2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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2003-04-29 15:30:59 +00:00
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2002-10-12 11:37:38 +00:00
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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2002-11-25 12:02:15 +00:00
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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2002-10-12 11:37:38 +00:00
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include "MEM_guardedalloc.h"
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2003-10-20 17:46:33 +00:00
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#include "PIL_time.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_mesh_types.h"
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2004-03-20 22:55:42 +00:00
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#include "DNA_meshdata_types.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_object_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_key_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_material_types.h"
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#include "DNA_texture_types.h"
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2003-10-19 20:52:34 +00:00
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#include "DNA_userdef_types.h"
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2002-10-12 11:37:38 +00:00
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Fix for undo... it didn't do the UV coords (tface) nor the vertexpaint
colors. This because of the pretty weird (ab)use of load & make editmesh...
For each added undo step, the load_editmesh was fed with an empty mesh
to assign data to, without knowledge of what was in the original mesh.
That way UV and color data got lost.
Solved it in 2 steps:
1. removing the ->tface pointer from EditVlak, and make TFace a builtin
struct inside EditVlak. This didnt cost much extra mem, since it already
stored UV and color. This enabled some pretty cleanup in editmesh.c as
well, storing tface pointers was cumbersome.
2. for each undo step, it then generates always a tface and mcol block to
link to the undo Mesh.
Even when it wasn't in the actual Mesh, at exit editmode the original
Mesh is used as reference anyway, and undo-meshes are freed correctly.
The enormous commit is because I had to change the BLI_editVert.h file, and
found it was included in about every file unnecessary. I removed it there.
ALso found out that subsurf has code ready (unfinished) to make UV coords for
the displaylist in EditMode as well, nice to know for later...
2003-11-19 22:00:14 +00:00
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_editVert.h"
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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
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#include "BLI_dynstr.h"
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2003-12-26 20:12:42 +00:00
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2002-10-12 11:37:38 +00:00
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#include "BKE_utildefines.h"
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#include "BKE_key.h"
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#include "BKE_object.h"
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#include "BKE_displist.h"
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#include "BKE_global.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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#include "BKE_texture.h"
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2002-10-12 11:37:38 +00:00
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#include "BIF_editkey.h"
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#include "BIF_editmesh.h"
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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
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#include "BIF_editmode_undo.h"
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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#include "BIF_interface.h"
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2002-10-12 11:37:38 +00:00
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#include "BIF_mywindow.h"
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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#include "BIF_space.h"
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#include "BIF_screen.h"
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#include "BIF_toolbox.h"
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2002-10-12 11:37:38 +00:00
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#include "BSE_view.h"
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#include "BSE_edit.h"
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#include "BSE_trans_types.h"
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#include "BDR_drawobject.h"
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#include "BDR_editobject.h"
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#include "BDR_editface.h"
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#include "BDR_vpaint.h"
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#include "mydevice.h"
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#include "blendef.h"
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#include "render.h"
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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/* own include */
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#include "editmesh.h"
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2002-10-12 11:37:38 +00:00
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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/*
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2002-10-12 11:37:38 +00:00
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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editmesh.c:
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- add/alloc/free data
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- hashtables
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- enter/exit editmode
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2002-10-12 11:37:38 +00:00
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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*/
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2002-10-12 11:37:38 +00:00
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/* ***************** HASH ********************* */
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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
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#define EDHASHSIZE (512*512)
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#define EDHASH(a, b) (a % EDHASHSIZE)
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2002-10-12 11:37:38 +00:00
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/* ************ ADD / REMOVE / FIND ****************** */
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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
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/* used to bypass normal calloc with fast one */
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static void *(*callocvert)(size_t, size_t) = calloc;
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static void *(*callocedge)(size_t, size_t) = calloc;
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static void *(*callocface)(size_t, size_t) = calloc;
|
2002-10-12 11:37:38 +00:00
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EditVert *addvertlist(float *vec)
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{
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2004-03-28 08:46:35 +00:00
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EditMesh *em = G.editMesh;
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2002-10-12 11:37:38 +00:00
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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
|
|
|
static int hashnr= 0;
|
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
|
|
|
eve= callocvert(sizeof(EditVert), 1);
|
2004-03-28 08:46:35 +00:00
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BLI_addtail(&em->verts, eve);
|
2002-10-12 11:37:38 +00:00
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if(vec) VECCOPY(eve->co, vec);
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eve->hash= hashnr++;
|
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( hashnr>=EDHASHSIZE) hashnr= 0;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
/* new verts get keyindex of -1 since they did not
|
|
|
|
|
* have a pre-editmode vertex order
|
|
|
|
|
*/
|
|
|
|
|
eve->keyindex = -1;
|
2002-10-12 11:37:38 +00:00
|
|
|
return 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
|
|
|
void free_editvert (EditVert *eve)
|
|
|
|
|
{
|
|
|
|
|
if(eve->dw) MEM_freeN(eve->dw);
|
|
|
|
|
if(eve->fast==0) free(eve);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
EditEdge *findedgelist(EditVert *v1, EditVert *v2)
|
|
|
|
|
{
|
|
|
|
|
EditVert *v3;
|
|
|
|
|
struct HashEdge *he;
|
|
|
|
|
|
|
|
|
|
/* swap ? */
|
|
|
|
|
if( (long)v1 > (long)v2) {
|
|
|
|
|
v3= v2;
|
|
|
|
|
v2= v1;
|
|
|
|
|
v1= v3;
|
|
|
|
|
}
|
|
|
|
|
|
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.editMesh->hashedgetab==NULL)
|
|
|
|
|
G.editMesh->hashedgetab= MEM_callocN(EDHASHSIZE*sizeof(struct HashEdge), "hashedgetab");
|
|
|
|
|
|
|
|
|
|
he= G.editMesh->hashedgetab + EDHASH(v1->hash, v2->hash);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
while(he) {
|
|
|
|
|
|
|
|
|
|
if(he->eed && he->eed->v1==v1 && he->eed->v2==v2) return he->eed;
|
|
|
|
|
|
|
|
|
|
he= he->next;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void insert_hashedge(EditEdge *eed)
|
|
|
|
|
{
|
2003-04-29 15:30:59 +00:00
|
|
|
/* assuming that eed is not in the list yet, and that a find has been done before */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
struct HashEdge *first, *he;
|
|
|
|
|
|
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
|
|
|
first= G.editMesh->hashedgetab + EDHASH(eed->v1->hash, eed->v2->hash);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
if( first->eed==0 ) {
|
|
|
|
|
first->eed= eed;
|
|
|
|
|
}
|
|
|
|
|
else {
|
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
|
|
|
he= &eed->hash;
|
2002-10-12 11:37:38 +00:00
|
|
|
he->eed= eed;
|
|
|
|
|
he->next= first->next;
|
|
|
|
|
first->next= he;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void remove_hashedge(EditEdge *eed)
|
|
|
|
|
{
|
2003-04-29 15:30:59 +00:00
|
|
|
/* assuming eed is in the list */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
struct HashEdge *first, *he, *prev=NULL;
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
he=first= G.editMesh->hashedgetab + EDHASH(eed->v1->hash, eed->v2->hash);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
while(he) {
|
|
|
|
|
if(he->eed == eed) {
|
2003-04-29 15:30:59 +00:00
|
|
|
/* remove from list */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(he==first) {
|
|
|
|
|
if(first->next) {
|
|
|
|
|
he= first->next;
|
|
|
|
|
first->eed= he->eed;
|
|
|
|
|
first->next= he->next;
|
|
|
|
|
}
|
|
|
|
|
else he->eed= 0;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
prev->next= he->next;
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
prev= he;
|
|
|
|
|
he= he->next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2004-07-08 20:38:27 +00:00
|
|
|
EditEdge *addedgelist(EditVert *v1, EditVert *v2, EditEdge *example)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2004-03-28 08:46:35 +00:00
|
|
|
EditMesh *em = G.editMesh;
|
2002-10-12 11:37:38 +00:00
|
|
|
EditVert *v3;
|
|
|
|
|
EditEdge *eed;
|
|
|
|
|
int swap= 0;
|
|
|
|
|
|
2004-07-08 20:38:27 +00:00
|
|
|
if(v1==v2) return NULL;
|
|
|
|
|
if(v1==NULL || v2==NULL) return NULL;
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* swap ? */
|
|
|
|
|
if(v1>v2) {
|
|
|
|
|
v3= v2;
|
|
|
|
|
v2= v1;
|
|
|
|
|
v1= v3;
|
|
|
|
|
swap= 1;
|
|
|
|
|
}
|
|
|
|
|
|
2003-04-29 15:30:59 +00:00
|
|
|
/* find in hashlist */
|
2002-10-12 11:37:38 +00:00
|
|
|
eed= findedgelist(v1, v2);
|
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
|
|
|
|
2004-07-08 20:38:27 +00:00
|
|
|
if(eed==NULL) {
|
2004-09-24 12:40:37 +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
|
|
|
eed= (EditEdge *)callocedge(sizeof(EditEdge), 1);
|
2002-10-12 11:37:38 +00:00
|
|
|
eed->v1= v1;
|
|
|
|
|
eed->v2= v2;
|
2004-03-28 08:46:35 +00:00
|
|
|
BLI_addtail(&em->edges, eed);
|
2002-10-12 11:37:38 +00:00
|
|
|
eed->dir= swap;
|
|
|
|
|
insert_hashedge(eed);
|
2004-09-24 12:40:37 +00:00
|
|
|
|
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
|
|
|
/* copy edge data:
|
2004-09-18 20:15:37 +00:00
|
|
|
rule is to do this with addedgelist call, before addfacelist */
|
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(example) {
|
|
|
|
|
eed->crease= example->crease;
|
|
|
|
|
eed->seam = example->seam;
|
2004-09-24 12:40:37 +00:00
|
|
|
eed->h |= (example->h & EM_FGON);
|
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
|
|
|
}
|
2004-07-08 20:38:27 +00:00
|
|
|
}
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
return eed;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void remedge(EditEdge *eed)
|
|
|
|
|
{
|
2004-03-28 08:46:35 +00:00
|
|
|
EditMesh *em = G.editMesh;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-03-28 08:46:35 +00:00
|
|
|
BLI_remlink(&em->edges, eed);
|
2002-10-12 11:37:38 +00:00
|
|
|
remove_hashedge(eed);
|
|
|
|
|
}
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
void free_editedge(EditEdge *eed)
|
2004-04-12 17:32:29 +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(eed->fast==0) free(eed);
|
2004-04-12 17:32:29 +00:00
|
|
|
}
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
void free_editface(EditFace *efa)
|
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(efa->fast==0) free(efa);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
void free_vertlist(ListBase *edve)
|
2004-04-12 17:32:29 +00:00
|
|
|
{
|
|
|
|
|
EditVert *eve, *next;
|
|
|
|
|
|
|
|
|
|
if (!edve) return;
|
|
|
|
|
|
|
|
|
|
eve= edve->first;
|
|
|
|
|
while(eve) {
|
|
|
|
|
next= eve->next;
|
|
|
|
|
free_editvert(eve);
|
|
|
|
|
eve= next;
|
|
|
|
|
}
|
|
|
|
|
edve->first= edve->last= NULL;
|
|
|
|
|
}
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
void free_edgelist(ListBase *lb)
|
2004-04-12 17:32:29 +00:00
|
|
|
{
|
|
|
|
|
EditEdge *eed, *next;
|
|
|
|
|
|
|
|
|
|
eed= lb->first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
next= eed->next;
|
|
|
|
|
free_editedge(eed);
|
|
|
|
|
eed= next;
|
|
|
|
|
}
|
|
|
|
|
lb->first= lb->last= NULL;
|
|
|
|
|
}
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
void free_facelist(ListBase *lb)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2004-09-18 20:15:37 +00:00
|
|
|
EditFace *efa, *next;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= lb->first;
|
|
|
|
|
while(efa) {
|
|
|
|
|
next= efa->next;
|
|
|
|
|
free_editface(efa);
|
|
|
|
|
efa= next;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2004-04-12 17:32:29 +00:00
|
|
|
lb->first= lb->last= NULL;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
2004-10-09 20:49:55 +00:00
|
|
|
EditFace *addfacelist(EditVert *v1, EditVert *v2, EditVert *v3, EditVert *v4, EditFace *example, EditFace *exampleEdges)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2004-03-28 08:46:35 +00:00
|
|
|
EditMesh *em = G.editMesh;
|
2004-09-18 20:15:37 +00:00
|
|
|
EditFace *efa;
|
2002-10-12 11:37:38 +00:00
|
|
|
EditEdge *e1, *e2=0, *e3=0, *e4=0;
|
|
|
|
|
|
2003-04-29 15:30:59 +00:00
|
|
|
/* add face to list and do the edges */
|
2004-10-09 20:49:55 +00:00
|
|
|
if(exampleEdges) {
|
2004-09-24 12:40:37 +00:00
|
|
|
e1= addedgelist(v1, v2, example->e1);
|
|
|
|
|
e2= addedgelist(v2, v3, example->e2);
|
|
|
|
|
if(v4) e3= addedgelist(v3, v4, example->e3);
|
|
|
|
|
else e3= addedgelist(v3, v1, example->e3);
|
|
|
|
|
if(v4) e4= addedgelist(v4, v1, example->e4);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
e1= addedgelist(v1, v2, NULL);
|
|
|
|
|
e2= addedgelist(v2, v3, NULL);
|
|
|
|
|
if(v4) e3= addedgelist(v3, v4, NULL);
|
|
|
|
|
else e3= addedgelist(v3, v1, NULL);
|
|
|
|
|
if(v4) e4= addedgelist(v4, v1, NULL);
|
|
|
|
|
}
|
|
|
|
|
|
2004-07-08 20:38:27 +00:00
|
|
|
if(v1==v2 || v2==v3 || v1==v3) return NULL;
|
|
|
|
|
if(e2==0) return NULL;
|
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
|
|
|
efa= (EditFace *)callocface(sizeof(EditFace), 1);
|
2004-09-18 20:15:37 +00:00
|
|
|
efa->v1= v1;
|
|
|
|
|
efa->v2= v2;
|
|
|
|
|
efa->v3= v3;
|
|
|
|
|
efa->v4= v4;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
efa->e1= e1;
|
|
|
|
|
efa->e2= e2;
|
|
|
|
|
efa->e3= e3;
|
|
|
|
|
efa->e4= e4;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
if(example) {
|
2004-09-18 20:15:37 +00:00
|
|
|
efa->mat_nr= example->mat_nr;
|
|
|
|
|
efa->tf= example->tf;
|
|
|
|
|
efa->flag= example->flag;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
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
|
|
|
else {
|
2002-10-12 11:37:38 +00:00
|
|
|
if (G.obedit && G.obedit->actcol)
|
2004-09-18 20:15:37 +00:00
|
|
|
efa->mat_nr= G.obedit->actcol-1;
|
|
|
|
|
default_uv(efa->tf.uv, 1.0);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
/* Initialize colors */
|
2004-09-18 20:15:37 +00:00
|
|
|
efa->tf.col[0]= efa->tf.col[1]= efa->tf.col[2]= efa->tf.col[3]= vpaint_get_current_col();
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
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
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
BLI_addtail(&em->faces, efa);
|
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(efa->v4) {
|
|
|
|
|
CalcNormFloat4(efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co, efa->n);
|
|
|
|
|
CalcCent4f(efa->cent, efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
CalcNormFloat(efa->v1->co, efa->v2->co, efa->v3->co, efa->n);
|
|
|
|
|
CalcCent3f(efa->cent, efa->v1->co, efa->v2->co, efa->v3->co);
|
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
return efa;
|
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
|
|
|
/* ************************ end add/new/find ************ */
|
|
|
|
|
|
|
|
|
|
/* ************************ stuct EditMesh manipulation ***************************** */
|
2004-04-12 17:32:29 +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
|
|
|
/* fake callocs for fastmalloc below */
|
|
|
|
|
static void *calloc_fastvert(size_t size, size_t nr)
|
|
|
|
|
{
|
|
|
|
|
EditVert *eve= G.editMesh->curvert++;
|
|
|
|
|
eve->fast= 1;
|
|
|
|
|
return eve;
|
|
|
|
|
}
|
|
|
|
|
static void *calloc_fastedge(size_t size, size_t nr)
|
|
|
|
|
{
|
|
|
|
|
EditEdge *eed= G.editMesh->curedge++;
|
|
|
|
|
eed->fast= 1;
|
|
|
|
|
return eed;
|
|
|
|
|
}
|
|
|
|
|
static void *calloc_fastface(size_t size, size_t nr)
|
|
|
|
|
{
|
|
|
|
|
EditFace *efa= G.editMesh->curface++;
|
|
|
|
|
efa->fast= 1;
|
|
|
|
|
return efa;
|
|
|
|
|
}
|
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
|
|
|
/* allocate 1 chunk for all vertices, edges, faces. These get tagged to
|
|
|
|
|
prevent it from being freed
|
|
|
|
|
*/
|
|
|
|
|
static void init_editmesh_fastmalloc(EditMesh *em, int totvert, int totedge, int totface)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if(totvert) em->allverts= MEM_callocN(totvert*sizeof(EditVert), "allverts");
|
|
|
|
|
else em->allverts= NULL;
|
|
|
|
|
em->curvert= em->allverts;
|
|
|
|
|
|
|
|
|
|
if(totedge==0) totedge= 4*totface; // max possible
|
|
|
|
|
|
|
|
|
|
if(totedge) em->alledges= MEM_callocN(totedge*sizeof(EditEdge), "alledges");
|
|
|
|
|
else em->alledges= NULL;
|
|
|
|
|
em->curedge= em->alledges;
|
|
|
|
|
|
|
|
|
|
if(totface) em->allfaces= MEM_callocN(totface*sizeof(EditFace), "allfaces");
|
|
|
|
|
else em->allfaces= NULL;
|
|
|
|
|
em->curface= em->allfaces;
|
|
|
|
|
|
|
|
|
|
callocvert= calloc_fastvert;
|
|
|
|
|
callocedge= calloc_fastedge;
|
|
|
|
|
callocface= calloc_fastface;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void end_editmesh_fastmalloc(void)
|
|
|
|
|
{
|
|
|
|
|
callocvert= calloc;
|
|
|
|
|
callocedge= calloc;
|
|
|
|
|
callocface= calloc;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void free_editMesh(EditMesh *em)
|
|
|
|
|
{
|
|
|
|
|
if(em==NULL) return;
|
|
|
|
|
|
|
|
|
|
if(em->verts.first) free_vertlist(&em->verts);
|
|
|
|
|
if(em->edges.first) free_edgelist(&em->edges);
|
|
|
|
|
if(em->faces.first) free_facelist(&em->faces);
|
|
|
|
|
|
|
|
|
|
/* DEBUG: hashtabs are slowest part of enter/exit editmode. here a testprint */
|
|
|
|
|
#if 0
|
|
|
|
|
if(em->hashedgetab) {
|
|
|
|
|
HashEdge *he, *hen;
|
|
|
|
|
int a, used=0, max=0, nr;
|
|
|
|
|
he= em->hashedgetab;
|
|
|
|
|
for(a=0; a<EDHASHSIZE; a++, he++) {
|
|
|
|
|
if(he->eed) used++;
|
|
|
|
|
hen= he->next;
|
|
|
|
|
nr= 0;
|
|
|
|
|
while(hen) {
|
|
|
|
|
nr++;
|
|
|
|
|
hen= hen->next;
|
|
|
|
|
}
|
|
|
|
|
if(max<nr) max= nr;
|
|
|
|
|
}
|
|
|
|
|
printf("hastab used %d max %d\n", used, max);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
if(em->hashedgetab) MEM_freeN(em->hashedgetab);
|
|
|
|
|
em->hashedgetab= NULL;
|
|
|
|
|
|
|
|
|
|
if(em->allverts) MEM_freeN(em->allverts);
|
|
|
|
|
if(em->alledges) MEM_freeN(em->alledges);
|
|
|
|
|
if(em->allfaces) MEM_freeN(em->allfaces);
|
|
|
|
|
|
|
|
|
|
em->allverts= em->curvert= NULL;
|
|
|
|
|
em->alledges= em->curedge= NULL;
|
|
|
|
|
em->allfaces= em->curface= NULL;
|
|
|
|
|
|
|
|
|
|
G.totvert= G.totface= 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* on G.editMesh */
|
|
|
|
|
static void editMesh_set_hash(void)
|
|
|
|
|
{
|
|
|
|
|
EditEdge *eed;
|
|
|
|
|
|
2004-09-23 22:17:52 +00:00
|
|
|
G.editMesh->hashedgetab= NULL;
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
for(eed=G.editMesh->edges.first; eed; eed= eed->next) {
|
|
|
|
|
if( findedgelist(eed->v1, eed->v2)==NULL )
|
|
|
|
|
insert_hashedge(eed);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* ************************ IN & OUT EDITMODE ***************************** */
|
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
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
static void edge_normal_compare(EditEdge *eed, EditFace *efa1)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2004-09-18 20:15:37 +00:00
|
|
|
EditFace *efa2;
|
2002-10-12 11:37:38 +00:00
|
|
|
float cent1[3], cent2[3];
|
|
|
|
|
float inp;
|
|
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
efa2= (EditFace *)eed->vn;
|
|
|
|
|
if(efa1==efa2) return;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
inp= efa1->n[0]*efa2->n[0] + efa1->n[1]*efa2->n[1] + efa1->n[2]*efa2->n[2];
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(inp<0.999 && inp >-0.999) eed->f2= 1;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
if(efa1->v4) CalcCent4f(cent1, efa1->v1->co, efa1->v2->co, efa1->v3->co, efa1->v4->co);
|
|
|
|
|
else CalcCent3f(cent1, efa1->v1->co, efa1->v2->co, efa1->v3->co);
|
|
|
|
|
if(efa2->v4) CalcCent4f(cent2, efa2->v1->co, efa2->v2->co, efa2->v3->co, efa2->v4->co);
|
|
|
|
|
else CalcCent3f(cent2, efa2->v1->co, efa2->v2->co, efa2->v3->co);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
VecSubf(cent1, cent2, cent1);
|
|
|
|
|
Normalise(cent1);
|
2004-09-18 20:15:37 +00:00
|
|
|
inp= cent1[0]*efa1->n[0] + cent1[1]*efa1->n[1] + cent1[2]*efa1->n[2];
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
if(inp < -0.001 ) eed->f1= 1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void edge_drawflags(void)
|
|
|
|
|
{
|
2004-03-28 08:46:35 +00:00
|
|
|
EditMesh *em = G.editMesh;
|
2002-10-12 11:37:38 +00:00
|
|
|
EditVert *eve;
|
|
|
|
|
EditEdge *eed, *e1, *e2, *e3, *e4;
|
2004-09-18 20:15:37 +00:00
|
|
|
EditFace *efa;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-04-29 15:30:59 +00:00
|
|
|
/* - count number of times edges are used in faces: 0 en 1 time means draw edge
|
|
|
|
|
* - edges more than 1 time used: in *vn is pointer to first face
|
|
|
|
|
* - check all faces, when normal differs to much: draw (flag becomes 1)
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/* later on: added flags for 'cylinder' and 'sphere' intersection tests in old
|
|
|
|
|
game engine (2.04)
|
2002-10-12 11:37:38 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
recalc_editnormals();
|
|
|
|
|
|
|
|
|
|
/* init */
|
2004-03-28 08:46:35 +00:00
|
|
|
eve= em->verts.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
while(eve) {
|
2003-04-29 15:30:59 +00:00
|
|
|
eve->f1= 1; /* during test it's set at zero */
|
2002-10-12 11:37:38 +00:00
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
2004-03-28 08:46:35 +00:00
|
|
|
eed= em->edges.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
eed->f2= eed->f1= 0;
|
2002-10-12 11:37:38 +00:00
|
|
|
eed->vn= 0;
|
|
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
|
|
|
|
e1= efa->e1;
|
|
|
|
|
e2= efa->e2;
|
|
|
|
|
e3= efa->e3;
|
|
|
|
|
e4= efa->e4;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(e1->f2<3) e1->f2+= 1;
|
|
|
|
|
if(e2->f2<3) e2->f2+= 1;
|
|
|
|
|
if(e3->f2<3) e3->f2+= 1;
|
|
|
|
|
if(e4 && e4->f<3) e4->f2+= 1;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
if(e1->vn==0) e1->vn= (EditVert *)efa;
|
|
|
|
|
if(e2->vn==0) e2->vn= (EditVert *)efa;
|
|
|
|
|
if(e3->vn==0) e3->vn= (EditVert *)efa;
|
|
|
|
|
if(e4 && e4->vn==0) e4->vn= (EditVert *)efa;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= efa->next;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(G.f & G_ALLEDGES) {
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
2004-09-25 16:07:16 +00:00
|
|
|
if(efa->e1->f2>=2) efa->e1->f2= 1;
|
|
|
|
|
if(efa->e2->f2>=2) efa->e2->f2= 1;
|
|
|
|
|
if(efa->e3->f2>=2) efa->e3->f2= 1;
|
|
|
|
|
if(efa->e4 && efa->e4->f>=2) efa->e4->f2= 1;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= efa->next;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
|
2003-04-29 15:30:59 +00:00
|
|
|
/* handle single-edges for 'test cylinder flag' (old engine) */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-03-28 08:46:35 +00:00
|
|
|
eed= em->edges.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(eed->f2==1) eed->f1= 1;
|
2002-10-12 11:37:38 +00:00
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
|
2003-04-29 15:30:59 +00:00
|
|
|
/* all faces, all edges with flag==2: compare normal */
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(efa->e1->f2==2) edge_normal_compare(efa->e1, efa);
|
|
|
|
|
if(efa->e2->f2==2) edge_normal_compare(efa->e2, efa);
|
|
|
|
|
if(efa->e3->f2==2) edge_normal_compare(efa->e3, efa);
|
|
|
|
|
if(efa->e4 && efa->e4->f2==2) edge_normal_compare(efa->e4, efa);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= efa->next;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* sphere collision flag */
|
|
|
|
|
|
2004-03-28 08:46:35 +00:00
|
|
|
eed= em->edges.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
while(eed) {
|
|
|
|
|
if(eed->f1!=1) {
|
|
|
|
|
eed->v1->f1= eed->v2->f1= 0;
|
|
|
|
|
}
|
|
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
/* turns Mesh into editmesh */
|
|
|
|
|
void make_editMesh()
|
2003-10-19 20:52:34 +00:00
|
|
|
{
|
2004-03-28 08:46:35 +00:00
|
|
|
EditMesh *em = G.editMesh;
|
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
|
|
|
Mesh *me= G.obedit->data;
|
2002-10-12 11:37:38 +00:00
|
|
|
MFace *mface;
|
|
|
|
|
TFace *tface;
|
|
|
|
|
MVert *mvert;
|
|
|
|
|
KeyBlock *actkey=0;
|
|
|
|
|
EditVert *eve, **evlist, *eve1, *eve2, *eve3, *eve4;
|
2004-09-18 20:15:37 +00:00
|
|
|
EditFace *efa;
|
2003-11-19 16:21:37 +00:00
|
|
|
EditEdge *eed;
|
2002-10-12 11:37:38 +00:00
|
|
|
int tot, a;
|
|
|
|
|
|
2004-07-08 20:38:27 +00:00
|
|
|
if(G.obedit==NULL) return;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-04-29 15:30:59 +00:00
|
|
|
/* because of reload */
|
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
|
|
|
free_editMesh(G.editMesh);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
G.totvert= tot= me->totvert;
|
|
|
|
|
|
|
|
|
|
if(tot==0) {
|
|
|
|
|
countall();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
waitcursor(1);
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
/* initialize fastmalloc for editmesh */
|
|
|
|
|
init_editmesh_fastmalloc(G.editMesh, me->totvert, me->totedge, me->totface);
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/* keys? */
|
|
|
|
|
if(me->key) {
|
|
|
|
|
actkey= me->key->block.first;
|
|
|
|
|
while(actkey) {
|
|
|
|
|
if(actkey->flag & SELECT) break;
|
|
|
|
|
actkey= actkey->next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(actkey) {
|
|
|
|
|
key_to_mesh(actkey, me);
|
|
|
|
|
tot= actkey->totelem;
|
|
|
|
|
}
|
|
|
|
|
|
2003-04-29 15:30:59 +00:00
|
|
|
/* make editverts */
|
2002-10-12 11:37:38 +00:00
|
|
|
mvert= me->mvert;
|
|
|
|
|
|
|
|
|
|
evlist= (EditVert **)MEM_mallocN(tot*sizeof(void *),"evlist");
|
|
|
|
|
for(a=0; a<tot; a++, mvert++) {
|
|
|
|
|
eve= addvertlist(mvert->co);
|
|
|
|
|
evlist[a]= eve;
|
2003-11-23 23:33:19 +00:00
|
|
|
|
|
|
|
|
// face select sets selection in next loop
|
|
|
|
|
if( (G.f & G_FACESELECT)==0 )
|
|
|
|
|
eve->f |= (mvert->flag & 1);
|
|
|
|
|
|
2003-11-19 16:21:37 +00:00
|
|
|
if (mvert->flag & ME_HIDE) eve->h= 1;
|
2002-10-12 11:37:38 +00:00
|
|
|
eve->no[0]= mvert->no[0]/32767.0;
|
|
|
|
|
eve->no[1]= mvert->no[1]/32767.0;
|
|
|
|
|
eve->no[2]= mvert->no[2]/32767.0;
|
2003-12-08 05:07:36 +00:00
|
|
|
|
|
|
|
|
/* lets overwrite the keyindex of the editvert
|
|
|
|
|
* with the order it used to be in before
|
|
|
|
|
* editmode
|
|
|
|
|
*/
|
|
|
|
|
eve->keyindex = a;
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if (me->dvert){
|
|
|
|
|
eve->totweight = me->dvert[a].totweight;
|
|
|
|
|
if (me->dvert[a].dw){
|
|
|
|
|
eve->dw = MEM_callocN (sizeof(MDeformWeight) * me->dvert[a].totweight, "deformWeight");
|
|
|
|
|
memcpy (eve->dw, me->dvert[a].dw, sizeof(MDeformWeight) * me->dvert[a].totweight);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(actkey && actkey->totelem!=me->totvert);
|
|
|
|
|
else {
|
|
|
|
|
unsigned int *mcol;
|
|
|
|
|
|
2004-07-08 20:38:27 +00:00
|
|
|
/* make edges */
|
|
|
|
|
if(me->medge) {
|
|
|
|
|
MEdge *medge= me->medge;
|
|
|
|
|
|
|
|
|
|
for(a=0; a<me->totedge; a++, medge++) {
|
|
|
|
|
eed= addedgelist(evlist[medge->v1], evlist[medge->v2], NULL);
|
|
|
|
|
eed->crease= ((float)medge->crease)/255.0;
|
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
|
|
|
|
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(medge->flag & ME_SEAM) eed->seam= 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(medge->flag & SELECT) eed->f |= SELECT;
|
2004-09-24 12:40:37 +00:00
|
|
|
if(medge->flag & ME_FGON) eed->h= EM_FGON; // 2 different defines!
|
|
|
|
|
if(medge->flag & ME_HIDE) eed->h |= 1;
|
2004-07-08 20:38:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* make faces */
|
2002-10-12 11:37:38 +00:00
|
|
|
mface= me->mface;
|
|
|
|
|
tface= me->tface;
|
|
|
|
|
mcol= (unsigned int *)me->mcol;
|
|
|
|
|
|
|
|
|
|
for(a=0; a<me->totface; a++, mface++) {
|
|
|
|
|
eve1= evlist[mface->v1];
|
|
|
|
|
eve2= evlist[mface->v2];
|
2004-07-08 20:38:27 +00:00
|
|
|
if(mface->v3) eve3= evlist[mface->v3]; else eve3= NULL;
|
|
|
|
|
if(mface->v4) eve4= evlist[mface->v4]; else eve4= NULL;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-10-09 20:49:55 +00:00
|
|
|
efa= addfacelist(eve1, eve2, eve3, eve4, NULL, NULL);
|
2004-07-08 20:38:27 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
if(efa) {
|
2004-07-08 20:38:27 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
if(mcol) memcpy(efa->tf.col, mcol, 4*sizeof(int));
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
if(me->tface) {
|
2004-09-18 20:15:37 +00:00
|
|
|
efa->tf= *tface;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
if( tface->flag & TF_SELECT) {
|
|
|
|
|
if(G.f & G_FACESELECT) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
EM_select_face(efa, 1);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
efa->mat_nr= mface->mat_nr;
|
2004-09-25 13:42:31 +00:00
|
|
|
efa->flag= mface->flag & ~ME_HIDE;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
|
2004-09-27 20:19:16 +00:00
|
|
|
if((G.f & G_FACESELECT)==0) {
|
|
|
|
|
/* select face flag, if no edges we flush down */
|
|
|
|
|
if(mface->flag & ME_FACE_SEL) {
|
|
|
|
|
efa->f |= SELECT;
|
|
|
|
|
if(me->medge==NULL) EM_select_face(efa, 1);
|
|
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
}
|
2004-09-24 12:40:37 +00:00
|
|
|
if(mface->flag & ME_HIDE) efa->h= 1;
|
2004-09-25 13:42:31 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(me->tface) tface++;
|
|
|
|
|
if(mcol) mcol+=4;
|
|
|
|
|
}
|
|
|
|
|
}
|
2003-11-19 16:21:37 +00:00
|
|
|
|
2004-09-24 12:40:37 +00:00
|
|
|
/* flush hide flags when no medge */
|
|
|
|
|
if(me->medge==NULL) {
|
|
|
|
|
for(eed= em->edges.first; eed; eed= eed->next) {
|
|
|
|
|
if(eed->v1->h || eed->v2->h) eed->h |= 1;
|
|
|
|
|
else eed->h &= ~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
|
|
|
}
|
2003-11-19 16:21:37 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
MEM_freeN(evlist);
|
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
|
|
|
|
|
|
|
|
end_editmesh_fastmalloc(); // resets global function pointers
|
|
|
|
|
|
|
|
|
|
/* this creates coherent selections. also needed for older files */
|
|
|
|
|
EM_selectmode_set();
|
2004-09-26 17:15:52 +00:00
|
|
|
/* paranoia check to enforce hide rules */
|
|
|
|
|
EM_hide_reset();
|
|
|
|
|
/* sets helper flags which arent saved */
|
2004-09-24 16:06:20 +00:00
|
|
|
EM_fgon_flags();
|
2004-09-26 17:15:52 +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
|
|
|
countall();
|
|
|
|
|
|
2004-09-26 17:15:52 +00:00
|
|
|
if (mesh_uses_displist(me)) makeDispList(G.obedit);
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
waitcursor(0);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
/** Rotates MFace and UVFace vertices in case the last
|
|
|
|
|
* vertex index is = 0.
|
|
|
|
|
* This function is a hack and may only be called in the
|
|
|
|
|
* conversion from EditMesh to Mesh data.
|
|
|
|
|
* This function is similar to test_index_mface in
|
|
|
|
|
* blenkernel/intern/mesh.c.
|
|
|
|
|
* To not clutter the blenkernel code with more bad level
|
|
|
|
|
* calls/structures, this function resides here.
|
|
|
|
|
*/
|
|
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
static void fix_faceindices(MFace *mface, EditFace *efa, int nr)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
|
int a;
|
|
|
|
|
float tmpuv[2];
|
|
|
|
|
unsigned int tmpcol;
|
|
|
|
|
|
|
|
|
|
/* first test if the face is legal */
|
|
|
|
|
|
|
|
|
|
if(mface->v3 && mface->v3==mface->v4) {
|
|
|
|
|
mface->v4= 0;
|
|
|
|
|
nr--;
|
|
|
|
|
}
|
|
|
|
|
if(mface->v2 && mface->v2==mface->v3) {
|
|
|
|
|
mface->v3= mface->v4;
|
|
|
|
|
mface->v4= 0;
|
|
|
|
|
nr--;
|
|
|
|
|
}
|
|
|
|
|
if(mface->v1==mface->v2) {
|
|
|
|
|
mface->v2= mface->v3;
|
|
|
|
|
mface->v3= mface->v4;
|
|
|
|
|
mface->v4= 0;
|
|
|
|
|
nr--;
|
|
|
|
|
}
|
|
|
|
|
|
2003-04-29 15:30:59 +00:00
|
|
|
/* prevent a zero index value at the wrong location */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(nr==2) {
|
|
|
|
|
if(mface->v2==0) SWAP(int, mface->v1, mface->v2);
|
|
|
|
|
}
|
|
|
|
|
else if(nr==3) {
|
|
|
|
|
if(mface->v3==0) {
|
|
|
|
|
SWAP(int, mface->v1, mface->v2);
|
|
|
|
|
SWAP(int, mface->v2, mface->v3);
|
|
|
|
|
/* rotate face UV coordinates, too */
|
2004-09-18 20:15:37 +00:00
|
|
|
UVCOPY(tmpuv, efa->tf.uv[0]);
|
|
|
|
|
UVCOPY(efa->tf.uv[0], efa->tf.uv[1]);
|
|
|
|
|
UVCOPY(efa->tf.uv[1], efa->tf.uv[2]);
|
|
|
|
|
UVCOPY(efa->tf.uv[2], tmpuv);
|
2002-10-12 11:37:38 +00:00
|
|
|
/* same with vertex colours */
|
2004-09-18 20:15:37 +00:00
|
|
|
tmpcol = efa->tf.col[0];
|
|
|
|
|
efa->tf.col[0] = efa->tf.col[1];
|
|
|
|
|
efa->tf.col[1] = efa->tf.col[2];
|
|
|
|
|
efa->tf.col[2] = tmpcol;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
a= mface->edcode;
|
|
|
|
|
mface->edcode= 0;
|
|
|
|
|
if(a & ME_V1V2) mface->edcode |= ME_V3V1;
|
|
|
|
|
if(a & ME_V2V3) mface->edcode |= ME_V1V2;
|
|
|
|
|
if(a & ME_V3V1) mface->edcode |= ME_V2V3;
|
|
|
|
|
|
|
|
|
|
a= mface->puno;
|
|
|
|
|
mface->puno &= ~15;
|
|
|
|
|
if(a & ME_FLIPV1) mface->puno |= ME_FLIPV2;
|
|
|
|
|
if(a & ME_FLIPV2) mface->puno |= ME_FLIPV3;
|
|
|
|
|
if(a & ME_FLIPV3) mface->puno |= ME_FLIPV1;
|
2004-07-08 20:38:27 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if(nr==4) {
|
|
|
|
|
if(mface->v3==0 || mface->v4==0) {
|
|
|
|
|
SWAP(int, mface->v1, mface->v3);
|
|
|
|
|
SWAP(int, mface->v2, mface->v4);
|
|
|
|
|
/* swap UV coordinates */
|
2004-09-18 20:15:37 +00:00
|
|
|
UVCOPY(tmpuv, efa->tf.uv[0]);
|
|
|
|
|
UVCOPY(efa->tf.uv[0], efa->tf.uv[2]);
|
|
|
|
|
UVCOPY(efa->tf.uv[2], tmpuv);
|
|
|
|
|
UVCOPY(tmpuv, efa->tf.uv[1]);
|
|
|
|
|
UVCOPY(efa->tf.uv[1], efa->tf.uv[3]);
|
|
|
|
|
UVCOPY(efa->tf.uv[3], tmpuv);
|
2002-10-12 11:37:38 +00:00
|
|
|
/* swap vertex colours */
|
2004-09-18 20:15:37 +00:00
|
|
|
tmpcol = efa->tf.col[0];
|
|
|
|
|
efa->tf.col[0] = efa->tf.col[2];
|
|
|
|
|
efa->tf.col[2] = tmpcol;
|
|
|
|
|
tmpcol = efa->tf.col[1];
|
|
|
|
|
efa->tf.col[1] = efa->tf.col[3];
|
|
|
|
|
efa->tf.col[3] = tmpcol;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
a= mface->edcode;
|
|
|
|
|
mface->edcode= 0;
|
|
|
|
|
if(a & ME_V1V2) mface->edcode |= ME_V3V4;
|
|
|
|
|
if(a & ME_V2V3) mface->edcode |= ME_V2V3;
|
|
|
|
|
if(a & ME_V3V4) mface->edcode |= ME_V1V2;
|
|
|
|
|
if(a & ME_V4V1) mface->edcode |= ME_V4V1;
|
|
|
|
|
|
|
|
|
|
a= mface->puno;
|
|
|
|
|
mface->puno &= ~15;
|
|
|
|
|
if(a & ME_FLIPV1) mface->puno |= ME_FLIPV3;
|
|
|
|
|
if(a & ME_FLIPV2) mface->puno |= ME_FLIPV4;
|
|
|
|
|
if(a & ME_FLIPV3) mface->puno |= ME_FLIPV1;
|
|
|
|
|
if(a & ME_FLIPV4) mface->puno |= ME_FLIPV2;
|
2004-07-08 20:38:27 +00:00
|
|
|
|
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
|
|
|
/* makes Mesh out of editmesh */
|
|
|
|
|
void load_editMesh(void)
|
2003-10-19 20:52:34 +00:00
|
|
|
{
|
2004-03-28 08:46:35 +00:00
|
|
|
EditMesh *em = G.editMesh;
|
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
|
|
|
Mesh *me= G.obedit->data;
|
2003-12-08 05:07:36 +00:00
|
|
|
MVert *mvert, *oldverts;
|
2004-07-08 20:38:27 +00:00
|
|
|
MEdge *medge=NULL;
|
|
|
|
|
MFace *mface;
|
2002-10-12 11:37:38 +00:00
|
|
|
MSticky *ms;
|
2004-07-08 20:38:27 +00:00
|
|
|
KeyBlock *actkey=NULL, *currkey;
|
2002-10-12 11:37:38 +00:00
|
|
|
EditVert *eve;
|
2004-09-18 20:15:37 +00:00
|
|
|
EditFace *efa;
|
2002-10-12 11:37:38 +00:00
|
|
|
EditEdge *eed;
|
2003-12-08 05:07:36 +00:00
|
|
|
float *fp, *newkey, *oldkey, nor[3];
|
2004-07-08 20:38:27 +00:00
|
|
|
int i, a, ototvert, totedge=0;
|
2002-10-12 11:37:38 +00:00
|
|
|
MDeformVert *dvert;
|
|
|
|
|
int usedDvert = 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
|
|
|
waitcursor(1);
|
|
|
|
|
countall();
|
|
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
/* this one also tests of edges are not in faces: */
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
/* eed->f2==0: not in face, f2==1: draw it */
|
2003-12-08 05:07:36 +00:00
|
|
|
/* eed->f1 : flag for dynaface (cylindertest, old engine) */
|
|
|
|
|
/* eve->f1 : flag for dynaface (sphere test, old engine) */
|
|
|
|
|
edge_drawflags();
|
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
|
|
|
/* this sets efa->puno, punoflag (for vertex normal & projection) */
|
2003-12-08 05:07:36 +00:00
|
|
|
vertexnormals( (me->flag & ME_NOPUNOFLIP)==0 );
|
2004-07-08 20:38:27 +00:00
|
|
|
|
2004-03-28 08:46:35 +00:00
|
|
|
eed= em->edges.first;
|
2003-12-08 05:07:36 +00:00
|
|
|
while(eed) {
|
2004-07-08 20:38:27 +00:00
|
|
|
totedge++;
|
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(me->medge==NULL && (eed->f2==0)) G.totface++;
|
2003-12-08 05:07:36 +00:00
|
|
|
eed= eed->next;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
2004-07-08 20:38:27 +00:00
|
|
|
/* new Vertex block */
|
|
|
|
|
if(G.totvert==0) mvert= NULL;
|
|
|
|
|
else mvert= MEM_callocN(G.totvert*sizeof(MVert), "loadeditMesh vert");
|
|
|
|
|
|
|
|
|
|
/* new Edge block */
|
2004-07-10 13:11:22 +00:00
|
|
|
if(totedge) {
|
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(me->medge==NULL) totedge= 0; // if edges get added is defined by orig mesh
|
2004-07-10 13:11:22 +00:00
|
|
|
else medge= MEM_callocN(totedge*sizeof(MEdge), "loadeditMesh edge");
|
2004-07-08 20:38:27 +00:00
|
|
|
}
|
|
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
/* new Face block */
|
2004-07-08 20:38:27 +00:00
|
|
|
if(G.totface==0) mface= NULL;
|
|
|
|
|
else mface= MEM_callocN(G.totface*sizeof(MFace), "loadeditMesh face");
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-07-08 20:38:27 +00:00
|
|
|
if (G.totvert==0) dvert= NULL;
|
2003-12-08 05:07:36 +00:00
|
|
|
else dvert = MEM_callocN(G.totvert*sizeof(MDeformVert), "loadeditMesh3");
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
if (me->dvert) free_dverts(me->dvert, me->totvert);
|
|
|
|
|
me->dvert=dvert;
|
2004-07-08 20:38:27 +00:00
|
|
|
|
|
|
|
|
/* lets save the old verts just in case we are actually working on
|
|
|
|
|
* a key ... we now do processing of the keys at the end */
|
|
|
|
|
oldverts = me->mvert;
|
|
|
|
|
ototvert= me->totvert;
|
|
|
|
|
|
|
|
|
|
/* put new data in Mesh */
|
2003-12-08 05:07:36 +00:00
|
|
|
me->mvert= mvert;
|
2004-07-08 20:38:27 +00:00
|
|
|
me->totvert= G.totvert;
|
2003-12-08 05:07:36 +00:00
|
|
|
|
2004-07-08 20:38:27 +00:00
|
|
|
if(me->medge) MEM_freeN(me->medge);
|
|
|
|
|
me->medge= medge;
|
2004-07-09 08:15:57 +00:00
|
|
|
if(medge) me->totedge= totedge; else me->totedge= 0;
|
2004-07-08 20:38:27 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
if(me->mface) MEM_freeN(me->mface);
|
|
|
|
|
me->mface= mface;
|
|
|
|
|
me->totface= G.totface;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
/* the vertices, abuse ->vn as counter */
|
2004-03-28 08:46:35 +00:00
|
|
|
eve= em->verts.first;
|
2004-07-08 20:38:27 +00:00
|
|
|
a= 0;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
while(eve) {
|
|
|
|
|
VECCOPY(mvert->co, eve->co);
|
|
|
|
|
mvert->mat_nr= 255; /* what was this for, halos? */
|
|
|
|
|
|
|
|
|
|
/* vertex normal */
|
|
|
|
|
VECCOPY(nor, eve->no);
|
|
|
|
|
VecMulf(nor, 32767.0);
|
|
|
|
|
VECCOPY(mvert->no, nor);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
/* NEW VERSION */
|
|
|
|
|
if (dvert){
|
|
|
|
|
dvert->totweight=eve->totweight;
|
|
|
|
|
if (eve->dw){
|
|
|
|
|
dvert->dw = MEM_callocN (sizeof(MDeformWeight)*eve->totweight,
|
|
|
|
|
"deformWeight");
|
|
|
|
|
memcpy (dvert->dw, eve->dw,
|
|
|
|
|
sizeof(MDeformWeight)*eve->totweight);
|
|
|
|
|
usedDvert++;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
eve->vn= (EditVert *)(long)(a++); /* counter */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
mvert->flag= 0;
|
|
|
|
|
if(eve->f1==1) mvert->flag |= ME_SPHERETEST;
|
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
|
|
|
mvert->flag |= (eve->f & SELECT);
|
2003-12-08 05:07:36 +00:00
|
|
|
if (eve->h) mvert->flag |= ME_HIDE;
|
|
|
|
|
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
mvert++;
|
|
|
|
|
dvert++;
|
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
/* If we didn't actually need the dverts, get rid of them */
|
|
|
|
|
if (!usedDvert){
|
|
|
|
|
free_dverts(me->dvert, G.totvert);
|
|
|
|
|
me->dvert=NULL;
|
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-07-08 20:38:27 +00:00
|
|
|
/* the edges */
|
|
|
|
|
if(medge) {
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
medge->v1= (unsigned int) eed->v1->vn;
|
|
|
|
|
medge->v2= (unsigned int) eed->v2->vn;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
|
|
|
|
|
medge->flag= eed->f & SELECT;
|
|
|
|
|
if(eed->f2<2) medge->flag |= ME_EDGEDRAW;
|
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(eed->seam) medge->flag |= ME_SEAM;
|
2004-09-24 12:40:37 +00:00
|
|
|
if(eed->h & EM_FGON) medge->flag |= ME_FGON; // different defines yes
|
|
|
|
|
if(eed->h & 1) medge->flag |= ME_HIDE;
|
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
|
|
|
|
|
|
|
|
medge->crease= (char)(255.0*eed->crease);
|
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
|
|
|
|
2004-07-08 20:38:27 +00:00
|
|
|
medge++;
|
|
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
/* the faces */
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= em->faces.first;
|
2003-12-08 05:07:36 +00:00
|
|
|
i = 0;
|
2004-09-18 20:15:37 +00:00
|
|
|
while(efa) {
|
2003-12-08 05:07:36 +00:00
|
|
|
mface= &((MFace *) me->mface)[i];
|
2004-07-08 20:38:27 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
mface->v1= (unsigned int) efa->v1->vn;
|
|
|
|
|
mface->v2= (unsigned int) efa->v2->vn;
|
|
|
|
|
mface->v3= (unsigned int) efa->v3->vn;
|
|
|
|
|
if(efa->v4) mface->v4= (unsigned int) efa->v4->vn;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
mface->mat_nr= efa->mat_nr;
|
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
|
|
|
mface->puno= efa->puno;
|
2004-09-24 12:40:37 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
mface->flag= efa->flag;
|
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
|
|
|
/* bit 0 of flag is already taken for smooth... */
|
|
|
|
|
if(efa->f & 1) mface->flag |= ME_FACE_SEL;
|
|
|
|
|
else mface->flag &= ~ME_FACE_SEL;
|
2004-09-24 12:40:37 +00:00
|
|
|
if(efa->h) mface->flag |= ME_HIDE;
|
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
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
/* mat_nr in vertex */
|
|
|
|
|
if(me->totcol>1) {
|
|
|
|
|
mvert= me->mvert+mface->v1;
|
|
|
|
|
if(mvert->mat_nr == (char)255) mvert->mat_nr= mface->mat_nr;
|
|
|
|
|
mvert= me->mvert+mface->v2;
|
|
|
|
|
if(mvert->mat_nr == (char)255) mvert->mat_nr= mface->mat_nr;
|
|
|
|
|
mvert= me->mvert+mface->v3;
|
|
|
|
|
if(mvert->mat_nr == (char)255) mvert->mat_nr= mface->mat_nr;
|
|
|
|
|
if(mface->v4) {
|
|
|
|
|
mvert= me->mvert+mface->v4;
|
2002-12-03 18:31:50 +00:00
|
|
|
if(mvert->mat_nr == (char)255) mvert->mat_nr= mface->mat_nr;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
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
|
|
|
/* watch: efa->e1->f2==0 means loose edge */
|
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(efa->e1->f2==1) {
|
2003-12-08 05:07:36 +00:00
|
|
|
mface->edcode |= ME_V1V2;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->e1->f2= 2;
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(efa->e2->f2==1) {
|
2003-12-08 05:07:36 +00:00
|
|
|
mface->edcode |= ME_V2V3;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->e2->f2= 2;
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(efa->e3->f2==1) {
|
2004-09-18 20:15:37 +00:00
|
|
|
if(efa->v4) {
|
2003-12-08 05:07:36 +00:00
|
|
|
mface->edcode |= ME_V3V4;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2003-12-08 05:07:36 +00:00
|
|
|
else {
|
|
|
|
|
mface->edcode |= ME_V3V1;
|
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
|
|
|
efa->e3->f2= 2;
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(efa->e4 && efa->e4->f2==1) {
|
2003-12-08 05:07:36 +00:00
|
|
|
mface->edcode |= ME_V4V1;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
efa->e4->f2= 2;
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
2004-07-08 20:38:27 +00:00
|
|
|
|
|
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
/* no index '0' at location 3 or 4 */
|
2004-09-18 20:15:37 +00:00
|
|
|
if(efa->v4) fix_faceindices(mface, efa, 4);
|
|
|
|
|
else fix_faceindices(mface, efa, 3);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
i++;
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= efa->next;
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
/* add loose edges as a face */
|
2004-07-08 20:38:27 +00:00
|
|
|
if(medge==NULL) {
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if( eed->f2==0 ) {
|
2004-07-08 20:38:27 +00:00
|
|
|
mface= &((MFace *) me->mface)[i];
|
|
|
|
|
mface->v1= (unsigned int) eed->v1->vn;
|
|
|
|
|
mface->v2= (unsigned int) eed->v2->vn;
|
|
|
|
|
test_index_mface(mface, 2);
|
|
|
|
|
mface->edcode= ME_V1V2;
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
eed= eed->next;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
2004-07-08 20:38:27 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
tex_space_mesh(me);
|
|
|
|
|
|
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
|
|
|
/* tface block */
|
|
|
|
|
if( me->tface && me->totface ) {
|
2003-12-08 05:07:36 +00:00
|
|
|
TFace *tfn, *tf;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
tf=tfn= MEM_callocN(sizeof(TFace)*me->totface, "tface");
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-09-18 20:15:37 +00:00
|
|
|
*tf= efa->tf;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
if(G.f & G_FACESELECT) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if( efa->f & SELECT) tf->flag |= TF_SELECT;
|
2003-12-08 05:07:36 +00:00
|
|
|
else tf->flag &= ~TF_SELECT;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2003-12-08 05:07:36 +00:00
|
|
|
|
|
|
|
|
tf++;
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= efa->next;
|
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
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
if(me->tface) MEM_freeN(me->tface);
|
|
|
|
|
me->tface= tfn;
|
|
|
|
|
}
|
|
|
|
|
else if(me->tface) {
|
|
|
|
|
MEM_freeN(me->tface);
|
|
|
|
|
me->tface= NULL;
|
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
/* mcol: same as tface... */
|
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(me->mcol && me->totface) {
|
2003-12-08 05:07:36 +00:00
|
|
|
unsigned int *mcn, *mc;
|
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|
|
|
|
|
|
|
|
mc=mcn= MEM_mallocN(4*sizeof(int)*me->totface, "mcol");
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
|
|
|
|
memcpy(mc, efa->tf.col, 4*sizeof(int));
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-12-08 05:07:36 +00:00
|
|
|
mc+=4;
|
2004-09-18 20:15:37 +00:00
|
|
|
efa= efa->next;
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
|
|
|
|
if(me->mcol) MEM_freeN(me->mcol);
|
2002-10-12 11:37:38 +00:00
|
|
|
me->mcol= (MCol *)mcn;
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
|
|
|
|
else if(me->mcol) {
|
|
|
|
|
MEM_freeN(me->mcol);
|
|
|
|
|
me->mcol= 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* are there keys? */
|
|
|
|
|
if(me->key) {
|
|
|
|
|
|
|
|
|
|
/* find the active key */
|
|
|
|
|
actkey= me->key->block.first;
|
|
|
|
|
while(actkey) {
|
|
|
|
|
if(actkey->flag & SELECT) break;
|
|
|
|
|
actkey= actkey->next;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2003-12-08 05:07:36 +00:00
|
|
|
|
|
|
|
|
/* Lets reorder the key data so that things line up roughly
|
|
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|
|
* with the way things were before editmode */
|
|
|
|
|
currkey = me->key->block.first;
|
|
|
|
|
while(currkey) {
|
2004-07-02 12:44:32 +00:00
|
|
|
|
|
|
|
|
fp= newkey= MEM_callocN(me->key->elemsize*G.totvert, "currkey->data");
|
|
|
|
|
oldkey = currkey->data;
|
|
|
|
|
|
|
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|
|
eve= em->verts.first;
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|
|
|
|
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|
i = 0;
|
|
|
|
|
mvert = me->mvert;
|
|
|
|
|
while(eve) {
|
|
|
|
|
if (eve->keyindex >= 0) { // old vertex
|
|
|
|
|
if(currkey == actkey) {
|
|
|
|
|
if (actkey == me->key->refkey) {
|
|
|
|
|
VECCOPY(fp, mvert->co);
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
|
|
|
|
else {
|
2004-07-02 12:44:32 +00:00
|
|
|
VECCOPY(fp, mvert->co);
|
|
|
|
|
if(oldverts) {
|
|
|
|
|
VECCOPY(mvert->co, oldverts[eve->keyindex].co);
|
|
|
|
|
}
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
2004-07-02 12:44:32 +00:00
|
|
|
if(oldkey) {
|
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|
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|
VECCOPY(fp, oldkey + 3 * eve->keyindex);
|
|
|
|
|
}
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
|
|
|
|
}
|
2004-07-02 12:44:32 +00:00
|
|
|
else {
|
|
|
|
|
VECCOPY(fp, mvert->co);
|
|
|
|
|
}
|
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|
fp+= 3;
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++i;
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++mvert;
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|
eve= eve->next;
|
2003-12-08 05:07:36 +00:00
|
|
|
}
|
2004-07-02 12:44:32 +00:00
|
|
|
currkey->totelem= G.totvert;
|
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|
|
if(currkey->data) MEM_freeN(currkey->data);
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|
currkey->data = newkey;
|
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|
2003-12-08 05:07:36 +00:00
|
|
|
currkey= currkey->next;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2003-12-08 05:07:36 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2003-12-08 05:07:36 +00:00
|
|
|
|
|
|
|
|
if(oldverts) MEM_freeN(oldverts);
|
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|
2002-10-12 11:37:38 +00:00
|
|
|
if(actkey) do_spec_key(me->key);
|
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|
2003-04-29 15:30:59 +00:00
|
|
|
/* te be sure: clear ->vn pointers */
|
2004-03-28 08:46:35 +00:00
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|
eve= em->verts.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
while(eve) {
|
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|
eve->vn= 0;
|
|
|
|
|
eve= eve->next;
|
|
|
|
|
}
|
|
|
|
|
|
2003-04-29 15:30:59 +00:00
|
|
|
/* displists of all users, including this one */
|
2002-10-12 11:37:38 +00:00
|
|
|
freedisplist(&me->disp);
|
|
|
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|
freedisplist(&G.obedit->disp);
|
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|
/* sticky */
|
|
|
|
|
if(me->msticky) {
|
|
|
|
|
if (ototvert<me->totvert) {
|
|
|
|
|
ms= MEM_callocN(me->totvert*sizeof(MSticky), "msticky");
|
|
|
|
|
memcpy(ms, me->msticky, ototvert*sizeof(MSticky));
|
|
|
|
|
MEM_freeN(me->msticky);
|
|
|
|
|
me->msticky= ms;
|
|
|
|
|
error("Sticky was too small");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
waitcursor(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void remake_editMesh(void)
|
|
|
|
|
{
|
|
|
|
|
make_editMesh();
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
makeDispList(G.obedit);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
BIF_undo_push("Undo all changes");
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* *************** SEPARATE (partial exit editmode) *************/
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
void separatemenu(void)
|
|
|
|
|
{
|
|
|
|
|
short event;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
event = pupmenu("Separate (No undo!) %t|Selected%x1|All Loose Parts%x2");
|
2002-10-12 11:37:38 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if (event==0) return;
|
|
|
|
|
waitcursor(1);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
switch (event) {
|
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
|
|
|
case 1:
|
|
|
|
|
separate_mesh();
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
separate_mesh_loose();
|
|
|
|
|
break;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
waitcursor(0);
|
|
|
|
|
}
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
void separate_mesh(void)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2004-03-28 08:46:35 +00:00
|
|
|
EditMesh *em = G.editMesh;
|
2004-09-23 22:17:52 +00:00
|
|
|
EditMesh emcopy;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
EditVert *eve, *v1;
|
|
|
|
|
EditEdge *eed, *e1;
|
|
|
|
|
EditFace *efa, *vl1;
|
|
|
|
|
Object *oldob;
|
|
|
|
|
Mesh *me, *men;
|
|
|
|
|
Base *base, *oldbase;
|
|
|
|
|
ListBase edve, eded, edvl;
|
|
|
|
|
float trans[9];
|
|
|
|
|
int ok, flag;
|
|
|
|
|
|
|
|
|
|
TEST_EDITMESH
|
2002-10-12 11:37:38 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
waitcursor(1);
|
|
|
|
|
|
|
|
|
|
me= get_mesh(G.obedit);
|
|
|
|
|
if(me->key) {
|
|
|
|
|
error("Can't separate with vertex keys");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* we are going to abuse the system as follows:
|
|
|
|
|
* 1. add a duplicate object: this will be the new one, we remember old pointer
|
|
|
|
|
* 2: then do a split if needed.
|
|
|
|
|
* 3. put apart: all NOT selected verts, edges, faces
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
* 4. call load_editMesh(): this will be the new object
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
* 5. freelist and get back old verts, edges, facs
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/* make only obedit selected */
|
|
|
|
|
base= FIRSTBASE;
|
|
|
|
|
while(base) {
|
|
|
|
|
if(base->lay & G.vd->lay) {
|
|
|
|
|
if(base->object==G.obedit) base->flag |= SELECT;
|
|
|
|
|
else base->flag &= ~SELECT;
|
|
|
|
|
}
|
|
|
|
|
base= base->next;
|
|
|
|
|
}
|
|
|
|
|
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
/* test for split */
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
ok= 0;
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
flag= (eed->v1->f & SELECT)+(eed->v2->f & SELECT);
|
|
|
|
|
if(flag==SELECT) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
ok= 1;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
eed= eed->next;
|
|
|
|
|
}
|
|
|
|
|
if(ok) {
|
|
|
|
|
/* SPLIT: first make duplicate */
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
adduplicateflag(SELECT);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* SPLIT: old faces have 3x flag 128 set, delete these ones */
|
|
|
|
|
delfaceflag(128);
|
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* set apart: everything that is not selected */
|
|
|
|
|
edve.first= edve.last= eded.first= eded.last= edvl.first= edvl.last= 0;
|
2004-03-28 08:46:35 +00:00
|
|
|
eve= em->verts.first;
|
2002-10-12 11:37:38 +00:00
|
|
|
while(eve) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
v1= eve->next;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if((eve->f & SELECT)==0) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BLI_remlink(&em->verts, eve);
|
|
|
|
|
BLI_addtail(&edve, eve);
|
|
|
|
|
}
|
|
|
|
|
eve= v1;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
e1= eed->next;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if((eed->f & SELECT)==0) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BLI_remlink(&em->edges, eed);
|
|
|
|
|
BLI_addtail(&eded, eed);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eed= e1;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
|
|
|
|
vl1= efa->next;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
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if((efa->f & SELECT)==0) {
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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BLI_remlink(&em->faces, efa);
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BLI_addtail(&edvl, efa);
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2002-10-12 11:37:38 +00:00
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}
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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efa= vl1;
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2002-10-12 11:37:38 +00:00
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}
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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oldob= G.obedit;
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oldbase= BASACT;
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trans[0]=trans[1]=trans[2]=trans[3]=trans[4]=trans[5]= 0.0;
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trans[6]=trans[7]=trans[8]= 1.0;
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G.qual |= LR_ALTKEY; /* patch to make sure we get a linked duplicate */
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adduplicate(trans);
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G.qual &= ~LR_ALTKEY;
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G.obedit= BASACT->object; /* basact was set in adduplicate() */
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2002-10-12 11:37:38 +00:00
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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men= copy_mesh(me);
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set_mesh(G.obedit, men);
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/* because new mesh is a copy: reduce user count */
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men->id.us--;
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2003-07-20 20:25:30 +00:00
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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load_editMesh();
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2003-07-20 20:25:30 +00:00
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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BASACT->flag &= ~SELECT;
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2004-09-23 22:17:52 +00:00
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/* we cannot free the original buffer... */
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emcopy= *G.editMesh;
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emcopy.allverts= NULL;
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emcopy.alledges= NULL;
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emcopy.allfaces= NULL;
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free_editMesh(&emcopy);
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2004-01-11 17:12:39 +00:00
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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em->verts= edve;
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em->edges= eded;
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em->faces= edvl;
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2003-07-20 20:25:30 +00:00
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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/* hashedges are freed now, make new! */
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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
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editMesh_set_hash();
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2003-07-20 20:25:30 +00:00
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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G.obedit= oldob;
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BASACT= oldbase;
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BASACT->flag |= SELECT;
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2003-10-17 19:59:32 +00:00
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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waitcursor(0);
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countall();
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allqueue(REDRAWVIEW3D, 0);
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makeDispList(G.obedit);
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2003-10-17 19:59:32 +00:00
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}
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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void separate_mesh_loose(void)
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2004-01-21 21:45:38 +00:00
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{
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2004-03-28 08:46:35 +00:00
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EditMesh *em = G.editMesh;
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2004-09-23 22:17:52 +00:00
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EditMesh emcopy;
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
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EditVert *eve, *v1;
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EditEdge *eed, *e1;
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EditFace *efa, *vl1;
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Object *oldob;
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Mesh *me, *men;
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Base *base, *oldbase;
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ListBase edve, eded, edvl;
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float trans[9];
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int ok, vertsep=0, flag;
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short done=0, check=1;
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2004-01-21 21:45:38 +00:00
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Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
TEST_EDITMESH
|
|
|
|
|
waitcursor(1);
|
2004-01-21 21:45:38 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* we are going to abuse the system as follows:
|
|
|
|
|
* 1. add a duplicate object: this will be the new one, we remember old pointer
|
|
|
|
|
* 2: then do a split if needed.
|
|
|
|
|
* 3. put apart: all NOT selected verts, edges, faces
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
* 4. call load_editMesh(): this will be the new object
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
* 5. freelist and get back old verts, edges, facs
|
|
|
|
|
*/
|
2004-01-21 21:45:38 +00:00
|
|
|
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
|
|
|
|
|
while(!done){
|
|
|
|
|
vertsep=check=1;
|
2003-10-20 17:46:33 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
countall();
|
2003-10-20 17:46:33 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
me= get_mesh(G.obedit);
|
|
|
|
|
if(me->key) {
|
|
|
|
|
error("Can't separate a mesh with vertex keys");
|
|
|
|
|
return;
|
|
|
|
|
}
|
2003-10-20 17:46:33 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* make only obedit selected */
|
|
|
|
|
base= FIRSTBASE;
|
|
|
|
|
while(base) {
|
|
|
|
|
if(base->lay & G.vd->lay) {
|
|
|
|
|
if(base->object==G.obedit) base->flag |= SELECT;
|
|
|
|
|
else base->flag &= ~SELECT;
|
2003-10-20 17:46:33 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
base= base->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*--------- Select connected-----------*/
|
2003-10-20 17:46:33 +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
|
|
|
EM_clear_flag_all(SELECT);
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* Select a random vert to start with */
|
|
|
|
|
eve= em->verts.first;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
eve->f |= SELECT;
|
2003-10-17 19:59:32 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
while(check==1) {
|
|
|
|
|
check= 0;
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
if(eed->h==0) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if(eed->v1->f & SELECT) {
|
|
|
|
|
if( (eed->v2->f & SELECT)==0 ) {
|
|
|
|
|
eed->v2->f |= SELECT;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
vertsep++;
|
|
|
|
|
check= 1;
|
|
|
|
|
}
|
2004-07-24 05:32:08 +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
|
|
|
else if(eed->v2->f & SELECT) {
|
|
|
|
|
if( (eed->v1->f & SELECT)==0 ) {
|
|
|
|
|
eed->v1->f |= SELECT;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
vertsep++;
|
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
|
|
|
check= SELECT;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
2004-07-24 05:32:08 +00:00
|
|
|
}
|
2003-11-23 16:59:54 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eed= eed->next;
|
2003-10-25 00:37:14 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
}
|
|
|
|
|
/*----------End of select connected--------*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* If the amount of vertices that is about to be split == the total amount
|
|
|
|
|
of verts in the mesh, it means that there is only 1 unconnected object, so we don't have to separate
|
|
|
|
|
*/
|
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.totvert==vertsep) done=1;
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
else{
|
|
|
|
|
/* Test for splitting: Separate selected */
|
|
|
|
|
ok= 0;
|
|
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
flag= (eed->v1->f & SELECT)+(eed->v2->f & SELECT);
|
|
|
|
|
if(flag==SELECT) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
ok= 1;
|
|
|
|
|
break;
|
2003-10-25 00:37:14 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eed= eed->next;
|
2003-10-25 00:37:14 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
if(ok) {
|
|
|
|
|
/* SPLIT: first make duplicate */
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
adduplicateflag(SELECT);
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* SPLIT: old faces have 3x flag 128 set, delete these ones */
|
|
|
|
|
delfaceflag(128);
|
|
|
|
|
}
|
2003-10-25 00:37:14 +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
|
|
|
EM_select_flush(); // from verts->edges->faces
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* set apart: everything that is not selected */
|
|
|
|
|
edve.first= edve.last= eded.first= eded.last= edvl.first= edvl.last= 0;
|
|
|
|
|
eve= em->verts.first;
|
|
|
|
|
while(eve) {
|
|
|
|
|
v1= eve->next;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if((eve->f & SELECT)==0) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BLI_remlink(&em->verts, eve);
|
|
|
|
|
BLI_addtail(&edve, eve);
|
2003-10-17 19:59:32 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eve= v1;
|
2004-01-21 21:45:38 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eed= em->edges.first;
|
|
|
|
|
while(eed) {
|
|
|
|
|
e1= eed->next;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if( (eed->f & SELECT)==0 ) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BLI_remlink(&em->edges, eed);
|
|
|
|
|
BLI_addtail(&eded, eed);
|
2004-01-21 21:45:38 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
eed= e1;
|
2004-01-21 21:45:38 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
efa= em->faces.first;
|
|
|
|
|
while(efa) {
|
|
|
|
|
vl1= efa->next;
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
if( (efa->f & SELECT)==0 ) {
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BLI_remlink(&em->faces, efa);
|
|
|
|
|
BLI_addtail(&edvl, efa);
|
2004-01-21 21:45:38 +00:00
|
|
|
}
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
efa= vl1;
|
2004-01-21 21:45:38 +00:00
|
|
|
}
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
oldob= G.obedit;
|
|
|
|
|
oldbase= BASACT;
|
2004-01-21 21:45:38 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
trans[0]=trans[1]=trans[2]=trans[3]=trans[4]=trans[5]= 0.0;
|
|
|
|
|
trans[6]=trans[7]=trans[8]= 1.0;
|
|
|
|
|
G.qual |= LR_ALTKEY; /* patch to make sure we get a linked duplicate */
|
|
|
|
|
adduplicate(trans);
|
|
|
|
|
G.qual &= ~LR_ALTKEY;
|
|
|
|
|
|
|
|
|
|
G.obedit= BASACT->object; /* basact was set in adduplicate() */
|
2003-10-17 19:59:32 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
men= copy_mesh(me);
|
|
|
|
|
set_mesh(G.obedit, men);
|
|
|
|
|
/* because new mesh is a copy: reduce user count */
|
|
|
|
|
men->id.us--;
|
2003-10-25 00:37:14 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
load_editMesh();
|
2004-01-21 21:45:38 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
BASACT->flag &= ~SELECT;
|
2004-01-21 21:45:38 +00:00
|
|
|
|
2004-09-23 22:17:52 +00:00
|
|
|
/* we cannot free the original buffer... */
|
|
|
|
|
emcopy= *G.editMesh;
|
|
|
|
|
emcopy.allverts= NULL;
|
|
|
|
|
emcopy.alledges= NULL;
|
|
|
|
|
emcopy.allfaces= NULL;
|
|
|
|
|
free_editMesh(&emcopy);
|
2004-01-21 21:45:38 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
em->verts= edve;
|
|
|
|
|
em->edges= eded;
|
|
|
|
|
em->faces= edvl;
|
2003-10-25 00:37:14 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* hashedges are freed now, make new! */
|
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
|
|
|
editMesh_set_hash();
|
2004-01-21 21:45:38 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
G.obedit= oldob;
|
|
|
|
|
BASACT= oldbase;
|
|
|
|
|
BASACT->flag |= SELECT;
|
|
|
|
|
|
|
|
|
|
}
|
2003-10-17 19:59:32 +00:00
|
|
|
}
|
2003-10-25 00:37:14 +00:00
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
/* unselect the vertices that we (ab)used for the separation*/
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
EM_clear_flag_all(SELECT);
|
|
|
|
|
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
waitcursor(0);
|
2003-11-18 14:26:42 +00:00
|
|
|
countall();
|
Part one of editmesh.c refactoring. The huge file has been split in
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
2004-09-19 11:47:49 +00:00
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
makeDispList(G.obedit);
|
2003-07-20 20:25:30 +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
|
|
|
/* ******************************************** */
|
|
|
|
|
|
|
|
|
|
/* *************** UNDO ***************************** */
|
|
|
|
|
/* new mesh undo, based on pushing editmesh data itself */
|
|
|
|
|
/* reuses same code as for global and curve undo... unify that (ton) */
|
|
|
|
|
|
|
|
|
|
/* only one 'hack', to save memory it doesn't store the first push, but does a remake editmesh */
|
|
|
|
|
|
|
|
|
|
/* a compressed version of editmesh data */
|
|
|
|
|
typedef struct EditVertC
|
|
|
|
|
{
|
|
|
|
|
float no[3];
|
|
|
|
|
float co[3];
|
|
|
|
|
unsigned char f, h;
|
|
|
|
|
short totweight;
|
|
|
|
|
struct MDeformWeight *dw;
|
|
|
|
|
int keyindex;
|
|
|
|
|
} EditVertC;
|
|
|
|
|
|
|
|
|
|
typedef struct EditEdgeC
|
|
|
|
|
{
|
|
|
|
|
int v1, v2;
|
|
|
|
|
unsigned char f, h, seam, pad;
|
2004-09-24 16:06:20 +00:00
|
|
|
short crease, fgoni;
|
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
|
|
|
} EditEdgeC;
|
|
|
|
|
|
|
|
|
|
typedef struct EditFaceC
|
|
|
|
|
{
|
|
|
|
|
int v1, v2, v3, v4;
|
2004-09-24 16:06:20 +00:00
|
|
|
unsigned char mat_nr, flag, f, h, puno, fgonf;
|
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
|
|
|
short pad1;
|
|
|
|
|
} EditFaceC;
|
|
|
|
|
|
|
|
|
|
typedef struct UndoMesh {
|
|
|
|
|
EditVertC *verts;
|
|
|
|
|
EditEdgeC *edges;
|
|
|
|
|
EditFaceC *faces;
|
|
|
|
|
TFace *tfaces;
|
|
|
|
|
int totvert, totedge, totface;
|
|
|
|
|
} UndoMesh;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* for callbacks */
|
|
|
|
|
|
|
|
|
|
static void free_undoMesh(void *umv)
|
|
|
|
|
{
|
|
|
|
|
UndoMesh *um= umv;
|
|
|
|
|
EditVertC *evec;
|
|
|
|
|
int a;
|
|
|
|
|
|
|
|
|
|
for(a=0, evec= um->verts; a<um->totvert; a++, evec++) {
|
|
|
|
|
if(evec->dw) MEM_freeN(evec->dw);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(um->verts) MEM_freeN(um->verts);
|
|
|
|
|
if(um->edges) MEM_freeN(um->edges);
|
|
|
|
|
if(um->faces) MEM_freeN(um->faces);
|
|
|
|
|
if(um->tfaces) MEM_freeN(um->tfaces);
|
|
|
|
|
MEM_freeN(um);
|
|
|
|
|
}
|
|
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|
|
|
|
static void *editMesh_to_undoMesh(void)
|
|
|
|
|
{
|
|
|
|
|
EditMesh *em= G.editMesh;
|
|
|
|
|
UndoMesh *um;
|
|
|
|
|
Mesh *me= G.obedit->data;
|
|
|
|
|
EditVert *eve;
|
|
|
|
|
EditEdge *eed;
|
|
|
|
|
EditFace *efa;
|
|
|
|
|
EditVertC *evec=NULL;
|
|
|
|
|
EditEdgeC *eedc=NULL;
|
|
|
|
|
EditFaceC *efac=NULL;
|
|
|
|
|
TFace *tface= NULL;
|
|
|
|
|
int a=0;
|
|
|
|
|
|
|
|
|
|
um= MEM_callocN(sizeof(UndoMesh), "undomesh");
|
|
|
|
|
|
|
|
|
|
for(eve=em->verts.first; eve; eve= eve->next) um->totvert++;
|
|
|
|
|
for(eed=em->edges.first; eed; eed= eed->next) um->totedge++;
|
|
|
|
|
for(efa=em->faces.first; efa; efa= efa->next) um->totface++;
|
|
|
|
|
|
|
|
|
|
/* malloc blocks */
|
|
|
|
|
|
|
|
|
|
if(um->totvert) evec= um->verts= MEM_callocN(um->totvert*sizeof(EditVertC), "allvertsC");
|
|
|
|
|
if(um->totedge) eedc= um->edges= MEM_callocN(um->totedge*sizeof(EditEdgeC), "alledgesC");
|
|
|
|
|
if(um->totface) efac= um->faces= MEM_callocN(um->totface*sizeof(EditFaceC), "allfacesC");
|
|
|
|
|
|
|
|
|
|
if(me->tface) tface= um->tfaces= MEM_mallocN(um->totface*sizeof(TFace), "all tfacesC");
|
|
|
|
|
|
|
|
|
|
//printf("copy editmesh %d\n", um->totvert*sizeof(EditVert) + um->totedge*sizeof(EditEdge) + um->totface*sizeof(EditFace));
|
|
|
|
|
//printf("copy undomesh %d\n", um->totvert*sizeof(EditVertC) + um->totedge*sizeof(EditEdgeC) + um->totface*sizeof(EditFaceC));
|
|
|
|
|
|
|
|
|
|
/* now copy vertices */
|
|
|
|
|
for(eve=em->verts.first; eve; eve= eve->next, evec++, a++) {
|
|
|
|
|
VECCOPY(evec->co, eve->co);
|
|
|
|
|
VECCOPY(evec->no, eve->no);
|
|
|
|
|
|
|
|
|
|
evec->f= eve->f;
|
|
|
|
|
evec->h= eve->h;
|
|
|
|
|
evec->keyindex= eve->keyindex;
|
|
|
|
|
evec->totweight= eve->totweight;
|
|
|
|
|
evec->dw= MEM_dupallocN(eve->dw);
|
|
|
|
|
|
|
|
|
|
eve->vn= (EditVert *)a;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* copy edges */
|
|
|
|
|
for(eed=em->edges.first; eed; eed= eed->next, eedc++) {
|
|
|
|
|
eedc->v1= (int)eed->v1->vn;
|
|
|
|
|
eedc->v2= (int)eed->v2->vn;
|
|
|
|
|
eedc->f= eed->f;
|
|
|
|
|
eedc->h= eed->h;
|
|
|
|
|
eedc->seam= eed->seam;
|
2004-09-24 16:06:20 +00:00
|
|
|
eedc->crease= (short)(eed->crease*255.0);
|
|
|
|
|
eedc->fgoni= eed->fgoni;
|
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
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* copy faces */
|
|
|
|
|
for(efa=em->faces.first; efa; efa= efa->next, efac++) {
|
|
|
|
|
efac->v1= (int)efa->v1->vn;
|
|
|
|
|
efac->v2= (int)efa->v2->vn;
|
|
|
|
|
efac->v3= (int)efa->v3->vn;
|
|
|
|
|
if(efa->v4) efac->v4= (int)efa->v4->vn;
|
|
|
|
|
else efac->v4= -1;
|
|
|
|
|
|
|
|
|
|
efac->mat_nr= efa->mat_nr;
|
|
|
|
|
efac->flag= efa->flag;
|
|
|
|
|
efac->f= efa->f;
|
|
|
|
|
efac->h= efa->h;
|
|
|
|
|
efac->puno= efa->puno;
|
2004-09-24 16:06:20 +00:00
|
|
|
efac->fgonf= efa->fgonf;
|
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(tface) {
|
|
|
|
|
*tface= efa->tf;
|
|
|
|
|
tface++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return um;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void undoMesh_to_editMesh(void *umv)
|
|
|
|
|
{
|
|
|
|
|
UndoMesh *um= umv;
|
|
|
|
|
EditMesh *em= G.editMesh;
|
|
|
|
|
EditVert *eve, **evar=NULL;
|
|
|
|
|
EditEdge *eed;
|
|
|
|
|
EditFace *efa;
|
|
|
|
|
EditVertC *evec;
|
|
|
|
|
EditEdgeC *eedc;
|
|
|
|
|
EditFaceC *efac;
|
|
|
|
|
TFace *tface;
|
|
|
|
|
int a=0;
|
|
|
|
|
|
|
|
|
|
free_editMesh(G.editMesh);
|
|
|
|
|
|
|
|
|
|
/* malloc blocks */
|
|
|
|
|
memset(em, 0, sizeof(EditMesh));
|
|
|
|
|
|
|
|
|
|
init_editmesh_fastmalloc(em, um->totvert, um->totedge, um->totface);
|
|
|
|
|
|
|
|
|
|
/* now copy vertices */
|
|
|
|
|
if(um->totvert) evar= MEM_mallocN(um->totvert*sizeof(EditVert *), "vertex ar");
|
|
|
|
|
for(a=0, evec= um->verts; a<um->totvert; a++, evec++) {
|
|
|
|
|
eve= addvertlist(evec->co);
|
|
|
|
|
evar[a]= eve;
|
|
|
|
|
|
|
|
|
|
VECCOPY(eve->no, evec->no);
|
|
|
|
|
eve->f= evec->f;
|
|
|
|
|
eve->h= evec->h;
|
|
|
|
|
eve->totweight= evec->totweight;
|
|
|
|
|
eve->keyindex= evec->keyindex;
|
|
|
|
|
eve->dw= MEM_dupallocN(evec->dw);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* copy edges */
|
|
|
|
|
for(a=0, eedc= um->edges; a<um->totedge; a++, eedc++) {
|
|
|
|
|
eed= addedgelist(evar[eedc->v1], evar[eedc->v2], NULL);
|
|
|
|
|
|
|
|
|
|
eed->f= eedc->f;
|
|
|
|
|
eed->h= eedc->h;
|
|
|
|
|
eed->seam= eedc->seam;
|
2004-09-24 16:06:20 +00:00
|
|
|
eed->fgoni= eedc->fgoni;
|
|
|
|
|
eed->crease= ((float)eedc->crease)/255.0;
|
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
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* copy faces */
|
|
|
|
|
tface= um->tfaces;
|
|
|
|
|
for(a=0, efac= um->faces; a<um->totface; a++, efac++) {
|
|
|
|
|
if(efac->v4 != -1)
|
2004-10-09 20:49:55 +00:00
|
|
|
efa= addfacelist(evar[efac->v1], evar[efac->v2], evar[efac->v3], evar[efac->v4], NULL, NULL);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
else
|
2004-10-09 20:49:55 +00:00
|
|
|
efa= addfacelist(evar[efac->v1], evar[efac->v2], evar[efac->v3], NULL, NULL ,NULL);
|
EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
|
|
|
|
|
|
|
|
efa->mat_nr= efac->mat_nr;
|
|
|
|
|
efa->flag= efac->flag;
|
|
|
|
|
efa->f= efac->f;
|
|
|
|
|
efa->h= efac->h;
|
|
|
|
|
efa->puno= efac->puno;
|
2004-09-24 16:06:20 +00:00
|
|
|
efa->fgonf= efac->fgonf;
|
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
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if(tface) {
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efa->tf= *tface;
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tface++;
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}
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}
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end_editmesh_fastmalloc();
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if(evar) MEM_freeN(evar);
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}
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/* and this is all the undo system needs to know */
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void undo_push_mesh(char *name)
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{
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undo_editmode_push(name, free_undoMesh, undoMesh_to_editMesh, editMesh_to_undoMesh);
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}
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/* *************** END UNDO *************/
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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
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