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blender-archive/source/blender/editors/mesh/editface.c

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation, Campbell Barton
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_heap.h"
#include "BLI_edgehash.h"
#include "BLI_editVert.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_space_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_view3d_types.h"
#include "BKE_brush.h"
#include "BKE_customdata.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_multires.h"
#include "BKE_object.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BKE_customdata.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "GPU_draw.h"
#ifndef DISABLE_PYTHON
//#include "BPY_extern.h"
//#include "BPY_menus.h"
#endif
#include "ED_mesh.h"
#include "ED_object.h"
#include "WM_api.h"
#include "WM_types.h"
/* own include */
#include "editmesh.h"
/* Pupmenu codes: */
#define UV_CUBE_MAPPING 2
#define UV_CYL_MAPPING 3
#define UV_SPHERE_MAPPING 4
#define UV_BOUNDS_MAPPING 5
#define UV_RESET_MAPPING 6
#define UV_WINDOW_MAPPING 7
#define UV_UNWRAP_MAPPING 8
#define UV_CYL_EX 32
#define UV_SPHERE_EX 34
/* Some macro tricks to make pupmenu construction look nicer :-)
Sorry, just did it for fun. */
#define _STR(x) " " #x
#define STRING(x) _STR(x)
#define MENUSTRING(string, code) string " %x" STRING(code)
#define MENUTITLE(string) string " %t|"
/* ***************** XXX **************** */
static int sample_backbuf_rect() {return 0;}
static int sample_backbuf() {return 0;}
static void BIF_undo_push() {}
static void error() {}
static int pupmenu() {return 0;}
static void *give_cursor() {return NULL;}
/* ***************** XXX **************** */
/* returns 0 if not found, otherwise 1 */
int facesel_face_pick(View3D *v3d, Mesh *me, short *mval, unsigned int *index, short rect)
{
if (!me || me->totface==0)
return 0;
if (v3d->flag & V3D_NEEDBACKBUFDRAW) {
// XXX drawview.c! check_backbuf();
// XXX persp(PERSP_VIEW);
}
if (rect) {
/* sample rect to increase changes of selecting, so that when clicking
on an edge in the backbuf, we can still select a face */
int dist;
*index = sample_backbuf_rect(mval, 3, 1, me->totface+1, &dist,0,NULL);
}
else
/* sample only on the exact position */
*index = sample_backbuf(mval[0], mval[1]);
if ((*index)<=0 || (*index)>(unsigned int)me->totface)
return 0;
(*index)--;
return 1;
}
/* only operates on the edit object - this is all thats needed at the moment */
static void uv_calc_center_vector(Scene *scene, View3D *v3d, float *result, Object *ob, EditMesh *em)
{
float min[3], max[3], *cursx;
EditFace *efa;
switch (v3d->around)
{
case V3D_CENTER: /* bounding box center */
min[0]= min[1]= min[2]= 1e20f;
max[0]= max[1]= max[2]= -1e20f;
for (efa= em->faces.first; efa; efa= efa->next) {
if (efa->f & SELECT) {
DO_MINMAX(efa->v1->co, min, max);
DO_MINMAX(efa->v2->co, min, max);
DO_MINMAX(efa->v3->co, min, max);
if(efa->v4) DO_MINMAX(efa->v4->co, min, max);
}
}
VecMidf(result, min, max);
break;
case V3D_CURSOR: /*cursor center*/
cursx= give_cursor(scene, v3d);
/* shift to objects world */
result[0]= cursx[0]-ob->obmat[3][0];
result[1]= cursx[1]-ob->obmat[3][1];
result[2]= cursx[2]-ob->obmat[3][2];
break;
case V3D_LOCAL: /*object center*/
case V3D_CENTROID: /* multiple objects centers, only one object here*/
default:
result[0]= result[1]= result[2]= 0.0;
break;
}
}
static void uv_calc_map_matrix(float result[][4], View3D *v3d, Object *ob, float upangledeg, float sideangledeg, float radius)
{
float rotup[4][4], rotside[4][4], viewmatrix[4][4], rotobj[4][4];
float sideangle= 0.0, upangle= 0.0;
int k;
/* get rotation of the current view matrix */
Mat4CpyMat4(viewmatrix,v3d->viewmat);
/* but shifting */
for( k= 0; k< 4; k++) viewmatrix[3][k] =0.0;
/* get rotation of the current object matrix */
Mat4CpyMat4(rotobj,ob->obmat);
/* but shifting */
for( k= 0; k< 4; k++) rotobj[3][k] =0.0;
Mat4Clr(*rotup);
Mat4Clr(*rotside);
/* compensate front/side.. against opengl x,y,z world definition */
/* this is "kanonen gegen spatzen", a few plus minus 1 will do here */
/* i wanted to keep the reason here, so we're rotating*/
sideangle= M_PI * (sideangledeg + 180.0) /180.0;
rotside[0][0]= (float)cos(sideangle);
rotside[0][1]= -(float)sin(sideangle);
rotside[1][0]= (float)sin(sideangle);
rotside[1][1]= (float)cos(sideangle);
rotside[2][2]= 1.0f;
upangle= M_PI * upangledeg /180.0;
rotup[1][1]= (float)cos(upangle)/radius;
rotup[1][2]= -(float)sin(upangle)/radius;
rotup[2][1]= (float)sin(upangle)/radius;
rotup[2][2]= (float)cos(upangle)/radius;
rotup[0][0]= (float)1.0/radius;
/* calculate transforms*/
Mat4MulSerie(result,rotup,rotside,viewmatrix,rotobj,NULL,NULL,NULL,NULL);
}
static void uv_calc_shift_project(ARegion *ar, View3D *v3d, float *target, float *shift, float rotmat[][4], int projectionmode, float *source, float *min, float *max)
{
float pv[3];
VecSubf(pv, source, shift);
Mat4MulVecfl(rotmat, pv);
switch(projectionmode) {
case B_UVAUTO_CYLINDER:
tubemap(pv[0], pv[1], pv[2], &target[0],&target[1]);
/* split line is always zero */
if (target[0] >= 1.0f) target[0] -= 1.0f;
break;
case B_UVAUTO_SPHERE:
spheremap(pv[0], pv[1], pv[2], &target[0],&target[1]);
/* split line is always zero */
if (target[0] >= 1.0f) target[0] -= 1.0f;
break;
case 3: /* ortho special case for BOUNDS */
target[0] = -pv[0];
target[1] = pv[2];
break;
case 4:
{
/* very special case for FROM WINDOW */
float pv4[4], dx, dy, x= 0.0, y= 0.0;
dx= ar->winx;
dy= ar->winy;
VecCopyf(pv4, source);
pv4[3] = 1.0;
/* rotmat is the object matrix in this case */
Mat4MulVec4fl(rotmat, pv4);
/* almost project_short */
Mat4MulVec4fl(v3d->persmat, pv4);
if (fabs(pv4[3]) > 0.00001) { /* avoid division by zero */
target[0] = dx/2.0 + (dx/2.0)*pv4[0]/pv4[3];
target[1] = dy/2.0 + (dy/2.0)*pv4[1]/pv4[3];
}
else {
/* scaling is lost but give a valid result */
target[0] = dx/2.0 + (dx/2.0)*pv4[0];
target[1] = dy/2.0 + (dy/2.0)*pv4[1];
}
/* v3d->persmat seems to do this funky scaling */
if(dx > dy) {
y= (dx-dy)/2.0;
dy = dx;
}
else {
x= (dy-dx)/2.0;
dx = dy;
}
target[0]= (x + target[0])/dx;
target[1]= (y + target[1])/dy;
}
break;
default:
target[0] = 0.0;
target[1] = 1.0;
}
/* we know the values here and may need min_max later */
/* max requests independand from min; not fastest but safest */
if(min) {
min[0] = MIN2(target[0], min[0]);
min[1] = MIN2(target[1], min[1]);
}
if(max) {
max[0] = MAX2(target[0], max[0]);
max[1] = MAX2(target[1], max[1]);
}
}
static void correct_uv_aspect( EditMesh *em )
{
float aspx=1, aspy=1;
EditFace *efa = EM_get_actFace(em, 1);
MTFace *tface;
if (efa) {
tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
// XXX image_final_aspect(tface->tpage, &aspx, &aspy);
}
if (aspx != aspy) {
float scale;
if (aspx > aspy) {
scale = aspy/aspx;
for (efa= em->faces.first; efa; efa= efa->next) {
if (efa->f & SELECT) {
tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
tface->uv[0][0] = ((tface->uv[0][0]-0.5)*scale)+0.5;
tface->uv[1][0] = ((tface->uv[1][0]-0.5)*scale)+0.5;
tface->uv[2][0] = ((tface->uv[2][0]-0.5)*scale)+0.5;
if(efa->v4) {
tface->uv[3][0] = ((tface->uv[3][0]-0.5)*scale)+0.5;
}
}
}
} else {
scale = aspx/aspy;
for (efa= em->faces.first; efa; efa= efa->next) {
if (efa->f & SELECT) {
tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
tface->uv[0][1] = ((tface->uv[0][1]-0.5)*scale)+0.5;
tface->uv[1][1] = ((tface->uv[1][1]-0.5)*scale)+0.5;
tface->uv[2][1] = ((tface->uv[2][1]-0.5)*scale)+0.5;
if(efa->v4) {
tface->uv[3][1] = ((tface->uv[3][1]-0.5)*scale)+0.5;
}
}
}
}
}
}
static void default_uv(float uv[][2], float size)
{
int dy;
if(size>1.0) size= 1.0;
dy= 1.0-size;
uv[0][0]= 0;
uv[0][1]= size+dy;
uv[1][0]= 0;
uv[1][1]= dy;
uv[2][0]= size;
uv[2][1]= dy;
uv[3][0]= size;
uv[3][1]= size+dy;
}
static void calculate_uv_map(Scene *scene, ARegion *ar, View3D *v3d, EditMesh *em, unsigned short mapmode)
{
MTFace *tface;
Object *ob;
EditFace *efa;
float dx, dy, rotatematrix[4][4], radius= 1.0, min[3], cent[3], max[3];
float fac= 1.0, upangledeg= 0.0, sideangledeg= 90.0;
int i, b, mi, n;
if(scene->toolsettings->uvcalc_mapdir==1) {
upangledeg= 90.0;
sideangledeg= 0.0;
} else {
upangledeg= 0.0;
if(scene->toolsettings->uvcalc_mapalign==1) sideangledeg= 0.0;
else sideangledeg= 90.0;
}
/* add uvs if there not here */
if (!EM_texFaceCheck(em)) {
if (em && em->faces.first)
EM_add_data_layer(em, &em->fdata, CD_MTFACE);
// XXX if (G.sima && G.sima->image) /* this is a bit of a kludge, but assume they want the image on their mesh when UVs are added */
// image_changed(G.sima, G.sima->image);
if (!EM_texFaceCheck(em))
return;
/* select new UV's */
// XX if ((G.sima && G.sima->flag & SI_SYNC_UVSEL)==0) {
// for(efa=em->faces.first; efa; efa=efa->next) {
// MTFace *tf= (MTFace *)CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
// simaFaceSel_Set(efa, tf);
// }
}
ob=OBACT;
switch(mapmode) {
case B_UVAUTO_BOUNDS:
min[0]= min[1]= 10000000.0;
max[0]= max[1]= -10000000.0;
cent[0] = cent[1] = cent[2] = 0.0;
uv_calc_map_matrix(rotatematrix, v3d, ob, upangledeg, sideangledeg, 1.0f);
for (efa= em->faces.first; efa; efa= efa->next) {
if (efa->f & SELECT) {
tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
uv_calc_shift_project(ar, v3d, tface->uv[0],cent,rotatematrix,3, efa->v1->co, min,max);
uv_calc_shift_project(ar, v3d, tface->uv[1],cent,rotatematrix,3, efa->v2->co, min,max);
uv_calc_shift_project(ar, v3d, tface->uv[2],cent,rotatematrix,3, efa->v3->co,min,max);
if(efa->v4)
uv_calc_shift_project(ar, v3d, tface->uv[3],cent,rotatematrix,3, efa->v4->co,min,max);
}
}
/* rescale UV to be in 1/1 */
dx= (max[0]-min[0]);
dy= (max[1]-min[1]);
for (efa= em->faces.first; efa; efa= efa->next) {
if (efa->f & SELECT) {
tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
if(efa->v4) b= 3; else b= 2;
for(; b>=0; b--) {
tface->uv[b][0]= ((tface->uv[b][0]-min[0])*fac)/dx;
tface->uv[b][1]= 1.0-fac+((tface->uv[b][1]-min[1])/* *fac */)/dy;
}
}
}
break;
case B_UVAUTO_WINDOW:
cent[0] = cent[1] = cent[2] = 0.0;
Mat4CpyMat4(rotatematrix,ob->obmat);
for (efa= em->faces.first; efa; efa= efa->next) {
if (efa->f & SELECT) {
tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
uv_calc_shift_project(ar, v3d, tface->uv[0],cent,rotatematrix,4, efa->v1->co, NULL,NULL);
uv_calc_shift_project(ar, v3d, tface->uv[1],cent,rotatematrix,4, efa->v2->co, NULL,NULL);
uv_calc_shift_project(ar, v3d, tface->uv[2],cent,rotatematrix,4, efa->v3->co, NULL,NULL);
if(efa->v4)
uv_calc_shift_project(ar, v3d, tface->uv[3],cent,rotatematrix,4, efa->v4->co, NULL,NULL);
}
}
break;
case B_UVAUTO_RESET:
for (efa= em->faces.first; efa; efa= efa->next) {
if (efa->f & SELECT) {
tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
default_uv(tface->uv, 1.0);
}
}
break;
case B_UVAUTO_CYLINDER:
case B_UVAUTO_SPHERE:
uv_calc_center_vector(scene, v3d, cent, ob, em);
if(mapmode==B_UVAUTO_CYLINDER) radius = scene->toolsettings->uvcalc_radius;
/* be compatible to the "old" sphere/cylinder mode */
if (scene->toolsettings->uvcalc_mapdir== 2)
Mat4One(rotatematrix);
else
uv_calc_map_matrix(rotatematrix, v3d, ob, upangledeg,sideangledeg,radius);
for (efa= em->faces.first; efa; efa= efa->next) {
if (efa->f & SELECT) {
tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
uv_calc_shift_project(ar, v3d, tface->uv[0],cent,rotatematrix,mapmode, efa->v1->co, NULL,NULL);
uv_calc_shift_project(ar, v3d, tface->uv[1],cent,rotatematrix,mapmode, efa->v2->co, NULL,NULL);
uv_calc_shift_project(ar, v3d, tface->uv[2],cent,rotatematrix,mapmode, efa->v3->co, NULL,NULL);
n = 3;
if(efa->v4) {
uv_calc_shift_project(ar, v3d, tface->uv[3],cent,rotatematrix,mapmode, efa->v4->co, NULL,NULL);
n=4;
}
mi = 0;
for (i = 1; i < n; i++)
if (tface->uv[i][0] > tface->uv[mi][0]) mi = i;
for (i = 0; i < n; i++) {
if (i != mi) {
dx = tface->uv[mi][0] - tface->uv[i][0];
if (dx > 0.5) tface->uv[i][0] += 1.0;
}
}
}
}
break;
case B_UVAUTO_CUBE:
{
/* choose x,y,z axis for projetion depending on the largest normal */
/* component, but clusters all together around the center of map */
float no[3];
short cox, coy;
float *loc= ob->obmat[3];
/*MVert *mv= me->mvert;*/
float cubesize = scene->toolsettings->uvcalc_cubesize;
for (efa= em->faces.first; efa; efa= efa->next) {
if (efa->f & SELECT) {
tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
CalcNormFloat(efa->v1->co, efa->v2->co, efa->v3->co, no);
no[0]= fabs(no[0]);
no[1]= fabs(no[1]);
no[2]= fabs(no[2]);
cox=0; coy= 1;
if(no[2]>=no[0] && no[2]>=no[1]);
else if(no[1]>=no[0] && no[1]>=no[2]) coy= 2;
else { cox= 1; coy= 2; }
tface->uv[0][0]= 0.5+0.5*cubesize*(loc[cox] + efa->v1->co[cox]);
tface->uv[0][1]= 0.5+0.5*cubesize*(loc[coy] + efa->v1->co[coy]);
dx = floor(tface->uv[0][0]);
dy = floor(tface->uv[0][1]);
tface->uv[0][0] -= dx;
tface->uv[0][1] -= dy;
tface->uv[1][0]= 0.5+0.5*cubesize*(loc[cox] + efa->v2->co[cox]);
tface->uv[1][1]= 0.5+0.5*cubesize*(loc[coy] + efa->v2->co[coy]);
tface->uv[1][0] -= dx;
tface->uv[1][1] -= dy;
tface->uv[2][0]= 0.5+0.5*cubesize*(loc[cox] + efa->v3->co[cox]);
tface->uv[2][1]= 0.5+0.5*cubesize*(loc[coy] + efa->v3->co[coy]);
tface->uv[2][0] -= dx;
tface->uv[2][1] -= dy;
if(efa->v4) {
tface->uv[3][0]= 0.5+0.5*cubesize*(loc[cox] + efa->v4->co[cox]);
tface->uv[3][1]= 0.5+0.5*cubesize*(loc[coy] + efa->v4->co[coy]);
tface->uv[3][0] -= dx;
tface->uv[3][1] -= dy;
}
}
}
break;
}
default:
if ((scene->toolsettings->uvcalc_flag & UVCALC_NO_ASPECT_CORRECT)==0)
correct_uv_aspect(em);
return;
} /* end switch mapmode */
/* clipping and wrapping */
if(0) { // XXX (make it uv layer property!) G.sima && G.sima->flag & SI_CLIP_UV) {
for (efa= em->faces.first; efa; efa= efa->next) {
if (!(efa->f & SELECT)) continue;
tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
dx= dy= 0;
if(efa->v4) b= 3; else b= 2;
for(; b>=0; b--) {
while(tface->uv[b][0] + dx < 0.0) dx+= 0.5;
while(tface->uv[b][0] + dx > 1.0) dx-= 0.5;
while(tface->uv[b][1] + dy < 0.0) dy+= 0.5;
while(tface->uv[b][1] + dy > 1.0) dy-= 0.5;
}
if(efa->v4) b= 3; else b= 2;
for(; b>=0; b--) {
tface->uv[b][0]+= dx;
CLAMP(tface->uv[b][0], 0.0, 1.0);
tface->uv[b][1]+= dy;
CLAMP(tface->uv[b][1], 0.0, 1.0);
}
}
}
if ( (mapmode!=B_UVAUTO_BOUNDS) &&
(mapmode!=B_UVAUTO_RESET) &&
(scene->toolsettings->uvcalc_flag & UVCALC_NO_ASPECT_CORRECT)==0
) {
correct_uv_aspect(em);
}
BIF_undo_push("UV calculation");
// XXX notifier object_uvs_changed(OBACT);
}
/* last_sel, use em->act_face otherwise get the last selected face in the editselections
* at the moment, last_sel is mainly useful for gaking sure the space image dosnt flicker */
MTFace *get_active_mtface(EditMesh *em, EditFace **act_efa, MCol **mcol, int sloppy)
{
EditFace *efa = NULL;
if(!EM_texFaceCheck(em))
return NULL;
efa = EM_get_actFace(em, sloppy);
if (efa) {
if (mcol) {
if (CustomData_has_layer(&em->fdata, CD_MCOL))
*mcol = CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
else
*mcol = NULL;
}
if (act_efa) *act_efa = efa;
return CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
}
if (act_efa) *act_efa= NULL;
if(mcol) *mcol = NULL;
return NULL;
}
void make_tfaces(Mesh *me)
{
if(!me->mtface) {
if(me->mr) {
multires_add_layer(me, &me->mr->fdata, CD_MTFACE,
CustomData_number_of_layers(&me->fdata, CD_MTFACE));
}
else {
me->mtface= CustomData_add_layer(&me->fdata, CD_MTFACE, CD_DEFAULT,
NULL, me->totface);
}
}
}
void reveal_tface(Scene *scene)
{
Mesh *me;
MFace *mface;
int a;
me= get_mesh(OBACT);
if(me==0 || me->totface==0) return;
mface= me->mface;
a= me->totface;
while(a--) {
if(mface->flag & ME_HIDE) {
mface->flag |= ME_FACE_SEL;
mface->flag -= ME_HIDE;
}
mface++;
}
BIF_undo_push("Reveal face");
// XXX notifier! object_tface_flags_changed(OBACT, 0);
}
void hide_tface(Scene *scene)
{
Mesh *me;
MFace *mface;
int a;
int shift=0, alt= 0; // XXX
me= get_mesh(OBACT);
if(me==0 || me->totface==0) return;
if(alt) {
reveal_tface(scene);
return;
}
mface= me->mface;
a= me->totface;
while(a--) {
if(mface->flag & ME_HIDE);
else {
if(shift) {
if( (mface->flag & ME_FACE_SEL)==0) mface->flag |= ME_HIDE;
}
else {
if( (mface->flag & ME_FACE_SEL)) mface->flag |= ME_HIDE;
}
}
if(mface->flag & ME_HIDE) mface->flag &= ~ME_FACE_SEL;
mface++;
}
BIF_undo_push("Hide face");
// XXX notifier! object_tface_flags_changed(OBACT, 0);
}
void select_linked_tfaces(Scene *scene, View3D *v3d, int mode)
{
Object *ob;
Mesh *me;
short mval[2];
unsigned int index=0;
ob = OBACT;
me = get_mesh(ob);
if(me==0 || me->totface==0) return;
if (mode==0 || mode==1) {
if (!(ob->lay & v3d->lay))
error("The active object is not in this layer");
// XXX getmouseco_areawin(mval);
if (!facesel_face_pick(v3d, me, mval, &index, 1)) return;
}
// XXX unwrapper.c select_linked_tfaces_with_seams(mode, me, index);
}
void deselectall_tface(Scene *scene)
{
Mesh *me;
MFace *mface;
int a, sel;
me= get_mesh(OBACT);
if(me==0) return;
mface= me->mface;
a= me->totface;
sel= 0;
while(a--) {
if(mface->flag & ME_HIDE);
else if(mface->flag & ME_FACE_SEL) sel= 1;
mface++;
}
mface= me->mface;
a= me->totface;
while(a--) {
if(mface->flag & ME_HIDE);
else {
if(sel) mface->flag &= ~ME_FACE_SEL;
else mface->flag |= ME_FACE_SEL;
}
mface++;
}
BIF_undo_push("(De)select all faces");
// XXX notifier! object_tface_flags_changed(OBACT, 0);
}
void selectswap_tface(Scene *scene)
{
Mesh *me;
MFace *mface;
int a;
me= get_mesh(OBACT);
if(me==0) return;
mface= me->mface;
a= me->totface;
while(a--) {
if(mface->flag & ME_HIDE);
else {
if(mface->flag & ME_FACE_SEL) mface->flag &= ~ME_FACE_SEL;
else mface->flag |= ME_FACE_SEL;
}
mface++;
}
BIF_undo_push("Select inverse face");
// XXX notifier! object_tface_flags_changed(OBACT, 0);
}
int minmax_tface(Scene *scene, float *min, float *max)
{
Object *ob;
Mesh *me;
MFace *mf;
MTFace *tf;
MVert *mv;
int a, ok=0;
float vec[3], bmat[3][3];
ob = OBACT;
if (ob==0) return ok;
me= get_mesh(ob);
if(me==0 || me->mtface==0) return ok;
Mat3CpyMat4(bmat, ob->obmat);
mv= me->mvert;
mf= me->mface;
tf= me->mtface;
for (a=me->totface; a>0; a--, mf++, tf++) {
if (mf->flag & ME_HIDE || !(mf->flag & ME_FACE_SEL))
continue;
VECCOPY(vec, (mv+mf->v1)->co);
Mat3MulVecfl(bmat, vec);
VecAddf(vec, vec, ob->obmat[3]);
DO_MINMAX(vec, min, max);
VECCOPY(vec, (mv+mf->v2)->co);
Mat3MulVecfl(bmat, vec);
VecAddf(vec, vec, ob->obmat[3]);
DO_MINMAX(vec, min, max);
VECCOPY(vec, (mv+mf->v3)->co);
Mat3MulVecfl(bmat, vec);
VecAddf(vec, vec, ob->obmat[3]);
DO_MINMAX(vec, min, max);
if (mf->v4) {
VECCOPY(vec, (mv+mf->v4)->co);
Mat3MulVecfl(bmat, vec);
VecAddf(vec, vec, ob->obmat[3]);
DO_MINMAX(vec, min, max);
}
ok= 1;
}
return ok;
}
#define ME_SEAM_DONE 2 /* reuse this flag */
static float edgetag_cut_cost(EditMesh *em, int e1, int e2, int vert)
{
EditVert *v = EM_get_vert_for_index(vert);
EditEdge *eed1 = EM_get_edge_for_index(e1), *eed2 = EM_get_edge_for_index(e2);
EditVert *v1 = EM_get_vert_for_index( (eed1->v1->tmp.l == vert)? eed1->v2->tmp.l: eed1->v1->tmp.l );
EditVert *v2 = EM_get_vert_for_index( (eed2->v1->tmp.l == vert)? eed2->v2->tmp.l: eed2->v1->tmp.l );
float cost, d1[3], d2[3];
cost = VecLenf(v1->co, v->co);
cost += VecLenf(v->co, v2->co);
VecSubf(d1, v->co, v1->co);
VecSubf(d2, v2->co, v->co);
cost = cost + 0.5f*cost*(2.0f - fabs(d1[0]*d2[0] + d1[1]*d2[1] + d1[2]*d2[2]));
return cost;
}
static void edgetag_add_adjacent(EditMesh *em, Heap *heap, int mednum, int vertnum, int *nedges, int *edges, int *prevedge, float *cost)
{
int startadj, endadj = nedges[vertnum+1];
for (startadj = nedges[vertnum]; startadj < endadj; startadj++) {
int adjnum = edges[startadj];
EditEdge *eedadj = EM_get_edge_for_index(adjnum);
float newcost;
if (eedadj->f2 & ME_SEAM_DONE)
continue;
newcost = cost[mednum] + edgetag_cut_cost(em, mednum, adjnum, vertnum);
if (cost[adjnum] > newcost) {
cost[adjnum] = newcost;
prevedge[adjnum] = mednum;
BLI_heap_insert(heap, newcost, SET_INT_IN_POINTER(adjnum));
}
}
}
void edgetag_context_set(Scene *scene, EditEdge *eed, int val)
{
switch (scene->toolsettings->edge_mode) {
case EDGE_MODE_TAG_SEAM:
if (val) {eed->seam = 255;}
else {eed->seam = 0;}
break;
case EDGE_MODE_TAG_SHARP:
if (val) {eed->sharp = 1;}
else {eed->sharp = 0;}
break;
case EDGE_MODE_TAG_CREASE:
if (val) {eed->crease = 1.0f;}
else {eed->crease = 0.0f;}
break;
case EDGE_MODE_TAG_BEVEL:
if (val) {eed->bweight = 1.0f;}
else {eed->bweight = 0.0f;}
break;
}
}
int edgetag_context_check(Scene *scene, EditEdge *eed)
{
switch (scene->toolsettings->edge_mode) {
case EDGE_MODE_TAG_SEAM:
return eed->seam ? 1 : 0;
case EDGE_MODE_TAG_SHARP:
return eed->sharp ? 1 : 0;
case EDGE_MODE_TAG_CREASE:
return eed->crease ? 1 : 0;
case EDGE_MODE_TAG_BEVEL:
return eed->bweight ? 1 : 0;
}
return 0;
}
int edgetag_shortest_path(Scene *scene, EditMesh *em, EditEdge *source, EditEdge *target)
{
EditEdge *eed;
EditVert *ev;
Heap *heap;
float *cost;
int a, totvert=0, totedge=0, *nedges, *edges, *prevedge, mednum = -1, nedgeswap = 0;
/* we need the vert */
for (ev= em->verts.first, totvert=0; ev; ev= ev->next) {
ev->tmp.l = totvert;
totvert++;
}
for (eed= em->edges.first; eed; eed = eed->next) {
eed->f2 = 0;
if (eed->h) {
eed->f2 |= ME_SEAM_DONE;
}
eed->tmp.l = totedge;
totedge++;
}
/* alloc */
nedges = MEM_callocN(sizeof(*nedges)*totvert+1, "SeamPathNEdges");
edges = MEM_mallocN(sizeof(*edges)*totedge*2, "SeamPathEdges");
prevedge = MEM_mallocN(sizeof(*prevedge)*totedge, "SeamPathPrevious");
cost = MEM_mallocN(sizeof(*cost)*totedge, "SeamPathCost");
/* count edges, compute adjacent edges offsets and fill adjacent edges */
for (eed= em->edges.first; eed; eed = eed->next) {
nedges[eed->v1->tmp.l+1]++;
nedges[eed->v2->tmp.l+1]++;
}
for (a=1; a<totvert; a++) {
int newswap = nedges[a+1];
nedges[a+1] = nedgeswap + nedges[a];
nedgeswap = newswap;
}
nedges[0] = nedges[1] = 0;
for (a=0, eed= em->edges.first; eed; a++, eed = eed->next) {
edges[nedges[eed->v1->tmp.l+1]++] = a;
edges[nedges[eed->v2->tmp.l+1]++] = a;
cost[a] = 1e20f;
prevedge[a] = -1;
}
/* regular dijkstra shortest path, but over edges instead of vertices */
heap = BLI_heap_new();
BLI_heap_insert(heap, 0.0f, SET_INT_IN_POINTER(source->tmp.l));
cost[source->tmp.l] = 0.0f;
EM_init_index_arrays(em, 1, 1, 0);
while (!BLI_heap_empty(heap)) {
mednum = GET_INT_FROM_POINTER(BLI_heap_popmin(heap));
eed = EM_get_edge_for_index( mednum );
if (mednum == target->tmp.l)
break;
if (eed->f2 & ME_SEAM_DONE)
continue;
eed->f2 |= ME_SEAM_DONE;
edgetag_add_adjacent(em, heap, mednum, eed->v1->tmp.l, nedges, edges, prevedge, cost);
edgetag_add_adjacent(em, heap, mednum, eed->v2->tmp.l, nedges, edges, prevedge, cost);
}
MEM_freeN(nedges);
MEM_freeN(edges);
MEM_freeN(cost);
BLI_heap_free(heap, NULL);
for (eed= em->edges.first; eed; eed = eed->next) {
eed->f2 &= ~ME_SEAM_DONE;
}
if (mednum != target->tmp.l) {
MEM_freeN(prevedge);
EM_free_index_arrays();
return 0;
}
/* follow path back to source and mark as seam */
if (mednum == target->tmp.l) {
short allseams = 1;
mednum = target->tmp.l;
do {
eed = EM_get_edge_for_index( mednum );
if (!edgetag_context_check(scene, eed)) {
allseams = 0;
break;
}
mednum = prevedge[mednum];
} while (mednum != source->tmp.l);
mednum = target->tmp.l;
do {
eed = EM_get_edge_for_index( mednum );
if (allseams)
edgetag_context_set(scene, eed, 0);
else
edgetag_context_set(scene, eed, 1);
mednum = prevedge[mednum];
} while (mednum != -1);
}
MEM_freeN(prevedge);
EM_free_index_arrays();
return 1;
}
static void seam_edgehash_insert_face(EdgeHash *ehash, MFace *mf)
{
BLI_edgehash_insert(ehash, mf->v1, mf->v2, NULL);
BLI_edgehash_insert(ehash, mf->v2, mf->v3, NULL);
if (mf->v4) {
BLI_edgehash_insert(ehash, mf->v3, mf->v4, NULL);
BLI_edgehash_insert(ehash, mf->v4, mf->v1, NULL);
}
else
BLI_edgehash_insert(ehash, mf->v3, mf->v1, NULL);
}
void seam_mark_clear_tface(Scene *scene, short mode)
{
Mesh *me;
MFace *mf;
MEdge *med;
int a;
me= get_mesh(OBACT);
if(me==0 || me->totface==0) return;
if (mode == 0)
mode = pupmenu("Seams%t|Mark Border Seam %x1|Clear Seam %x2");
if (mode != 1 && mode != 2)
return;
if (mode == 2) {
EdgeHash *ehash = BLI_edgehash_new();
for (a=0, mf=me->mface; a<me->totface; a++, mf++)
if (!(mf->flag & ME_HIDE) && (mf->flag & ME_FACE_SEL))
seam_edgehash_insert_face(ehash, mf);
for (a=0, med=me->medge; a<me->totedge; a++, med++)
if (BLI_edgehash_haskey(ehash, med->v1, med->v2))
med->flag &= ~ME_SEAM;
BLI_edgehash_free(ehash, NULL);
}
else {
/* mark edges that are on both selected and deselected faces */
EdgeHash *ehash1 = BLI_edgehash_new();
EdgeHash *ehash2 = BLI_edgehash_new();
for (a=0, mf=me->mface; a<me->totface; a++, mf++) {
if ((mf->flag & ME_HIDE) || !(mf->flag & ME_FACE_SEL))
seam_edgehash_insert_face(ehash1, mf);
else
seam_edgehash_insert_face(ehash2, mf);
}
for (a=0, med=me->medge; a<me->totedge; a++, med++)
if (BLI_edgehash_haskey(ehash1, med->v1, med->v2) &&
BLI_edgehash_haskey(ehash2, med->v1, med->v2))
med->flag |= ME_SEAM;
BLI_edgehash_free(ehash1, NULL);
BLI_edgehash_free(ehash2, NULL);
}
// XXX if (G.rt == 8)
// unwrap_lscm(1);
G.f |= G_DRAWSEAMS;
BIF_undo_push("Mark Seam");
// XXX notifier! object_tface_flags_changed(OBACT, 1);
}
void face_select(Scene *scene, View3D *v3d)
{
Object *ob;
Mesh *me;
MFace *mface, *msel;
short mval[2];
unsigned int a, index;
int shift= 0; // XXX
/* Get the face under the cursor */
ob = OBACT;
if (!(ob->lay & v3d->lay)) {
error("The active object is not in this layer");
}
me = get_mesh(ob);
// XXX getmouseco_areawin(mval);
if (!facesel_face_pick(v3d, me, mval, &index, 1)) return;
msel= (((MFace*)me->mface)+index);
if (msel->flag & ME_HIDE) return;
/* clear flags */
mface = me->mface;
a = me->totface;
if ((shift)==0) {
while (a--) {
mface->flag &= ~ME_FACE_SEL;
mface++;
}
}
me->act_face = (int)index;
if (shift) {
if (msel->flag & ME_FACE_SEL)
msel->flag &= ~ME_FACE_SEL;
else
msel->flag |= ME_FACE_SEL;
}
else msel->flag |= ME_FACE_SEL;
/* image window redraw */
BIF_undo_push("Select UV face");
// XXX notifier! object_tface_flags_changed(OBACT, 1);
}
void face_borderselect(Scene *scene, ARegion *ar)
{
Mesh *me;
MFace *mface;
rcti rect;
struct ImBuf *ibuf;
unsigned int *rt;
int a, sx, sy, index, val;
char *selar;
me= get_mesh(OBACT);
if(me==0) return;
if(me->totface==0) return;
// XXX val= get_border(&rect, 3);
/* why readbuffer here? shouldn't be necessary (maybe a flush or so) */
glReadBuffer(GL_BACK);
#ifdef __APPLE__
glReadBuffer(GL_AUX0); /* apple only */
#endif
if(val) {
selar= MEM_callocN(me->totface+1, "selar");
sx= (rect.xmax-rect.xmin+1);
sy= (rect.ymax-rect.ymin+1);
if(sx*sy<=0) return;
ibuf = IMB_allocImBuf(sx,sy,32,IB_rect,0);
rt = ibuf->rect;
glReadPixels(rect.xmin+ar->winrct.xmin, rect.ymin+ar->winrct.ymin, sx, sy, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
if(ENDIAN_ORDER==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
a= sx*sy;
while(a--) {
if(*rt) {
index= WM_framebuffer_to_index(*rt);
if(index<=me->totface) selar[index]= 1;
}
rt++;
}
mface= me->mface;
for(a=1; a<=me->totface; a++, mface++) {
if(selar[a]) {
if(mface->flag & ME_HIDE);
else {
if(val==LEFTMOUSE) mface->flag |= ME_FACE_SEL;
else mface->flag &= ~ME_FACE_SEL;
}
}
}
IMB_freeImBuf(ibuf);
MEM_freeN(selar);
BIF_undo_push("Border Select UV face");
// XXX notifier! object_tface_flags_changed(OBACT, 0);
}
#ifdef __APPLE__
glReadBuffer(GL_BACK);
#endif
}
void uv_autocalc_tface(Scene *scene, ARegion *ar, View3D *v3d, EditMesh *em)
{
short mode;
#ifndef DISABLE_PYTHON
// short i=0, has_pymenu=0; /* pymenu must be bigger then UV_*_MAPPING */
// XXX BPyMenu *pym;
// char menu_number[3];
#endif
/* uvmenu, will add python items */
char uvmenu[4096]=MENUTITLE("UV Calculation")
MENUSTRING("Unwrap", UV_UNWRAP_MAPPING) "|%l|"
MENUSTRING("Cube Projection", UV_CUBE_MAPPING) "|"
MENUSTRING("Cylinder from View", UV_CYL_MAPPING) "|"
MENUSTRING("Sphere from View", UV_SPHERE_MAPPING) "|%l|"
MENUSTRING("Project From View", UV_WINDOW_MAPPING) "|"
MENUSTRING("Project from View (Bounds)",UV_BOUNDS_MAPPING) "|%l|"
MENUSTRING("Reset", UV_RESET_MAPPING);
#ifndef DISABLE_PYTHON
#if 0
XXX
/* note that we account for the 10 previous entries with i+10: */
for (pym = BPyMenuTable[PYMENU_UVCALCULATION]; pym; pym = pym->next, i++) {
if (!has_pymenu) {
strcat(uvmenu, "|%l");
has_pymenu = 1;
}
strcat(uvmenu, "|");
strcat(uvmenu, pym->name);
strcat(uvmenu, " %x");
sprintf(menu_number, "%d", i+10);
strcat(uvmenu, menu_number);
}
#endif
#endif
mode= pupmenu(uvmenu);
#ifndef DISABLE_PYTHON
// if (mode >= 10) {
// BPY_menu_do_python(PYMENU_UVCALCULATION, mode - 10);
// return;
// }
#endif
switch(mode) {
case UV_CUBE_MAPPING:
calculate_uv_map(scene, ar, v3d, em, B_UVAUTO_CUBE); break;
case UV_CYL_MAPPING:
calculate_uv_map(scene, ar, v3d, em, B_UVAUTO_CYLINDER); break;
case UV_SPHERE_MAPPING:
calculate_uv_map(scene, ar, v3d, em, B_UVAUTO_SPHERE); break;
case UV_BOUNDS_MAPPING:
calculate_uv_map(scene, ar, v3d, em, B_UVAUTO_BOUNDS); break;
case UV_RESET_MAPPING:
calculate_uv_map(scene, ar, v3d, em, B_UVAUTO_RESET); break;
case UV_WINDOW_MAPPING:
calculate_uv_map(scene, ar, v3d, em, B_UVAUTO_WINDOW); break;
case UV_UNWRAP_MAPPING:
// XXX unwrap_lscm(0);
break;
}
}
/* Texture Paint */
void set_texturepaint(Scene *scene) /* toggle */
{
Object *ob = OBACT;
Mesh *me = 0;
if(ob==NULL) return;
if (object_data_is_libdata(ob)) {
// XXX error_libdata();
return;
}
me= get_mesh(ob);
if(me)
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
if(G.f & G_TEXTUREPAINT) {
G.f &= ~G_TEXTUREPAINT;
GPU_paint_set_mipmap(1);
}
else if (me) {
G.f |= G_TEXTUREPAINT;
if(me->mtface==NULL)
make_tfaces(me);
brush_check_exists(&scene->toolsettings->imapaint.brush);
GPU_paint_set_mipmap(0);
}
}
static void texpaint_project(Object *ob, float *model, float *proj, float *co, float *pco)
{
VECCOPY(pco, co);
pco[3]= 1.0f;
Mat4MulVecfl(ob->obmat, pco);
Mat4MulVecfl((float(*)[4])model, pco);
Mat4MulVec4fl((float(*)[4])proj, pco);
}
static void texpaint_tri_weights(Object *ob, float *v1, float *v2, float *v3, float *co, float *w)
{
float pv1[4], pv2[4], pv3[4], h[3], divw;
float model[16], proj[16], wmat[3][3], invwmat[3][3];
GLint view[4];
/* compute barycentric coordinates */
/* get the needed opengl matrices */
glGetIntegerv(GL_VIEWPORT, view);
glGetFloatv(GL_MODELVIEW_MATRIX, model);
glGetFloatv(GL_PROJECTION_MATRIX, proj);
view[0] = view[1] = 0;
/* project the verts */
texpaint_project(ob, model, proj, v1, pv1);
texpaint_project(ob, model, proj, v2, pv2);
texpaint_project(ob, model, proj, v3, pv3);
/* do inverse view mapping, see gluProject man page */
h[0]= (co[0] - view[0])*2.0f/view[2] - 1;
h[1]= (co[1] - view[1])*2.0f/view[3] - 1;
h[2]= 1.0f;
/* solve for (w1,w2,w3)/perspdiv in:
h*perspdiv = Project*Model*(w1*v1 + w2*v2 + w3*v3) */
wmat[0][0]= pv1[0]; wmat[1][0]= pv2[0]; wmat[2][0]= pv3[0];
wmat[0][1]= pv1[1]; wmat[1][1]= pv2[1]; wmat[2][1]= pv3[1];
wmat[0][2]= pv1[3]; wmat[1][2]= pv2[3]; wmat[2][2]= pv3[3];
Mat3Inv(invwmat, wmat);
Mat3MulVecfl(invwmat, h);
VECCOPY(w, h);
/* w is still divided by perspdiv, make it sum to one */
divw= w[0] + w[1] + w[2];
if(divw != 0.0f)
VecMulf(w, 1.0f/divw);
}
/* compute uv coordinates of mouse in face */
void texpaint_pick_uv(Object *ob, Mesh *mesh, unsigned int faceindex, short *xy, float *uv)
{
DerivedMesh *dm = mesh_get_derived_final(ob, CD_MASK_BAREMESH);
int *index = dm->getFaceDataArray(dm, CD_ORIGINDEX);
MTFace *tface = dm->getFaceDataArray(dm, CD_MTFACE), *tf;
int numfaces = dm->getNumFaces(dm), a;
float p[2], w[3], absw, minabsw;
MFace mf;
MVert mv[4];
minabsw = 1e10;
uv[0] = uv[1] = 0.0;
// XXX persp(PERSP_VIEW);
/* test all faces in the derivedmesh with the original index of the picked face */
for (a = 0; a < numfaces; a++) {
if (index[a] == faceindex) {
dm->getFace(dm, a, &mf);
dm->getVert(dm, mf.v1, &mv[0]);
dm->getVert(dm, mf.v2, &mv[1]);
dm->getVert(dm, mf.v3, &mv[2]);
if (mf.v4)
dm->getVert(dm, mf.v4, &mv[3]);
tf= &tface[a];
p[0]= xy[0];
p[1]= xy[1];
if (mf.v4) {
/* the triangle with the largest absolute values is the one
with the most negative weights */
texpaint_tri_weights(ob, mv[0].co, mv[1].co, mv[3].co, p, w);
absw= fabs(w[0]) + fabs(w[1]) + fabs(w[2]);
if(absw < minabsw) {
uv[0]= tf->uv[0][0]*w[0] + tf->uv[1][0]*w[1] + tf->uv[3][0]*w[2];
uv[1]= tf->uv[0][1]*w[0] + tf->uv[1][1]*w[1] + tf->uv[3][1]*w[2];
minabsw = absw;
}
texpaint_tri_weights(ob, mv[1].co, mv[2].co, mv[3].co, p, w);
absw= fabs(w[0]) + fabs(w[1]) + fabs(w[2]);
if (absw < minabsw) {
uv[0]= tf->uv[1][0]*w[0] + tf->uv[2][0]*w[1] + tf->uv[3][0]*w[2];
uv[1]= tf->uv[1][1]*w[0] + tf->uv[2][1]*w[1] + tf->uv[3][1]*w[2];
minabsw = absw;
}
}
else {
texpaint_tri_weights(ob, mv[0].co, mv[1].co, mv[2].co, p, w);
absw= fabs(w[0]) + fabs(w[1]) + fabs(w[2]);
if (absw < minabsw) {
uv[0]= tf->uv[0][0]*w[0] + tf->uv[1][0]*w[1] + tf->uv[2][0]*w[2];
uv[1]= tf->uv[0][1]*w[0] + tf->uv[1][1]*w[1] + tf->uv[2][1]*w[2];
minabsw = absw;
}
}
}
}
dm->release(dm);
}