, *n4 = NULL;
vertexpaint= (G.f & (G_VERTEXPAINT+G_FACESELECT+G_TEXTUREPAINT+G_WEIGHTPAINT)) && (ob==((G.scene->basact) ? (G.scene->basact->object) : 0));
me= get_mesh(ob);
if(me==0) return;
glShadeModel(GL_FLAT);
glEnable(GL_LIGHTING);
init_gl_materials(ob);
two_sided( me->flag & ME_TWOSIDED );
if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
else glFrontFace(GL_CCW);
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mface= me->mface;
if( (G.f & G_FACESELECT) && ob==((G.scene->basact) ? (G.scene->basact->object) : 0)) tface= me->tface;
else tface= 0;
mvert= me->mvert;
a= me->totface;
/* SOLVE */
/* if ELEM(ob->type, OB_SECTOR, OB_LIFE) glEnable(GL_CULL_FACE); */
if(ob==G.obedit || (G.obedit && ob->data==G.obedit->data)) {
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->h==0) {
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if(efa->mat_nr!=matnr) {
matnr= efa->mat_nr;
2002-10-12 11:37:38 +00:00
set_gl_material(matnr+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
if(efa->v4) {
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glBegin(GL_QUADS);
glNormal3fv(efa->n);
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
glVertex3fv(efa->v4->co);
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glEnd();
}
else {
glBegin(GL_TRIANGLES);
glNormal3fv(efa->n);
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
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glEnd();
}
}
efa= efa->next;
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}
glDisable(GL_LIGHTING);
glShadeModel(GL_FLAT);
}
else { /* [nors] should never be zero, but is weak code... the displist
system needs a make over (ton)
Face select and vertex paint calls drawmeshsolid() with nors = NULL!
It's still weak code but hey, as ton says, the whole system needs
a good thrashing! ;) (aphex) */
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start= 0; end= me->totface;
set_buildvars(ob, &start, &end);
mface+= start;
if(tface) tface+= start;
dl= find_displist(&ob->disp, DL_VERTS);
if(dl) extverts= dl->verts;
glBegin(GL_QUADS);
glmode= GL_QUADS;
for(a=start; a<end; a++, mface++, nors+=3) {
if(mface->v3==0) do_wire= 1;
else {
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if(tface && (tface->flag & TF_HIDE)) {
glBegin(GL_LINE_LOOP);
glVertex3fv( (mvert+mface->v1)->co);
glVertex3fv( (mvert+mface->v2)->co);
glVertex3fv( (mvert+mface->v3)->co);
if(mface->v4) glVertex3fv( (mvert+mface->v1)->co);
glEnd();
tface++;
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}
else {
if(extverts) {
v1= extverts+3*mface->v1;
v2= extverts+3*mface->v2;
v3= extverts+3*mface->v3;
if(mface->v4) v4= extverts+3*mface->v4;
else v4= 0;
}
else {
v1= (mvert+mface->v1)->co;
v2= (mvert+mface->v2)->co;
v3= (mvert+mface->v3)->co;
if(mface->v4) v4= (mvert+mface->v4)->co;
else v4= 0;
}
if(tface) {
if(tface->mode & TF_TWOSIDE) glEnable(GL_CULL_FACE);
else glDisable(GL_CULL_FACE);
}
/* this GL_QUADS joke below was tested for speed: a factor 2! */
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if(v4) {if(glmode==GL_TRIANGLES) {glmode= GL_QUADS; glEnd(); glBegin(GL_QUADS);}}
else {if(glmode==GL_QUADS) {glmode= GL_TRIANGLES; glEnd(); glBegin(GL_TRIANGLES);}}
if(mface->mat_nr!=matnr) {
glEnd();
matnr= mface->mat_nr;
set_gl_material(matnr+1);
glBegin(glmode);
}
if( (me->flag & ME_AUTOSMOOTH)==0 && (mface->flag & ME_SMOOTH)) {
if(setsmooth==0) {
glEnd();
glShadeModel(GL_SMOOTH);
glBegin(glmode);
setsmooth= 1;
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}
n1= (mvert+mface->v1)->no;
n2= (mvert+mface->v2)->no;
n3= (mvert+mface->v3)->no;
if(v4) n4= (mvert+mface->v4)->no;
if(mface->puno & ME_FLIPV1) {
no[0]= -n1[0]; no[1]= -n1[1]; no[2]= -n1[2];
glNormal3sv(no);
}
else glNormal3sv(n1);
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glVertex3fv( v1 );
if(mface->puno & ME_FLIPV2) {
no[0]= -n2[0]; no[1]= -n2[1]; no[2]= -n2[2];
glNormal3sv(no);
}
else glNormal3sv(n2);
glVertex3fv( v2 );
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if(mface->puno & ME_FLIPV3) {
no[0]= -n3[0]; no[1]= -n3[1]; no[2]= -n3[2];
glNormal3sv(no);
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}
else glNormal3sv(n3);
glVertex3fv( v3 );
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if(v4) {
if(mface->puno & ME_FLIPV4) {
no[0]= -n4[0]; no[1]= -n4[1]; no[2]= -n4[2];
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glNormal3sv(no);
}
else glNormal3sv(n4);
glVertex3fv( v4 );
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}
}
else {
if(setsmooth==1) {
glEnd();
glShadeModel(GL_FLAT);
glBegin(glmode);
setsmooth= 0;
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}
glNormal3fv(nors);
glVertex3fv( v1 );
glVertex3fv( v2 );
glVertex3fv( v3 );
if(v4) glVertex3fv( v4 );
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}
}
if(tface) tface++;
}
}
glEnd();
if(do_wire) {
start= 0; end= me->totface;
set_buildvars(ob, &start, &end);
mface= ((MFace *)me->mface)+start;
BIF_ThemeColor(TH_WIRE);
glBegin(GL_LINES);
for(a=0; a<end; a++, mface++) {
if(mface->v3==0) {
glVertex3fv((mvert+mface->v1)->co);
glVertex3fv((mvert+mface->v2)->co);
}
}
glEnd();
}
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}
glDisable(GL_LIGHTING);
glFrontFace(GL_CCW);
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}
#if 0
// WIP: experiment with cleaner draw, but cant make it for this release (ton)
static void drawmesh_vpaint(Object *ob)
{
Mesh *me= ob->data;
MVert *mvert;
MFace *mface;
TFace *tface;
int totface, a, glmode;
char *mcol;
if(mesh_uses_displist(me)) {
DispList *dl= find_displist(&me->disp, DL_MESH);
DispListMesh *dlm= dl->mesh;
if(dlm==NULL) return;
if(dlm->tface==NULL && dlm->mcol==NULL) return;
mvert= dlm->mvert;
mface= dlm->mface;
totface= dlm->totface;
mcol= (char *)dlm->mcol;
tface= dlm->tface;
}
else {
if(me->tface==NULL && me->mcol==NULL) return;
mvert= me->mvert;
mface= me->mface;
totface= me->totface;
mcol= (char *)me->mcol;
tface= me->tface;
}
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
glmode= GL_QUADS;
for(a=0; a<totface; a++, mface++) {
if(mcol) {
for(a=0; a<totface; a++, mface++) {
if(mface->v3) {
if(mface->v4) {if(glmode==GL_TRIANGLES) {glmode= GL_QUADS; glEnd(); glBegin(GL_QUADS);}}
else {if(glmode==GL_QUADS) {glmode= GL_TRIANGLES; glEnd(); glBegin(GL_TRIANGLES);}}
glColor3ub(mcol[3], mcol[2], mcol[1]);
glVertex3fv( (mvert+mface->v1)->co );
glColor3ub(mcol[7], mcol[6], mcol[5]);
glVertex3fv( (mvert+mface->v2)->co );
glColor3ub(mcol[11], mcol[10], mcol[9]);
glVertex3fv( (mvert+mface->v3)->co );
if(mface->v4) {
glColor3ub(mcol[15], mcol[14], mcol[13]);
glVertex3fv( (mvert+mface->v4)->co );
}
}
mcol+=16;
}
}
else {
tface++;
}
}
glEnd();
glShadeModel(GL_FLAT);
}
#endif
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static void drawmeshshaded(Object *ob, unsigned int *col1, unsigned int *col2)
{
Mesh *me;
MVert *mvert;
MFace *mface;
TFace *tface;
DispList *dl;
float *extverts=0, *v1, *v2, *v3, *v4;
int a, start, end, twoside;
char *cp1, *cp2 = NULL;
int lglmode;
glShadeModel(GL_SMOOTH);
glDisable(GL_LIGHTING);
me= ob->data;
mface= me->mface;
/* then it does not draw hide */
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if( (G.f & G_FACESELECT) && ob==((G.scene->basact) ? (G.scene->basact->object) : 0)) tface= me->tface;
else tface= 0;
mvert= me->mvert;
a= me->totface;
twoside= me->flag & ME_TWOSIDED;
if(col2==0) twoside= 0;
if(twoside) glEnable(GL_CULL_FACE);
start= 0; end= me->totface;
set_buildvars(ob, &start, &end);
mface+= start;
if(tface) tface+= start;
col1+= 4*start;
if(col2) col2+= 4*start;
dl= find_displist(&ob->disp, DL_VERTS);
if(dl) extverts= dl->verts;
glBegin(lglmode= GL_QUADS);
cp1= (char *)col1;
if(col2) cp2= (char *)col2;
for(a=start; a<end; a++, mface++, cp1+= 16) {
if(mface->v3) {
if(tface && (tface->flag & TF_HIDE)) tface++;
else {
int nglmode= mface->v4?GL_QUADS:GL_TRIANGLES;
if (nglmode!=lglmode) {
glEnd();
glBegin(lglmode= nglmode);
}
if(extverts) {
v1= extverts+3*mface->v1;
v2= extverts+3*mface->v2;
v3= extverts+3*mface->v3;
if(mface->v4) v4= extverts+3*mface->v4;
else v4= 0;
}
else {
v1= (mvert+mface->v1)->co;
v2= (mvert+mface->v2)->co;
v3= (mvert+mface->v3)->co;
if(mface->v4) v4= (mvert+mface->v4)->co;
else v4= 0;
}
if(tface) {
if(tface->mode & TF_TWOSIDE) glEnable(GL_CULL_FACE);
else glDisable(GL_CULL_FACE);
}
glColor3ub(cp1[3], cp1[2], cp1[1]);
glVertex3fv( v1 );
glColor3ub(cp1[7], cp1[6], cp1[5]);
glVertex3fv( v2 );
glColor3ub(cp1[11], cp1[10], cp1[9]);
glVertex3fv( v3 );
if(v4) {
glColor3ub(cp1[15], cp1[14], cp1[13]);
glVertex3fv( v4 );
}
if(twoside) {
glColor3ub(cp2[11], cp2[10], cp2[9]);
glVertex3fv( v3 );
glColor3ub(cp2[7], cp2[6], cp2[5]);
glVertex3fv( v2 );
glColor3ub(cp2[3], cp2[2], cp2[1]);
glVertex3fv( v1 );
if(mface->v4) {
glColor3ub(cp2[15], cp2[14], cp2[13]);
glVertex3fv( v4 );
}
}
}
}
if(col2) cp2+= 16;
}
glEnd();
glShadeModel(GL_FLAT);
if(twoside) glDisable(GL_CULL_FACE);
}
static void drawDispList(Object *ob, int dt)
{
ListBase *lb=0;
DispList *dl;
Mesh *me;
Curve *cu;
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int solid;
solid= (dt > OB_WIRE);
switch(ob->type) {
case OB_MESH:
me= get_mesh(ob);
if(me==0) return;
if(me->bb==0) tex_space_mesh(me);
if(me->totface>4) if(boundbox_clip(ob->obmat, me->bb)==0) return;
if(dt==OB_SOLID ) {
lb= &me->disp;
if(lb->first==NULL) addnormalsDispList(ob, lb);
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dl= lb->first;
if(dl==NULL) return;
if(dl->nors==NULL) addnormalsDispList(ob, lb);
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if(mesh_uses_displist(me)) {
int vertexpaint= (G.f & (G_VERTEXPAINT+G_FACESELECT+G_TEXTUREPAINT+G_WEIGHTPAINT)) && (ob==((G.scene->basact) ? (G.scene->basact->object) : 0));
/* vertexpaint only true when selecting */
if (vertexpaint) {
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drawmeshsolid(ob, NULL);
} else {
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init_gl_materials(ob);
two_sided(me->flag & ME_TWOSIDED);
drawDispListsolid(lb, ob);
}
}
else {
drawmeshsolid(ob, dl->nors);
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}
}
else if(dt==OB_SHADED) {
if( G.f & G_WEIGHTPAINT && me->dvert) {
unsigned char *wtcol, *curwt;
MFace *curface;
int i;
unsigned char r,g,b;
float val1,val2,val3,val4=0;
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wtcol = curwt= MEM_callocN (sizeof (unsigned char) * me->totface*4*4, "weightmap");
memset (wtcol, 0x55, sizeof (unsigned char) * me->totface*4*4);
for (i=0, curface=(MFace*)me->mface; i<me->totface; i++, curface++){
val1 = get_mvert_weight (ob, curface->v1, ob->actdef-1);
val2 = get_mvert_weight (ob, curface->v2, ob->actdef-1);
val3 = get_mvert_weight (ob, curface->v3, ob->actdef-1);
if (curface->v4)
val4 = get_mvert_weight (ob, curface->v4, ob->actdef-1);
color_temperature (val1, &r, &g, &b);
*curwt++=0; *curwt++=b; *curwt++=g; *curwt++=r;
color_temperature (val2, &r, &g, &b);
*curwt++=0; *curwt++=b; *curwt++=g; *curwt++=r;
color_temperature (val3, &r, &g, &b);
*curwt++=0; *curwt++=b; *curwt++=g; *curwt++=r;
color_temperature (val4, &r, &g, &b);
*curwt++=0; *curwt++=b; *curwt++=g; *curwt++=r;
}
drawmeshshaded(ob, (unsigned int*)wtcol, 0);
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MEM_freeN (wtcol);
}
else
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if( G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) {
/* in order: vertexpaint already made mcol */
if(me->mcol) {
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drawmeshshaded(ob, (unsigned int *)me->mcol, 0);
} else if(me->tface) {
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tface_to_mcol(me);
drawmeshshaded(ob, (unsigned int *)me->mcol, 0);
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MEM_freeN(me->mcol); me->mcol= 0;
}
else
drawmeshwire(ob);
}
else {
dl= ob->disp.first;
if(dl==0 || dl->col1==0) {
shadeDispList(ob);
dl= ob->disp.first;
}
if(dl) {
if(mesh_uses_displist(me)) {
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drawDispListshaded(&me->disp, ob);
} else {
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drawmeshshaded(ob, dl->col1, dl->col2);
}
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}
}
}
if(ob==((G.scene->basact) ? (G.scene->basact->object) : 0) && (G.f & G_FACESELECT)) {
draw_tfaces3D(ob, me);
}
break;
case OB_FONT:
case OB_CURVE:
cu= ob->data;
lb= &cu->disp;
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if(lb->first==0) makeDispList(ob);
if(solid) {
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dl= lb->first;
if(dl==0) return;
/* rule: dl->type INDEX3 is always first in list */
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if(dl->type!=DL_INDEX3) {
if(ob==G.obedit) curve_to_filledpoly(ob->data, &editNurb, lb);
else curve_to_filledpoly(ob->data, &cu->nurb, lb);
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dl= lb->first;
}
if(dl->nors==0) addnormalsDispList(ob, lb);
index3_nors_incr= 0;
if( displist_has_faces(lb)==0) {
draw_index_wire= 0;
drawDispListwire(lb);
draw_index_wire= 1;
}
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else {
if(dt==OB_SHADED) {
if(ob->disp.first==0) shadeDispList(ob);
drawDispListshaded(lb, ob);
}
else {
init_gl_materials(ob);
two_sided(0);
drawDispListsolid(lb, ob);
}
if(ob==G.obedit) {
cpack(0);
draw_index_wire= 0;
drawDispListwire(lb);
draw_index_wire= 1;
}
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}
index3_nors_incr= 1;
}
else {
draw_index_wire= 0;
drawDispListwire(lb);
draw_index_wire= 1;
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}
break;
case OB_SURF:
lb= &((Curve *)ob->data)->disp;
if(lb->first==0) makeDispList(ob);
if(solid) {
dl= lb->first;
if(dl==0) return;
if(dl->nors==0) addnormalsDispList(ob, lb);
if(dt==OB_SHADED) {
if(ob->disp.first==0) shadeDispList(ob);
drawDispListshaded(lb, ob);
}
else {
init_gl_materials(ob);
two_sided(0);
drawDispListsolid(lb, ob);
}
}
else {
drawDispListwire(lb);
}
break;
case OB_MBALL:
if( is_basis_mball(ob)) {
lb= &ob->disp;
if(lb->first==0) makeDispList(ob);
if(solid) {
if(dt==OB_SHADED) {
dl= lb->first;
if(dl && dl->col1==0) shadeDispList(ob);
drawDispListshaded(lb, ob);
}
else {
init_gl_materials(ob);
two_sided(0);
drawDispListsolid(lb, ob);
}
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}
else{
/* MetaBalls use DL_INDEX4 type of DispList */
drawDispListwire(lb);
}
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}
break;
}
}
/* ******************************** */
static void draw_particle_system(Object *ob, PartEff *paf)
{
Particle *pa;
float ptime, ctime, vec[3], vec1[3];
int a;
pa= paf->keys;
if(pa==0) {
build_particle_system(ob);
pa= paf->keys;
if(pa==0) return;
}
myloadmatrix(G.vd->viewmat);
if(ob->ipoflag & OB_OFFS_PARTICLE) ptime= ob->sf;
else ptime= 0.0;
ctime= bsystem_time(ob, 0, (float)(G.scene->r.cfra), ptime);
glPointSize(1.0);
if(paf->stype!=PAF_VECT) glBegin(GL_POINTS);
for(a=0; a<paf->totpart; a++, pa+=paf->totkey) {
if(ctime > pa->time) {
if(ctime < pa->time+pa->lifetime) {
if(paf->stype==PAF_VECT) {
where_is_particle(paf, pa, ctime, vec);
where_is_particle(paf, pa, ctime+1.0, vec1);
glBegin(GL_LINE_STRIP);
glVertex3fv(vec);
glVertex3fv(vec1);
glEnd();
}
else {
where_is_particle(paf, pa, ctime, vec);
glVertex3fv(vec);
}
}
}
}
if(paf->stype!=PAF_VECT) glEnd();
mymultmatrix(ob->obmat); // bring back local matrix for dtx
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}
static void draw_static_particle_system(Object *ob, PartEff *paf)
{
Particle *pa;
float ctime, mtime, vec[3], vec1[3];
int a;
pa= paf->keys;
if(pa==0) {
build_particle_system(ob);
pa= paf->keys;
if(pa==0) return;
}
glPointSize(1.0);
if(paf->stype!=PAF_VECT) glBegin(GL_POINTS);
for(a=0; a<paf->totpart; a++, pa+=paf->totkey) {
where_is_particle(paf, pa, pa->time, vec1);
mtime= pa->time+pa->lifetime+paf->staticstep-1;
for(ctime= pa->time; ctime<mtime; ctime+=paf->staticstep) {
/* make sure hair grows until the end.. */
if(ctime>pa->time+pa->lifetime) ctime= pa->time+pa->lifetime;
if(paf->stype==PAF_VECT) {
where_is_particle(paf, pa, ctime+1, vec);
glBegin(GL_LINE_STRIP);
glVertex3fv(vec);
glVertex3fv(vec1);
glEnd();
VECCOPY(vec1, vec);
}
else {
where_is_particle(paf, pa, ctime, vec);
glVertex3fv(vec);
}
}
}
if(paf->stype!=PAF_VECT) glEnd();
}
/* edges are supposed to be drawn already */
static void drawmeshwire_creases(void)
{
EditMesh *em = G.editMesh;
EditEdge *eed;
float fac, *v1, *v2, vec[3];
glLineWidth(3.0);
glBegin(GL_LINES);
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0 && eed->crease!=0.0) {
if(eed->f & SELECT) BIF_ThemeColor(TH_EDGE_SELECT);
else BIF_ThemeColor(TH_WIRE);
v1= eed->v1->co; v2= eed->v2->co;
VECSUB(vec, v2, v1);
fac= 0.5 + eed->crease/2.0;
glVertex3f(v1[0] + fac*vec[0], v1[1] + fac*vec[1], v1[2] + fac*vec[2] );
glVertex3f(v2[0] - fac*vec[0], v2[1] - fac*vec[1], v2[2] - fac*vec[2] );
}
}
glEnd();
glLineWidth(1.0);
}
static void glVertex_efa_edges(EditFace *efa)
{
if(efa->e1->h==0) {
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
}
if(efa->e2->h==0) {
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
}
if(efa->e3->h==0) {
glVertex3fv(efa->e3->v1->co);
glVertex3fv(efa->e3->v2->co);
}
if(efa->e4 && efa->e4->h==0) {
glVertex3fv(efa->e4->v1->co);
glVertex3fv(efa->e4->v2->co);
}
}
static void drawmeshwire_wirextra(DispListMesh *dlm, int optimal, char alpha)
{
EditMesh *em= G.editMesh;
EditFace *efa;
EditEdge *eed;
int a;
char wire[4], sel[4];
/* since this function does transparant... */
BIF_GetThemeColor3ubv(TH_EDGE_SELECT, sel);
BIF_GetThemeColor3ubv(TH_WIRE, wire);
wire[3]= alpha;
sel[3]= alpha;
if(G.scene->selectmode == SCE_SELECT_FACE) {
glBegin(GL_LINES);
if(dlm && optimal) {
MEdge *medge= dlm->medge;
MVert *mvert= dlm->mvert;
for (a=0; a<dlm->totedge; a++, medge++) {
if(medge->flag & ME_EDGEDRAW) {
eed= dlm->editedge[a];
if(eed && eed->h==0) {
if(eed->f & SELECT) glColor4ubv(sel);
else glColor4ubv(wire);
glVertex3fv(mvert[medge->v1].co);
glVertex3fv(mvert[medge->v2].co);
}
}
}
}
else {
/* draw faces twice, to have selected ones on top */
/* we draw unselected the edges though, so they show in face mode */
glColor4ubv(wire);
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0) {
glVertex3fv(eed->v1->co);
glVertex3fv(eed->v2->co);
}
}
glColor4ubv(sel);
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0 && (efa->f & SELECT)) {
glVertex_efa_edges(efa);
}
}
}
glEnd();
}
else if( (G.f & G_DRAWEDGES) || (G.scene->selectmode & SCE_SELECT_EDGE) ) {
/* Use edge highlighting */
/* (bleeding edges) to illustrate selection is defined on vertex basis */
/* but cannot do with subdivided edges... */
if( (dlm==NULL || optimal==0) && (G.scene->selectmode & SCE_SELECT_VERTEX)) {
glShadeModel(GL_SMOOTH);
glBegin(GL_LINES);
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0) {
if(eed->v1->f & SELECT) glColor4ubv(sel);
else glColor4ubv(wire);
glVertex3fv(eed->v1->co);
if(eed->v2->f & SELECT) glColor4ubv(sel);
else glColor4ubv(wire);
glVertex3fv(eed->v2->co);
}
}
glEnd();
glShadeModel(GL_FLAT);
}
else {
glBegin(GL_LINES);
if(dlm && optimal) {
MEdge *medge= dlm->medge;
MVert *mvert= dlm->mvert;
for (a=0; a<dlm->totedge; a++, medge++) {
if(medge->flag & ME_EDGEDRAW) {
eed= dlm->editedge[a];
if(eed && eed->h==0) {
if(eed->f & SELECT) glColor4ubv(sel);
else glColor4ubv(wire);
glVertex3fv(mvert[medge->v1].co);
glVertex3fv(mvert[medge->v2].co);
}
}
}
}
else {
glBegin(GL_LINES);
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0) {
if(eed->f & SELECT) glColor4ubv(sel);
else glColor4ubv(wire);
glVertex3fv(eed->v1->co);
glVertex3fv(eed->v2->co);
}
}
}
glEnd();
}
}
else {
glColor4ubv(wire);
glBegin(GL_LINES);
if(dlm && optimal) {
MEdge *medge= dlm->medge;
MVert *mvert= dlm->mvert;
for (a=0; a<dlm->totedge; a++, medge++) {
if(medge->flag & ME_EDGEDRAW) {
eed= dlm->editedge[a];
if(eed && eed->h==0) {
glVertex3fv(mvert[medge->v1].co);
glVertex3fv(mvert[medge->v2].co);
}
}
}
}
else {
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0) {
glVertex3fv(eed->v1->co);
glVertex3fv(eed->v2->co);
}
}
}
glEnd();
}
}
static void drawmeshwire_seams(DispListMesh *dlm, int optimal)
{
EditMesh *em= G.editMesh;
EditEdge *eed;
BIF_ThemeColor(TH_EDGE_SEAM);
glLineWidth(2);
if(dlm && optimal) {
MEdge *medge= dlm->medge;
MVert *mvert= dlm->mvert;
int a;
glBegin(GL_LINES);
for (a=0; a<dlm->totedge; a++, medge++) {
if(medge->flag & ME_EDGEDRAW) {
eed= dlm->editedge[a];
if(eed && eed->h==0 && eed->seam) {
glVertex3fv(mvert[medge->v1].co);
glVertex3fv(mvert[medge->v2].co);
}
}
}
glEnd();
}
else {
glBegin(GL_LINES);
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0 && eed->seam) {
glVertex3fv(eed->v1->co);
glVertex3fv(eed->v2->co);
}
}
glEnd();
}
cpack(0x0);
glLineWidth(1);
}
static void draw_measure_stats(void)
{
EditMesh *em = G.editMesh;
EditEdge *eed;
EditFace *efa;
float *v1, *v2, *v3, *v4, fvec[3];
char val[32]; /* Stores the measurement display text here */
float area, col[3]; /* area of the face, colour of the text to draw */
if(G.zbuf && (G.vd->flag & V3D_ZBUF_SELECT)==0)
glDisable(GL_DEPTH_TEST);
if(G.zbuf) bglPolygonOffset(5.0);
/* Draw Edge Lengths */
if(G.f & G_DRAW_EDGELEN) {
BIF_GetThemeColor3fv(TH_TEXT, col);
/* make color a bit more red */
if(col[0]> 0.5) {col[1]*=0.7; col[2]*= 0.7;}
else col[0]= col[0]*0.7 + 0.3;
glColor3fv(col);
/* Now Draw distance */
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->f & SELECT) {
v1= eed->v1->co;
v2= eed->v2->co;
glRasterPos3f( 0.5*(v1[0]+v2[0]), 0.5*(v1[1]+v2[1]), 0.5*(v1[2]+v2[2]));
sprintf(val,"%.3f", VecLenf(v1, v2));
BMF_DrawString( G.fonts, val);
}
}
}
/* Draw Face Areas */
if(G.f & G_DRAW_FACEAREA) {
BIF_GetThemeColor3fv(TH_TEXT, col);
/* make color a bit more green */
if(col[1]> 0.5) {col[0]*=0.7; col[2]*= 0.7;}
else col[1]= col[1]*0.7 + 0.3;
glColor3fv(col);
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->f & SELECT) {
/* Calculate the area */
if (efa->v4)
area= AreaQ3Dfl( efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co);
else
area = AreaT3Dfl( efa->v1->co, efa->v2->co, efa->v3->co);
sprintf(val,"%.3f", area);
glRasterPos3fv(efa->cent);
BMF_DrawString( G.fonts, val);
}
}
}
/* Draw Edge Angles */
if(G.f & G_DRAW_EDGEANG) {
EditEdge *e1, *e2, *e3, *e4;
BIF_GetThemeColor3fv(TH_TEXT, col);
/* make color a bit more blue */
if(col[2]> 0.5) {col[0]*=0.7; col[1]*= 0.7;}
else col[2]= col[2]*0.7 + 0.3;
glColor3fv(col);
for(efa= em->faces.first; efa; efa= efa->next) {
v1= efa->v1->co;
v2= efa->v2->co;
v3= efa->v3->co;
if(efa->v4) v4= efa->v4->co; else v4= v3;
e1= efa->e1;
e2= efa->e2;
e3= efa->e3;
if(efa->e4) e4= efa->e4; else e4= e3;
/* Calculate the angles */
if(e4->f & e1->f & SELECT ) {
/* Vec 1 */
sprintf(val,"%.3f", VecAngle3(v4, v1, v2));
fvec[0]= 0.2*efa->cent[0] + 0.8*v1[0];
fvec[1]= 0.2*efa->cent[1] + 0.8*v1[1];
fvec[2]= 0.2*efa->cent[2] + 0.8*v1[2];
glRasterPos3f(fvec[0], fvec[1], fvec[2]);
BMF_DrawString( G.fonts, val);
}
if(e1->f & e2->f & SELECT ) {
/* Vec 2 */
sprintf(val,"%.3f", VecAngle3(v1, v2, v3));
fvec[0]= 0.2*efa->cent[0] + 0.8*v2[0];
fvec[1]= 0.2*efa->cent[1] + 0.8*v2[1];
fvec[2]= 0.2*efa->cent[2] + 0.8*v2[2];
glRasterPos3f(fvec[0], fvec[1], fvec[2]);
BMF_DrawString( G.fonts, val);
}
if(e2->f & e3->f & SELECT ) {
/* Vec 3 */
if(efa->v4)
sprintf(val,"%.3f", VecAngle3(v2, v3, v4));
else
sprintf(val,"%.3f", VecAngle3(v2, v3, v1));
fvec[0]= 0.2*efa->cent[0] + 0.8*v3[0];
fvec[1]= 0.2*efa->cent[1] + 0.8*v3[1];
fvec[2]= 0.2*efa->cent[2] + 0.8*v3[2];
glRasterPos3f(fvec[0], fvec[1], fvec[2]);
BMF_DrawString( G.fonts, val);
}
/* Vec 4 */
if(efa->v4) {
if(e3->f & e4->f & SELECT ) {
sprintf(val,"%.3f", VecAngle3(v3, v4, v1));
fvec[0]= 0.2*efa->cent[0] + 0.8*v4[0];
fvec[1]= 0.2*efa->cent[1] + 0.8*v4[1];
fvec[2]= 0.2*efa->cent[2] + 0.8*v4[2];
glRasterPos3f(fvec[0], fvec[1], fvec[2]);
BMF_DrawString( G.fonts, val);
}
}
}
}
if(G.zbuf) {
glEnable(GL_DEPTH_TEST);
bglPolygonOffset(0.0);
}
}
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static void drawmeshwire(Object *ob)
{
EditMesh *em = G.editMesh;
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extern float editbutsize; /* buttons.c */
Mesh *me;
MVert *mvert;
MFace *mface;
DispList *dl;
Material *ma;
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
float fvec[3], *f1, *f2, *f3, *f4, *extverts=NULL;
int a, start, end, test, ok, optimal=0;
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me= get_mesh(ob);
if(ob==G.obedit || (G.obedit && ob->data==G.obedit->data)) {
DispList *dl= find_displist(&me->disp, DL_MESH);
DispListMesh *dlm= NULL;
if(dl) dlm= dl->mesh;
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optimal= subsurf_optimal(ob);
if( (G.f & (G_FACESELECT+G_DRAWFACES))) { /* transp faces */
char col1[4], col2[4];
BIF_GetThemeColor4ubv(TH_FACE, col1);
BIF_GetThemeColor4ubv(TH_FACE_SELECT, col2);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDepthMask(0); // disable write in zbuffer, needed for nice transp
if(dlm && optimal) {
for(a=0, mface= dlm->mface; a<dlm->totface; a++, mface++) {
if(mface->v3) {
efa= dlm->editface[a];
if(efa->f & SELECT) glColor4ub(col2[0], col2[1], col2[2], col2[3]);
else glColor4ub(col1[0], col1[1], col1[2], col1[3]);
glBegin(mface->v4?GL_QUADS:GL_TRIANGLES);
glVertex3fv(dlm->mvert[mface->v1].co);
glVertex3fv(dlm->mvert[mface->v2].co);
glVertex3fv(dlm->mvert[mface->v3].co);
if (mface->v4) glVertex3fv(dlm->mvert[mface->v4].co);
glEnd();
}
}
}
else {
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if(efa->f & SELECT) glColor4ub(col2[0], col2[1], col2[2], col2[3]);
else glColor4ub(col1[0], col1[1], col1[2], col1[3]);
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
if(efa->v4) glVertex3fv(efa->v4->co);
glEnd();
}
}
}
glDisable(GL_BLEND);
glDepthMask(1); // restore write in zbuffer
}
// in editmode it now draws the greyed out part, or optimized
if(mesh_uses_displist(me)) {
/* dont draw the subsurf when solid... then this is a 'drawextra' */
if(ob->dt>OB_WIRE && G.vd->drawtype>OB_WIRE);
else {
BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7);
drawDispListwire(&me->disp);
}
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}
/* here starts all fancy draw-extra over */
if(G.f & G_DRAWSEAMS)
drawmeshwire_seams(dlm, optimal);
/* show wires in transparant when no zbuf clipping for select */
if(G.zbuf && (G.vd->flag & V3D_ZBUF_SELECT)==0) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
drawmeshwire_wirextra(dlm, optimal, 85);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
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}
drawmeshwire_wirextra(dlm, optimal, 255);
Added LSCM UV Unwrapping: http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
if(G.f & G_DRAWCREASES) drawmeshwire_creases();
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if(ob!=G.obedit) return;
calc_meshverts();
draw_vertices(optimal, 0);
draw_vertices(optimal, 1);
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if(G.f & G_DRAWNORMALS) { /* normals */
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BIF_ThemeColor(TH_NORMAL);
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glBegin(GL_LINES);
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0 && efa->fgonf!=EM_FGON) {
VECCOPY(fvec, efa->cent);
2002-10-12 11:37:38 +00:00
glVertex3fv(fvec);
fvec[0]+= editbutsize*efa->n[0];
fvec[1]+= editbutsize*efa->n[1];
fvec[2]+= editbutsize*efa->n[2];
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glVertex3fv(fvec);
}
}
glEnd();
}
if(G.f & (G_DRAW_EDGELEN|G_DRAW_FACEAREA|G_DRAW_EDGEANG))
draw_measure_stats();
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}
else { /* Object mode draw */
if(me==NULL) return;
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if(me->bb==NULL) tex_space_mesh(me);
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if(me->totface>4) if(boundbox_clip(ob->obmat, me->bb)==0) return;
/* check for drawing vertices only */
ok= 0;
if(me->totface==0 && me->totedge==0) ok= 1;
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else {
ma= give_current_material(ob, 1);
if(ma && (ma->mode & MA_HALO)) ok= 1;
}
mvert= me->mvert;
mface= me->mface;
dl= find_displist(&ob->disp, DL_VERTS);
if(dl) extverts= dl->verts;
if(ok) {
start= 0; end= me->totvert;
set_buildvars(ob, &start, &end);
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glPointSize(1.5);
glBegin(GL_POINTS);
if(extverts) {
extverts+= 3*start;
for(a= start; a<end; a++, extverts+=3) { /* DispList found, Draw displist */
glVertex3fv(extverts);
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}
}
else {
mvert+= start;
for(a= start; a<end; a++, mvert++) { /* else Draw mesh verts directly */
glVertex3fv(mvert->co);
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}
}
glEnd();
glPointSize(1.0);
}
else {
if(mesh_uses_displist(me)) drawDispListwire(&me->disp); /* Subsurf */
else {
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/* build effect only works on faces */
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start= 0; end= me->totface;
set_buildvars(ob, &start, &end);
mface+= start;
/* now decide whether to draw edges block */
if(me->medge && start==0 && end==me->totface) {
MEdge *medge= me->medge;
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glBegin(GL_LINES);
for(a=me->totedge; a>0; a--, medge++) {
if(medge->flag & ME_EDGEDRAW) {
if(extverts) {
f1= extverts+3*medge->v1;
f2= extverts+3*medge->v2;
}
else {
f1= (mvert+medge->v1)->co;
f2= (mvert+medge->v2)->co;
}
glVertex3fv(f1); glVertex3fv(f2);
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}
}
glEnd();
}
else {
for(a=start; a<end; a++, mface++) {
test= mface->edcode;
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if(test) {
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if(extverts) {
f1= extverts+3*mface->v1;
f2= extverts+3*mface->v2;
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}
else {
f1= (mvert+mface->v1)->co;
f2= (mvert+mface->v2)->co;
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}
if(mface->v4) {
if(extverts) {
f3= extverts+3*mface->v3;
f4= extverts+3*mface->v4;
}
else {
f3= (mvert+mface->v3)->co;
f4= (mvert+mface->v4)->co;
}
if(test== ME_V1V2+ME_V2V3+ME_V3V4+ME_V4V1) {
glBegin(GL_LINE_LOOP);
glVertex3fv(f1); glVertex3fv(f2); glVertex3fv(f3); glVertex3fv(f4);
glEnd();
}
else if(test== ME_V1V2+ME_V2V3+ME_V3V4) {
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glBegin(GL_LINE_STRIP);
glVertex3fv(f1); glVertex3fv(f2); glVertex3fv(f3); glVertex3fv(f4);
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glEnd();
}
else if(test== ME_V2V3+ME_V3V4+ME_V4V1) {
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glBegin(GL_LINE_STRIP);
glVertex3fv(f2); glVertex3fv(f3); glVertex3fv(f4); glVertex3fv(f1);
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glEnd();
}
else if(test== ME_V3V4+ME_V4V1+ME_V1V2) {
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glBegin(GL_LINE_STRIP);
glVertex3fv(f3); glVertex3fv(f4); glVertex3fv(f1); glVertex3fv(f2);
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glEnd();
}
else if(test== ME_V4V1+ME_V1V2+ME_V2V3) {
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glBegin(GL_LINE_STRIP);
glVertex3fv(f4); glVertex3fv(f1); glVertex3fv(f2); glVertex3fv(f3);
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glEnd();
}
else {
if(test & ME_V1V2) {
glBegin(GL_LINE_STRIP);
glVertex3fv(f1); glVertex3fv(f2);
glEnd();
}
if(test & ME_V2V3) {
glBegin(GL_LINE_STRIP);
glVertex3fv(f2); glVertex3fv(f3);
glEnd();
}
if(test & ME_V3V4) {
glBegin(GL_LINE_STRIP);
glVertex3fv(f3); glVertex3fv(f4);
glEnd();
}
if(test & ME_V4V1) {
glBegin(GL_LINE_STRIP);
glVertex3fv(f4); glVertex3fv(f1);
glEnd();
}
}
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}
else if(mface->v3) {
if(extverts) f3= extverts+3*mface->v3;
else f3= (mvert+mface->v3)->co;
if(test== ME_V1V2+ME_V2V3+ME_V3V1) {
glBegin(GL_LINE_LOOP);
glVertex3fv(f1); glVertex3fv(f2); glVertex3fv(f3);
glEnd();
}
else if(test== ME_V1V2+ME_V2V3) {
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glBegin(GL_LINE_STRIP);
glVertex3fv(f1); glVertex3fv(f2); glVertex3fv(f3);
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glEnd();
}
else if(test== ME_V2V3+ME_V3V1) {
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glBegin(GL_LINE_STRIP);
glVertex3fv(f2); glVertex3fv(f3); glVertex3fv(f1);
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glEnd();
}
else if(test== ME_V1V2+ME_V3V1) {
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glBegin(GL_LINE_STRIP);
glVertex3fv(f3); glVertex3fv(f1); glVertex3fv(f2);
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glEnd();
}
else {
if(test & ME_V1V2) {
glBegin(GL_LINE_STRIP);
glVertex3fv(f1); glVertex3fv(f2);
glEnd();
}
if(test & ME_V2V3) {
glBegin(GL_LINE_STRIP);
glVertex3fv(f2); glVertex3fv(f3);
glEnd();
}
if(test & ME_V3V1) {
glBegin(GL_LINE_STRIP);
glVertex3fv(f3); glVertex3fv(f1);
glEnd();
}
}
}
else if(test & ME_V1V2) {
glBegin(GL_LINE_STRIP);
glVertex3fv(f1); glVertex3fv(f2);
glEnd();
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}
}
}
}
}
}
}
}
unsigned int nurbcol[8]= {
0, 0x9090, 0x409030, 0x603080, 0, 0x40fff0, 0x40c033, 0xA090F0 };
static void tekenhandlesN(Nurb *nu, short sel)
{
BezTriple *bezt;
float *fp;
unsigned int *col;
int a;
if(nu->hide) return;
if( (nu->type & 7)==1) {
if(sel) col= nurbcol+4;
else col= nurbcol;
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(bezt->hide==0) {
if( (bezt->f2 & 1)==sel) {
fp= bezt->vec[0];
cpack(col[bezt->h1]);
glBegin(GL_LINE_STRIP);
glVertex3fv(fp);
glVertex3fv(fp+3);
glEnd();
cpack(col[bezt->h2]);
glBegin(GL_LINE_STRIP);
glVertex3fv(fp+3);
glVertex3fv(fp+6);
glEnd();
}
else if( (bezt->f1 & 1)==sel) {
fp= bezt->vec[0];
cpack(col[bezt->h1]);
glBegin(GL_LINE_STRIP);
glVertex3fv(fp);
glVertex3fv(fp+3);
glEnd();
}
else if( (bezt->f3 & 1)==sel) {
fp= bezt->vec[1];
cpack(col[bezt->h2]);
glBegin(GL_LINE_STRIP);
glVertex3fv(fp);
glVertex3fv(fp+3);
glEnd();
}
}
bezt++;
}
}
}
static void tekenvertsN(Nurb *nu, short sel)
{
BezTriple *bezt;
BPoint *bp;
float size;
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int a;
if(nu->hide) return;
if(sel) BIF_ThemeColor(TH_VERTEX_SELECT);
else BIF_ThemeColor(TH_VERTEX);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
size= BIF_GetThemeValuef(TH_VERTEX_SIZE);
glPointSize(size);
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bglBegin(GL_POINTS);
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if((nu->type & 7)==1) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(bezt->hide==0) {
if((bezt->f1 & 1)==sel) bglVertex3fv(bezt->vec[0]);
if((bezt->f2 & 1)==sel) bglVertex3fv(bezt->vec[1]);
if((bezt->f3 & 1)==sel) bglVertex3fv(bezt->vec[2]);
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}
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
if(bp->hide==0) {
if((bp->f1 & 1)==sel) bglVertex3fv(bp->vec);
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}
bp++;
}
}
bglEnd();
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glPointSize(1.0);
}
static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
{
Nurb *nu;
BPoint *bp, *bp1;
int a, b, ofs;
nu= nurb;
while(nu) {
if(nu->hide==0) {
switch(nu->type & 7) {
case CU_POLY:
cpack(nurbcol[3]);
bp= nu->bp;
for(b=0; b<nu->pntsv; b++) {
if(nu->flagu & 1) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
for(a=0; a<nu->pntsu; a++, bp++) {
glVertex3fv(bp->vec);
}
if(nu->flagu & 1) glEnd();
else glEnd();
}
break;
case CU_NURBS:
bp= nu->bp;
for(b=0; b<nu->pntsv; b++) {
bp1= bp;
bp++;
for(a=nu->pntsu-1; a>0; a--, bp++) {
if(bp->hide==0 && bp1->hide==0) {
if(sel) {
if( (bp->f1 & 1) && ( bp1->f1 & 1) ) {
cpack(nurbcol[5]);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
else {
if( (bp->f1 & 1) && ( bp1->f1 & 1) );
else {
cpack(nurbcol[1]);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
}
bp1= bp;
}
}
if(nu->pntsv > 1) { /* surface */
ofs= nu->pntsu;
for(b=0; b<nu->pntsu; b++) {
bp1= nu->bp+b;
bp= bp1+ofs;
for(a=nu->pntsv-1; a>0; a--, bp+=ofs) {
if(bp->hide==0 && bp1->hide==0) {
if(sel) {
if( (bp->f1 & 1) && ( bp1->f1 & 1) ) {
cpack(nurbcol[7]);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
else {
if( (bp->f1 & 1) && ( bp1->f1 & 1) );
else {
cpack(nurbcol[3]);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
}
bp1= bp;
}
}
}
break;
}
}
nu= nu->next;
}
}
static void drawnurb(Object *ob, Nurb *nurb, int dt)
{
extern float editbutsize; /* buttons.c */
Curve *cu;
Nurb *nu;
BevPoint *bevp;
BevList *bl;
float vec[3];
int a, nr, skip;
/* first non-selected handles */
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nu= nurb;
while(nu) {
if((nu->type & 7)==CU_BEZIER) {
tekenhandlesN(nu, 0);
}
nu= nu->next;
}
/* then DispList */
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BIF_ThemeColor(TH_WIRE);
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cu= ob->data;
drawDispList(ob, dt);
draw_editnurb(ob, nurb, 0);
draw_editnurb(ob, nurb, 1);
if(cu->flag & CU_3D) {
if(cu->bev.first==0) makeBevelList(ob);
BIF_ThemeColor(TH_WIRE);
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bl= cu->bev.first;
nu= nurb;
while(nu && bl) {
bevp= (BevPoint *)(bl+1);
nr= bl->nr;
skip= nu->resolu/16;
while(nr-- > 0) {
glBegin(GL_LINE_STRIP);
vec[0]= bevp->x-editbutsize*bevp->mat[0][0];
vec[1]= bevp->y-editbutsize*bevp->mat[0][1];
vec[2]= bevp->z-editbutsize*bevp->mat[0][2];
glVertex3fv(vec);
vec[0]= bevp->x+editbutsize*bevp->mat[0][0];
vec[1]= bevp->y+editbutsize*bevp->mat[0][1];
vec[2]= bevp->z+editbutsize*bevp->mat[0][2];
glVertex3fv(vec);
glEnd();
bevp++;
a= skip;
while(a--) {
bevp++;
nr--;
}
}
bl= bl->next;
nu= nu->next;
}
}
calc_Nurbverts(nurb);
if(G.zbuf) glDisable(GL_DEPTH_TEST);
nu= nurb;
while(nu) {
if((nu->type & 7)==1) tekenhandlesN(nu, 1);
tekenvertsN(nu, 0);
nu= nu->next;
}
nu= nurb;
while(nu) {
tekenvertsN(nu, 1);
nu= nu->next;
}
if(G.zbuf) glEnable(GL_DEPTH_TEST);
}
static void tekentextcurs(void)
{
cpack(0);
glBegin(GL_QUADS);
glVertex2fv(G.textcurs[0]);
glVertex2fv(G.textcurs[1]);
glVertex2fv(G.textcurs[2]);
glVertex2fv(G.textcurs[3]);
glEnd();
}
void drawspiral(float *cent, float rad, float tmat[][4], int start)
{
float vec[3], vx[3], vy[3];
int a, tot=32;
char inverse=0;
/* 32 values of sin function (still same result!) */
static float si[32] = {0.00000000,
0.20129852,
0.39435585,
0.57126821,
0.72479278,
0.84864425,
0.93775213,
0.98846832,
0.99871650,
0.96807711,
0.89780453,
0.79077573,
0.65137248,
0.48530196,
0.29936312,
0.10116832,
-0.10116832,
-0.29936312,
-0.48530196,
-0.65137248,
-0.79077573,
-0.89780453,
-0.96807711,
-0.99871650,
-0.98846832,
-0.93775213,
-0.84864425,
-0.72479278,
-0.57126821,
-0.39435585,
-0.20129852,
0.00000000};
/* 32 values of cos function (still same result!) */
static float co[32] ={1.00000000,
0.97952994,
0.91895781,
0.82076344,
0.68896691,
0.52896401,
0.34730525,
0.15142777,
-0.05064916,
-0.25065253,
-0.44039415,
-0.61210598,
-0.75875812,
-0.87434661,
-0.95413925,
-0.99486932,
-0.99486932,
-0.95413925,
-0.87434661,
-0.75875812,
-0.61210598,
-0.44039415,
-0.25065253,
-0.05064916,
0.15142777,
0.34730525,
0.52896401,
0.68896691,
0.82076344,
0.91895781,
0.97952994,
1.00000000};
if (start < 0) {
inverse = 1;
start *= -1;
}
VECCOPY(vx, tmat[0]);
VECCOPY(vy, tmat[1]);
VecMulf(vx, rad);
VecMulf(vy, rad);
VECCOPY(vec, cent);
if (inverse==0) {
for(a=0; a<tot; a++) {
if (a+start>31)
start=-a + 1;
glBegin(GL_LINES);
glVertex3fv(vec);
vec[0]= cent[0] + *(si+a+start) * (vx[0] * (float)a/(float)tot) + *(co+a+start) * (vy[0] * (float)a/(float)tot);
vec[1]= cent[1] + *(si+a+start) * (vx[1] * (float)a/(float)tot) + *(co+a+start) * (vy[1] * (float)a/(float)tot);
vec[2]= cent[2] + *(si+a+start) * (vx[2] * (float)a/(float)tot) + *(co+a+start) * (vy[2] * (float)a/(float)tot);
glVertex3fv(vec);
glEnd();
}
}
else {
a=0;
vec[0]= cent[0] + *(si+a+start) * (vx[0] * (float)(-a+31)/(float)tot) + *(co+a+start) * (vy[0] * (float)(-a+31)/(float)tot);
vec[1]= cent[1] + *(si+a+start) * (vx[1] * (float)(-a+31)/(float)tot) + *(co+a+start) * (vy[1] * (float)(-a+31)/(float)tot);
vec[2]= cent[2] + *(si+a+start) * (vx[2] * (float)(-a+31)/(float)tot) + *(co+a+start) * (vy[2] * (float)(-a+31)/(float)tot);
for(a=0; a<tot; a++) {
if (a+start>31)
start=-a + 1;
glBegin(GL_LINES);
glVertex3fv(vec);
vec[0]= cent[0] + *(si+a+start) * (vx[0] * (float)(-a+31)/(float)tot) + *(co+a+start) * (vy[0] * (float)(-a+31)/(float)tot);
vec[1]= cent[1] + *(si+a+start) * (vx[1] * (float)(-a+31)/(float)tot) + *(co+a+start) * (vy[1] * (float)(-a+31)/(float)tot);
vec[2]= cent[2] + *(si+a+start) * (vx[2] * (float)(-a+31)/(float)tot) + *(co+a+start) * (vy[2] * (float)(-a+31)/(float)tot);
glVertex3fv(vec);
glEnd();
}
}
}
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void drawcircball(float *cent, float rad, float tmat[][4])
{
float vec[3], vx[3], vy[3];
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int a, tot=32;
/* 32 values of sin function (still same result!) */
static float si[32] = {0.00000000,
0.20129852,
0.39435585,
0.57126821,
0.72479278,
0.84864425,
0.93775213,
0.98846832,
0.99871650,
0.96807711,
0.89780453,
0.79077573,
0.65137248,
0.48530196,
0.29936312,
0.10116832,
-0.10116832,
-0.29936312,
-0.48530196,
-0.65137248,
-0.79077573,
-0.89780453,
-0.96807711,
-0.99871650,
-0.98846832,
-0.93775213,
-0.84864425,
-0.72479278,
-0.57126821,
-0.39435585,
-0.20129852,
0.00000000};
/* 32 values of cos function (still same result!) */
static float co[32] ={1.00000000,
0.97952994,
0.91895781,
0.82076344,
0.68896691,
0.52896401,
0.34730525,
0.15142777,
-0.05064916,
-0.25065253,
-0.44039415,
-0.61210598,
-0.75875812,
-0.87434661,
-0.95413925,
-0.99486932,
-0.99486932,
-0.95413925,
-0.87434661,
-0.75875812,
-0.61210598,
-0.44039415,
-0.25065253,
-0.05064916,
0.15142777,
0.34730525,
0.52896401,
0.68896691,
0.82076344,
0.91895781,
0.97952994,
1.00000000};
2002-10-12 11:37:38 +00:00
VECCOPY(vx, tmat[0]);
VECCOPY(vy, tmat[1]);
VecMulf(vx, rad);
VecMulf(vy, rad);
glBegin(GL_LINE_LOOP);
for(a=0; a<tot; a++) {
vec[0]= cent[0] + *(si+a) * vx[0] + *(co+a) * vy[0];
vec[1]= cent[1] + *(si+a) * vx[1] + *(co+a) * vy[1];
vec[2]= cent[2] + *(si+a) * vx[2] + *(co+a) * vy[2];
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glVertex3fv(vec);
}
glEnd();
}
static void drawmball(Object *ob, int dt)
{
MetaBall *mb;
MetaElem *ml;
float imat[4][4], tmat[4][4];
int code= 1;
mb= ob->data;
if(ob==G.obedit) {
BIF_ThemeColor(TH_WIRE);
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if((G.f & G_PICKSEL)==0 ) drawDispList(ob, dt);
ml= editelems.first;
}
else {
drawDispList(ob, dt);
ml= mb->elems.first;
}
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/* in case solid draw, reset wire colors */
if(ob!=G.obedit && (ob->flag & SELECT)) {
if(ob==OBACT) BIF_ThemeColor(TH_ACTIVE);
else BIF_ThemeColor(TH_SELECT);
}
else BIF_ThemeColor(TH_WIRE);
mygetmatrix(tmat);
Mat4Invert(imat, tmat);
Normalise(imat[0]);
Normalise(imat[1]);
while(ml) {
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if(ob==G.obedit) {
if(ml->flag & SELECT) cpack(0xA0A0F0);
else cpack(0x3030A0);
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if(G.f & G_PICKSEL) {
ml->selcol= code;
glLoadName(code++);
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}
}
drawcircball(&(ml->x), ml->rad, imat);
ml= ml->next;
}
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}
static void draw_forcefield(Object *ob)
{
float imat[4][4], tmat[4][4];
float vec[3]= {0.0, 0.0, 0.0};
if (ob->pd->forcefield == PFIELD_FORCE) {
float ffall_val;
mygetmatrix(tmat);
Mat4Invert(imat, tmat);
Normalise(imat[0]);
Normalise(imat[1]);
if (has_ipo_code(ob->ipo, OB_PD_FFALL))
ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, G.scene->r.cfra);
else
ffall_val = ob->pd->f_power;
BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.5);
drawcircball(vec, 1.0, imat);
BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.9 - 0.4 / pow(1.5, (double)ffall_val));
drawcircball(vec, 1.5, imat);
BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.9 - 0.4 / pow(2.0, (double)ffall_val));
drawcircball(vec, 2.0, imat);
}
else if (ob->pd->forcefield == PFIELD_VORTEX) {
float ffall_val, force_val;
Mat4One(imat);
if (has_ipo_code(ob->ipo, OB_PD_FFALL))
ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, G.scene->r.cfra);
else
ffall_val = ob->pd->f_power;
if (has_ipo_code(ob->ipo, OB_PD_FSTR))
force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, G.scene->r.cfra);
else
force_val = ob->pd->f_strength;
BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7);
if (force_val < 0) {
drawspiral(vec, 1.0, imat, 1);
drawspiral(vec, 1.0, imat, 16);
}
else {
drawspiral(vec, 1.0, imat, -1);
drawspiral(vec, 1.0, imat, -16);
}
}
}
2002-10-12 11:37:38 +00:00
static void draw_bb_box(BoundBox *bb)
{
float *vec;
vec= bb->vec[0];
glBegin(GL_LINE_STRIP);
glVertex3fv(vec); glVertex3fv(vec+3);glVertex3fv(vec+6); glVertex3fv(vec+9);
glVertex3fv(vec); glVertex3fv(vec+12);glVertex3fv(vec+15); glVertex3fv(vec+18);
glVertex3fv(vec+21); glVertex3fv(vec+12);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(vec+3); glVertex3fv(vec+15);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(vec+6); glVertex3fv(vec+18);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(vec+9); glVertex3fv(vec+21);
glEnd();
}
void get_local_bounds(Object *ob, float *centre, float *size)
{
BoundBox *bb= NULL;
/* uses boundbox, function used by Ketsji */
if(ob->type==OB_MESH) {
bb= ( (Mesh *)ob->data )->bb;
if(bb==0) {
tex_space_mesh(ob->data);
bb= ( (Mesh *)ob->data )->bb;
}
}
else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
bb= ( (Curve *)ob->data )->bb;
}
else if(ob->type==OB_MBALL) {
bb= ob->bb;
}
if(bb==NULL) {
centre[0]= centre[1]= centre[2]= 0.0;
VECCOPY(size, ob->size);
}
else {
size[0]= 0.5*fabs(bb->vec[0][0] - bb->vec[4][0]);
size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]);
size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]);
centre[0]= (bb->vec[0][0] + bb->vec[4][0])/2.0;
centre[1]= (bb->vec[0][1] + bb->vec[2][1])/2.0;
centre[2]= (bb->vec[0][2] + bb->vec[1][2])/2.0;
}
}
static void draw_bb_quadric(BoundBox *bb, short type)
{
float size[3], cent[3];
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
size[0]= 0.5*fabs(bb->vec[0][0] - bb->vec[4][0]);
size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]);
size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]);
cent[0]= (bb->vec[0][0] + bb->vec[4][0])/2.0;
cent[1]= (bb->vec[0][1] + bb->vec[2][1])/2.0;
cent[2]= (bb->vec[0][2] + bb->vec[1][2])/2.0;
glPushMatrix();
2002-10-12 11:37:38 +00:00
if(type==OB_BOUND_SPHERE) {
glTranslatef(cent[0], cent[1], cent[2]);
glScalef(size[0], size[1], size[2]);
gluSphere(qobj, 1.0, 8, 5);
}
else if(type==OB_BOUND_CYLINDER) {
float radius = size[0] > size[1] ? size[0] : size[1];
2002-10-12 11:37:38 +00:00
glTranslatef(cent[0], cent[1], cent[2]-size[2]);
glScalef(radius, radius, 2.0*size[2]);
2002-10-12 11:37:38 +00:00
gluCylinder(qobj, 1.0, 1.0, 1.0, 8, 1);
}
else if(type==OB_BOUND_CONE) {
float radius = size[0] > size[1] ? size[0] : size[1];
glTranslatef(cent[0], cent[2]-size[2], cent[1]);
glScalef(radius, 2.0*size[2], radius);
glRotatef(-90., 1.0, 0.0, 0.0);
2002-10-12 11:37:38 +00:00
gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1);
}
glPopMatrix();
2002-10-12 11:37:38 +00:00
gluDeleteQuadric(qobj);
}
static void draw_bounding_volume(Object *ob)
{
BoundBox *bb=0;
if(ob->type==OB_MESH) {
bb= ( (Mesh *)ob->data )->bb;
if(bb==0) {
tex_space_mesh(ob->data);
bb= ( (Mesh *)ob->data )->bb;
}
}
else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
bb= ( (Curve *)ob->data )->bb;
if(bb==0) {
makeDispList(ob);
bb= ( (Curve *)ob->data )->bb;
}
}
else if(ob->type==OB_MBALL) {
bb= ob->bb;
if(bb==0) {
makeDispList(ob);
bb= ob->bb;
}
}
else {
drawcube();
return;
}
if(bb==0) return;
if(ob->boundtype==OB_BOUND_BOX) draw_bb_box(bb);
else draw_bb_quadric(bb, ob->boundtype);
}
static void drawtexspace(Object *ob)
{
Mesh *me;
MetaBall *mb;
Curve *cu;
BoundBox bb;
float *vec, *loc, *size;
if(ob->type==OB_MESH) {
me= ob->data;
size= me->size;
loc= me->loc;
}
else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
cu= ob->data;
size= cu->size;
loc= cu->loc;
}
else if(ob->type==OB_MBALL) {
mb= ob->data;
size= mb->size;
loc= mb->loc;
}
else return;
bb.vec[0][0]=bb.vec[1][0]=bb.vec[2][0]=bb.vec[3][0]= loc[0]-size[0];
bb.vec[4][0]=bb.vec[5][0]=bb.vec[6][0]=bb.vec[7][0]= loc[0]+size[0];
bb.vec[0][1]=bb.vec[1][1]=bb.vec[4][1]=bb.vec[5][1]= loc[1]-size[1];
bb.vec[2][1]=bb.vec[3][1]=bb.vec[6][1]=bb.vec[7][1]= loc[1]+size[1];
bb.vec[0][2]=bb.vec[3][2]=bb.vec[4][2]=bb.vec[7][2]= loc[2]-size[2];
bb.vec[1][2]=bb.vec[2][2]=bb.vec[5][2]=bb.vec[6][2]= loc[2]+size[2];
setlinestyle(2);
vec= bb.vec[0];
glBegin(GL_LINE_STRIP);
glVertex3fv(vec); glVertex3fv(vec+3);glVertex3fv(vec+6); glVertex3fv(vec+9);
glVertex3fv(vec); glVertex3fv(vec+12);glVertex3fv(vec+15); glVertex3fv(vec+18);
glVertex3fv(vec+21); glVertex3fv(vec+12);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(vec+3); glVertex3fv(vec+15);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(vec+6); glVertex3fv(vec+18);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(vec+9); glVertex3fv(vec+21);
glEnd();
setlinestyle(0);
}
static int ob_from_decimator(Object *ob)
{
/* note: this is a temporal solution, a reconstruction of the
displist system should take care of it (ton)
*/
DispList *dl;
dl= ob->disp.first;
if(dl && dl->mesh) return 1;
return 0;
}
/* draws wire outline */
static void drawSolidSelect(Object *ob, ListBase *lb)
{
if(ob->flag & SELECT) {
glLineWidth(2.0);
glDepthMask(0);
if(ob->type==OB_MESH) {
/* optimal draw gives ugly outline, so we temporally disable it */
Mesh *me= ob->data;
if(me->totface) {
DispList *dl= me->disp.first;
DispListMesh *dlm=NULL;
short flag= 0;
if(dl && dl->mesh) {
dlm= dl->mesh;
flag= dlm->flag & ME_OPT_EDGES;
dlm->flag &= ~ME_OPT_EDGES;
}
drawmeshwire(ob);
if(dlm && flag) dlm->flag |= flag;
}
}
else drawDispListwire(lb);
glLineWidth(1.0);
glDepthMask(1);
}
}
static void draw_solid_select(Object *ob)
{
Curve *cu;
if(ob->dtx & OB_DRAWWIRE) return;
switch(ob->type) {
case OB_MESH:
drawSolidSelect(ob, NULL);
break;
case OB_FONT:
case OB_CURVE:
case OB_SURF:
cu= ob->data;
if(displist_has_faces(&cu->disp))
if(boundbox_clip(ob->obmat, cu->bb)) drawSolidSelect(ob, &cu->disp);
break;
case OB_MBALL:
drawSolidSelect(ob, &ob->disp);
break;
}
}
static void drawWireExtra(Object *ob, ListBase *lb)
{
if(ob!=G.obedit && (ob->flag & SELECT)) {
if(ob==OBACT) BIF_ThemeColor(TH_ACTIVE);
else BIF_ThemeColor(TH_SELECT);
}
else BIF_ThemeColor(TH_WIRE);
bglPolygonOffset(1.0);
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
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
if(ob->type==OB_MESH) drawmeshwire(ob);
else if(ob->type==OB_CURVE) {
draw_index_wire= 0;
drawDispListwire(lb);
draw_index_wire= 1;
}
else drawDispListwire(lb);
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
glDepthMask(1);
bglPolygonOffset(0.0);
}
static void draw_extra_wire(Object *ob)
{
Curve *cu;
switch(ob->type) {
case OB_MESH:
drawWireExtra(ob, NULL);
break;
case OB_FONT:
case OB_CURVE:
case OB_SURF:
cu= ob->data;
if(boundbox_clip(ob->obmat, cu->bb)) drawWireExtra(ob, &cu->disp);
break;
case OB_MBALL:
drawWireExtra(ob, &ob->disp);
break;
}
}
/* should be called in view space */
static void draw_hooks(Object *ob)
{
ObHook *hook;
float vec[3];
for(hook= ob->hooks.first; hook; hook= hook->next) {
VecMat4MulVecfl(vec, ob->obmat, hook->cent);
if(hook->parent) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(hook->parent->obmat[3]);
glVertex3fv(vec);
glEnd();
setlinestyle(0);
}
glPointSize(3.0);
bglBegin(GL_POINTS);
bglVertex3fv(vec);
bglEnd();
glPointSize(1.0);
}
}
2002-10-12 11:37:38 +00:00
void draw_object(Base *base)
{
PartEff *paf;
Object *ob;
Curve *cu;
Mesh *me;
ListBase elems;
CfraElem *ce;
float cfraont, axsize=1.0;
unsigned int *rect, col=0;
static int warning_recursive= 0;
int sel, drawtype, colindex= 0, ipoflag;
short dt, dtx, zbufoff= 0;
ob= base->object;
/* draw keys? */
2002-10-12 11:37:38 +00:00
if(base==(G.scene->basact) || (base->flag & (SELECT+BA_WASSEL))) {
if(warning_recursive==0 && ob!=G.obedit) {
if(ob->ipo && ob->ipo->showkey && (ob->ipoflag & OB_DRAWKEY)) {
float temp[7][3];
warning_recursive= 1;
elems.first= elems.last= 0;
make_cfra_list(ob->ipo, &elems);
cfraont= (G.scene->r.cfra);
drawtype= G.vd->drawtype;
if(drawtype>OB_WIRE) G.vd->drawtype= OB_WIRE;
sel= base->flag;
memcpy(temp, &ob->loc, 7*3*sizeof(float));
ipoflag= ob->ipoflag;
ob->ipoflag &= ~OB_OFFS_OB;
set_no_parent_ipo(1);
disable_speed_curve(1);
if ((ob->ipoflag & OB_DRAWKEYSEL)==0) {
ce= elems.first;
while(ce) {
if(!ce->sel) {
(G.scene->r.cfra)= ce->cfra/G.scene->r.framelen;
base->flag= 0;
where_is_object_time(ob, (G.scene->r.cfra));
draw_object(base);
}
ce= ce->next;
}
}
ce= elems.first;
while(ce) {
if(ce->sel) {
(G.scene->r.cfra)= ce->cfra/G.scene->r.framelen;
base->flag= SELECT;
where_is_object_time(ob, (G.scene->r.cfra));
draw_object(base);
}
ce= ce->next;
}
set_no_parent_ipo(0);
disable_speed_curve(0);
base->flag= sel;
ob->ipoflag= ipoflag;
/* restore icu->curval */
(G.scene->r.cfra)= cfraont;
memcpy(&ob->loc, temp, 7*3*sizeof(float));
where_is_object(ob);
G.vd->drawtype= drawtype;
BLI_freelistN(&elems);
warning_recursive= 0;
}
}
}
/* patch? children objects with a timeoffs change the parents. How to solve! */
2002-10-12 11:37:38 +00:00
/* if( ((int)ob->ctime) != F_(G.scene->r.cfra)) where_is_object(ob); */
mymultmatrix(ob->obmat);
/* which wire color */
if((G.f & G_PICKSEL) == 0) {
2002-10-12 11:37:38 +00:00
project_short(ob->obmat[3], &base->sx);
if(G.moving==1 && (base->flag & (SELECT+BA_PARSEL))) BIF_ThemeColor(TH_TRANSFORM);
2002-10-12 11:37:38 +00:00
else {
BIF_ThemeColor(TH_WIRE);
2002-10-12 11:37:38 +00:00
if((G.scene->basact)==base) {
if(base->flag & (SELECT+BA_WASSEL)) BIF_ThemeColor(TH_ACTIVE);
2002-10-12 11:37:38 +00:00
}
else {
if(base->flag & (SELECT+BA_WASSEL)) BIF_ThemeColor(TH_SELECT);
}
// no theme yet
if(ob->id.lib) {
if(base->flag & (SELECT+BA_WASSEL)) colindex = 4;
else colindex = 3;
2002-10-12 11:37:38 +00:00
}
else if(warning_recursive==1) {
if(base->flag & (SELECT+BA_WASSEL)) colindex = 7;
else colindex = 6;
}
2002-10-12 11:37:38 +00:00
}
if(colindex) {
col= colortab[colindex];
cpack(col);
}
2002-10-12 11:37:38 +00:00
}
/* maximum drawtype */
dt= MIN2(G.vd->drawtype, ob->dt);
if(G.zbuf==0 && dt>OB_WIRE) dt= OB_WIRE;
dtx= 0;
/* faceselect exception: also draw solid when dt==wire, except in editmode */
2002-10-12 11:37:38 +00:00
if(ob==((G.scene->basact) ? (G.scene->basact->object) : 0) && (G.f & (G_FACESELECT+G_VERTEXPAINT+G_TEXTUREPAINT+G_WEIGHTPAINT))) {
if(ob->type==OB_MESH) {
if(ob==G.obedit);
2002-10-12 11:37:38 +00:00
else {
dt= OB_SHADED;
2002-10-12 11:37:38 +00:00
glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
zbufoff= 1;
}
}
else {
if(dt<OB_SOLID) {
dt= OB_SOLID;
glClearDepth(1.); glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
zbufoff= 1;
}
}
}
if(dt>=OB_WIRE ) {
2002-10-12 11:37:38 +00:00
dtx= ob->dtx;
if(G.obedit==ob) {
// the only 2 extra drawtypes alowed in editmode
dtx= dtx & (OB_DRAWWIRE|OB_TEXSPACE);
2002-10-12 11:37:38 +00:00
}
else if(G.f & (G_FACESELECT)) {
// unwanted combo
dtx &= ~OB_DRAWWIRE;
}
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if(G.f & G_DRAW_EXT) {
if(ob->type==OB_EMPTY || ob->type==OB_CAMERA || ob->type==OB_LAMP) dt= OB_WIRE;
}
}
/* exception for mesh..., needs to be here for outline draw */
if(ob->type==OB_MESH) {
me= ob->data;
/* check for need for displist (it's zero when parent, key, or hook changed) */
if(ob->disp.first==NULL) {
if(ob->parent && ob->partype==PARSKEL) makeDispList(ob);
else if(ob->parent && ob->parent->type==OB_LATTICE) makeDispList(ob);
else if(ob->hooks.first) makeDispList(ob);
else if(ob->softflag & 0x01) makeDispList(ob);
else if(me->disp.first==NULL && mesh_uses_displist(me)) makeDispList(ob);
else if(ob->effect.first) { // as last check
Effect *eff= ob->effect.first;
if(eff->type==EFF_WAVE) makeDispList(ob);
}
}
}
/* draw outline for selected solid objects */
if(G.vd->flag & V3D_SELECT_OUTLINE) {
if(dt>OB_WIRE && dt<OB_TEXTURE && ob!=G.obedit) {
if((G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT))==0)
draw_solid_select(ob);
}
}
switch( ob->type) {
case OB_MESH:
me= ob->data;
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if(base->flag & OB_RADIO);
else if(ob==G.obedit || (G.obedit && ob->data==G.obedit->data)) {
if(dt<=OB_WIRE) drawmeshwire(ob);
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else {
if(mesh_uses_displist(me)) {
init_gl_materials(ob);
two_sided( me->flag & ME_TWOSIDED );
drawDispListsolid(&me->disp, ob);
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}
else {
drawmeshsolid(ob, 0);
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}
dtx |= OB_DRAWWIRE; // draws edges, transp faces, subsurf optimal, vertices
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}
if(ob==G.obedit && (G.f & G_PROPORTIONAL)) draw_prop_circle();
}
else {
Material *ma= give_current_material(ob, 1);
if(ob_from_decimator(ob)) drawDispListwire(&ob->disp);
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else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob);
else if(dt==OB_WIRE || me->totface==0) drawmeshwire(ob);
else if(ma && (ma->mode & MA_HALO)) drawmeshwire(ob);
else if(G.f & G_FACESELECT || (G.vd->drawtype==OB_TEXTURE && dt>OB_SOLID)) {
draw_tface_mesh(ob, ob->data, dt);
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}
else drawDispList(ob, dt);
}
if( ob!=G.obedit) {
paf = give_parteff(ob);
if( paf ) {
if(col) cpack(0xFFFFFF); /* for visibility */
if(paf->flag & PAF_STATIC) draw_static_particle_system(ob, paf);
else if((G.f & G_PICKSEL) == 0) draw_particle_system(ob, paf); // selection errors happen to easy
if(col) cpack(col);
}
}
break;
case OB_FONT:
cu= ob->data;
if(ob==G.obedit) {
tekentextcurs();
cpack(0xFFFF90);
drawDispList(ob, OB_WIRE);
}
else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob);
else if(boundbox_clip(ob->obmat, cu->bb)) drawDispList(ob, dt);
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break;
case OB_CURVE:
case OB_SURF:
cu= ob->data;
if(ob==G.obedit) {
drawnurb(ob, editNurb.first, dt);
if((G.f & G_PROPORTIONAL)) draw_prop_circle();
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}
else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob);
else if(boundbox_clip(ob->obmat, cu->bb)) drawDispList(ob, dt);
break;
case OB_MBALL:
if(ob==G.obedit) drawmball(ob, dt);
else if(dt==OB_BOUNDBOX) draw_bounding_volume(ob);
else drawmball(ob, dt);
break;
case OB_EMPTY:
drawaxes(1.0);
break;
case OB_LAMP:
/* does a myloadmatrix */
drawlamp(ob);
if(dtx) mymultmatrix(ob->obmat);
break;
case OB_CAMERA:
drawcamera(ob);
break;
case OB_LATTICE:
drawlattice(ob);
if(ob==G.obedit && (G.f & G_PROPORTIONAL)) draw_prop_circle();
break;
case OB_ARMATURE:
draw_armature (ob);
break;
default:
drawaxes(1.0);
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}
if(ob->pd && ob->pd->forcefield) draw_forcefield(ob);
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/* draw extra: after normal draw because of makeDispList */
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if(dtx) {
if(G.f & G_SIMULATION);
else if(dtx & OB_AXIS) {
drawaxes(axsize);
}
if(dtx & OB_BOUNDBOX) draw_bounding_volume(ob);
if(dtx & OB_TEXSPACE) drawtexspace(ob);
if(dtx & OB_DRAWNAME) {
// patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing
if((G.f & G_PICKSEL) == 0) {
glRasterPos3f(0.0, 0.0, 0.0);
BMF_DrawString(G.font, " ");
BMF_DrawString(G.font, ob->id.name+2);
}
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}
if(dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp);
if((dtx & OB_DRAWWIRE) && dt>=OB_SOLID) draw_extra_wire(ob);
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}
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if(dt<OB_SHADED) {
if((ob->gameflag & OB_ACTOR) && (ob->gameflag & OB_DYNAMIC)) {
float tmat[4][4], imat[4][4], vec[3];
vec[0]= vec[1]= vec[2]= 0.0;
mygetmatrix(tmat);
Mat4Invert(imat, tmat);
setlinestyle(2);
drawcircball(vec, ob->inertia, imat);
setlinestyle(0);
}
}
myloadmatrix(G.vd->viewmat);
if(zbufoff) glDisable(GL_DEPTH_TEST);
if(warning_recursive) return;
if(base->flag & OB_FROMDUPLI) return;
if(base->flag & OB_RADIO) return;
if(G.f & G_SIMULATION) return;
if((G.f & (G_PICKSEL))==0) {
ListBase *list;
/* draw hook center and offset line */
if(ob->hooks.first && ob!=G.obedit) draw_hooks(ob);
/* help lines and so */
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(ob!=G.obedit && ob->parent && (ob->parent->lay & G.vd->lay)) {
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setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(ob->obmat[3]);
glVertex3fv(ob->orig);
glEnd();
setlinestyle(0);
}
/* Drawing the constraint lines */
list = &ob->constraints;
if (list){
extern void make_axis_color(char *col, char *col2, char axis); // drawview.c
bConstraint *curcon;
float size[3], tmat[4][4];
char col[4], col2[4];
BIF_GetThemeColor3ubv(TH_GRID, col);
make_axis_color(col, col2, 'z');
glColor3ubv(col2);
for (curcon = list->first; curcon; curcon=curcon->next){
if ((curcon->flag & CONSTRAINT_EXPAND)&&(curcon->type!=CONSTRAINT_TYPE_NULL)&&(constraint_has_target(curcon))){
get_constraint_target_matrix(curcon, TARGET_OBJECT, NULL, tmat, size, bsystem_time(ob, 0, (float)(G.scene->r.cfra), ob->sf));
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(tmat[3]);
glVertex3fv(ob->obmat[3]);
glEnd();
setlinestyle(0);
}
}
}
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/* object centers */
if(G.zbuf) glDisable(GL_DEPTH_TEST);
if(ob->type == OB_LAMP) {
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if(ob->id.lib) {
if(base->flag & SELECT) rect= rectllib_sel;
else rect= rectllib_desel;
}
else if(ob->id.us>1) {
if(base->flag & SELECT) rect= rectlus_sel;
else rect= rectlus_desel;
}
else {
if(base->flag & SELECT) rect= rectl_sel;
else rect= rectl_desel;
}
draw_icon_centered(ob->obmat[3], rect, 9);
}
else {
if(ob->id.lib || ob->id.us>1) {
if(base->flag & SELECT) rect= rectu_sel;
else rect= rectu_desel;
}
else {
if(base->flag & SELECT) rect= rect_sel;
/* The center of the active object (which need not
* be selected) gets drawn as if it were selected
*/
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else if(base==(G.scene->basact)) rect= rect_sel;
else rect= rect_desel;
}
draw_icon_centered(ob->obmat[3], rect, 4);
}
if(G.zbuf) glEnable(GL_DEPTH_TEST);
}
else if((G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT))==0) {
glBegin(GL_POINTS);
glVertex3fv(ob->obmat[3]);
glEnd();
}
}
void draw_object_ext(Base *base)
{
if(G.vd==NULL || base==NULL) return;
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if(G.vd->drawtype > OB_WIRE) {
G.zbuf= 1;
glEnable(GL_DEPTH_TEST);
}
G.f |= G_DRAW_EXT;
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glDrawBuffer(GL_FRONT);
persp(PERSP_VIEW);
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draw_object(base);
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G.f &= ~G_DRAW_EXT;
glFlush(); /* reveil frontbuffer drawing */
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glDrawBuffer(GL_BACK);
if(G.zbuf) {
G.zbuf= 0;
glDisable(GL_DEPTH_TEST);
}
curarea->win_swap= WIN_FRONT_OK;
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}
/* ***************** BACKBUF SEL (BBS) ********* */
static int bbs_mesh_verts(Object *ob, int offset)
{
EditVert *eve;
int a= offset, optimal= subsurf_optimal(ob);
glPointSize( BIF_GetThemeValuef(TH_VERTEX_SIZE) );
bglBegin(GL_POINTS);
for(eve= G.editMesh->verts.first; eve; eve= eve->next, a++) {
if(eve->h==0) {
cpack( index_to_framebuffer(a) );
if(optimal && eve->ssco) bglVertex3fv(eve->ssco);
else bglVertex3fv(eve->co);
}
}
bglEnd();
glPointSize(1.0);
return a;
}
/* two options, edgecolors or black */
static int bbs_mesh_wire(Object *ob, int offset)
{
EditEdge *eed;
Mesh *me= ob->data;
DispList *dl= find_displist(&me->disp, DL_MESH);
DispListMesh *dlm= NULL;
int index, b, retval, optimal=0;
if(dl) dlm= dl->mesh;
optimal= subsurf_optimal(ob);
if(dlm && optimal) {
MEdge *medge= dlm->medge;
MVert *mvert= dlm->mvert;
// tuck original indices in vn
for(b=0, eed= G.editMesh->edges.first; eed; eed= eed->next, b++) eed->vn= (EditVert *)(b+offset);
retval= b+offset;
glBegin(GL_LINES);
for (b=0; b<dlm->totedge; b++, medge++) {
if(medge->flag & ME_EDGEDRAW) {
eed= dlm->editedge[b];
if(eed && eed->h==0) {
index= (int)eed->vn;
cpack(index_to_framebuffer(index));
glVertex3fv(mvert[medge->v1].co);
glVertex3fv(mvert[medge->v2].co);
}
}
}
glEnd();
}
else {
index= offset;
cpack(0);
glBegin(GL_LINES);
for(eed= G.editMesh->edges.first; eed; eed= eed->next, index++) {
if(eed->h==0) {
cpack(index_to_framebuffer(index));
glVertex3fv(eed->v1->co);
glVertex3fv(eed->v2->co);
}
}
glEnd();
retval= index;
}
return retval;
}
/* two options, facecolors or black */
static int bbs_mesh_solid(Object *ob, int facecol)
{
int glmode, a;
cpack(0);
if(ob==G.obedit) {
Mesh *me= ob->data;
EditFace *efa;
DispList *dl= find_displist(&me->disp, DL_MESH);
DispListMesh *dlm= NULL;
int b;
if(dl) dlm= dl->mesh;
a= 0;
if(dlm && dlm->editface) {
EditFace *prevefa;
MFace *mface;
efa= NULL;
// tuck original indices in efa->prev
for(b=1, efa= G.editMesh->faces.first; efa; efa= efa->next, b++) efa->prev= (EditFace *)(b);
a= b+1; // correct return value, next loop excludes hidden faces
for(b=0, mface= dlm->mface; b<dlm->totface; b++, mface++) {
if(mface->v3) {
if(facecol) {
efa= dlm->editface[b];
cpack(index_to_framebuffer((int)efa->prev));
}
glBegin(mface->v4?GL_QUADS:GL_TRIANGLES);
glVertex3fv(dlm->mvert[mface->v1].co);
glVertex3fv(dlm->mvert[mface->v2].co);
glVertex3fv(dlm->mvert[mface->v3].co);
if (mface->v4) glVertex3fv(dlm->mvert[mface->v4].co);
glEnd();
}
}
if(facecol && (G.scene->selectmode & SCE_SELECT_FACE)) {
glPointSize(BIF_GetThemeValuef(TH_FACEDOT_SIZE));
bglBegin(GL_POINTS);
for(efa= G.editMesh->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if(efa->fgonf==EM_FGON);
else {
cpack(index_to_framebuffer((int)efa->prev));
bglVertex3fv(efa->cent);
}
}
}
bglEnd();
}
for (prevefa= NULL, efa= G.editMesh->faces.first; efa; prevefa= efa, efa= efa->next)
efa->prev= prevefa;
}
else {
a= 1;
glBegin(GL_QUADS);
glmode= GL_QUADS;
for(efa= G.editMesh->faces.first; efa; efa= efa->next, a++) {
if(efa->h==0) {
if(efa->v4) {if(glmode==GL_TRIANGLES) {glmode= GL_QUADS; glEnd(); glBegin(GL_QUADS);}}
else {if(glmode==GL_QUADS) {glmode= GL_TRIANGLES; glEnd(); glBegin(GL_TRIANGLES);}}
if(facecol) {
int i= index_to_framebuffer(a);
cpack(i);
}
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
if(efa->v4) glVertex3fv(efa->v4->co);
}
}
glEnd();
}
if(facecol) return a;
}
else {
Mesh *me= ob->data;
MVert *mvert;
MFace *mface;
TFace *tface;
DispList *dl;
float *extverts=NULL;
int a, totface, hastface, i;
mvert= me->mvert;
mface= me->mface;
tface= me->tface;
hastface = (me->tface != NULL);
totface= me->totface;
dl= find_displist(&ob->disp, DL_VERTS);
if(dl) extverts= dl->verts;
glBegin(GL_QUADS);
glmode= GL_QUADS;
for(a=0; a<totface; a++, mface++, tface++) {
if(mface->v3) {
if(facecol) {
if(hastface && tface->flag & TF_HIDE) continue;
i= index_to_framebuffer(a+1);
cpack(i);
}
if(mface->v4) {if(glmode==GL_TRIANGLES) {glmode= GL_QUADS; glEnd(); glBegin(GL_QUADS);}}
else {if(glmode==GL_QUADS) {glmode= GL_TRIANGLES; glEnd(); glBegin(GL_TRIANGLES);}}
if(extverts) {
glVertex3fv( extverts+3*mface->v1 );
glVertex3fv( extverts+3*mface->v2 );
glVertex3fv( extverts+3*mface->v3 );
if(mface->v4) glVertex3fv( extverts+3*mface->v4 );
}
else {
glVertex3fv( (mvert+mface->v1)->co );
glVertex3fv( (mvert+mface->v2)->co );
glVertex3fv( (mvert+mface->v3)->co );
if(mface->v4) glVertex3fv( (mvert+mface->v4)->co );
}
}
}
glEnd();
}
return 1;
}
void draw_object_backbufsel(Object *ob)
{
extern int em_solidoffs, em_wireoffs, em_vertoffs; // let linker solve it... from editmesh_mods.c
mymultmatrix(ob->obmat);
glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
switch( ob->type) {
case OB_MESH:
if(G.obedit) {
em_solidoffs= bbs_mesh_solid(ob, G.scene->selectmode & SCE_SELECT_FACE);
bglPolygonOffset(1.0);
// we draw edges always, for loop (select) tools
em_wireoffs= bbs_mesh_wire(ob, em_solidoffs);
if(G.scene->selectmode & SCE_SELECT_VERTEX)
em_vertoffs= bbs_mesh_verts(ob, em_wireoffs);
else em_vertoffs= em_wireoffs;
bglPolygonOffset(0.0);
}
else bbs_mesh_solid(ob, 1); // 1= facecol, faceselect
break;
case OB_CURVE:
case OB_SURF:
break;
}
myloadmatrix(G.vd->viewmat);
}