2019-05-18 23:12:47 +10:00
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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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup edutil
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2019-05-20 13:16:29 +10:00
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*
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* Generic utilities for handling buffer selection where selection ID's are drawn onto
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* an off screen buffer.
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*
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* All coordinates are relative to the current region.
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2019-05-18 23:12:47 +10:00
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_bitmap.h"
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#include "BLI_bitmap_draw_2d.h"
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#include "BLI_rect.h"
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#include "BLI_utildefines.h"
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#include "ED_select_buffer_utils.h"
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/* Only for #ED_view3d_select_id_read,
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* note that this file shouldn't have 3D view specific logic in it, we could have a more general
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* way to read from selection buffers that doesn't depend on the view3d API. */
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#include "ED_view3d.h"
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2019-05-20 13:16:29 +10:00
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/* -------------------------------------------------------------------- */
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/** \name Select Bitmap from ID's
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*
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* Given a buffer of select ID's, fill in a booleans (true/false) per index.
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* #BLI_bitmap is used for memory effeciency.
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*
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* \{ */
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2019-05-18 23:12:47 +10:00
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/**
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* \param bitmap_len: Number of indices in the selection id buffer.
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* \param rect: The rectangle to sample indices from (min/max inclusive).
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* \returns a #BLI_bitmap the length of \a bitmap_len or NULL on failure.
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*/
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uint *ED_select_buffer_bitmap_from_rect(const uint bitmap_len, const rcti *rect)
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{
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uint buf_len;
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const uint *buf = ED_view3d_select_id_read(
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rect->xmin, rect->ymin, rect->xmax, rect->ymax, &buf_len);
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if (buf == NULL) {
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return NULL;
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}
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const uint *buf_iter = buf;
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BLI_bitmap *bitmap_buf = BLI_BITMAP_NEW(bitmap_len, __func__);
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while (buf_len--) {
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const uint index = *buf_iter - 1;
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if (index < bitmap_len) {
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BLI_BITMAP_ENABLE(bitmap_buf, index);
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}
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buf_iter++;
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}
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MEM_freeN((void *)buf);
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return bitmap_buf;
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}
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/**
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* \param bitmap_len: Number of indices in the selection id buffer.
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* \param center: Circle center.
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* \param radius: Circle radius.
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* \returns a #BLI_bitmap the length of \a bitmap_len or NULL on failure.
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*/
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uint *ED_select_buffer_bitmap_from_circle(const uint bitmap_len,
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const int center[2],
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const int radius)
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{
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if (bitmap_len == 0) {
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return NULL;
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}
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const int xmin = center[0] - radius;
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const int xmax = center[0] + radius;
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const int ymin = center[1] - radius;
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const int ymax = center[1] + radius;
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const uint *buf = ED_view3d_select_id_read(xmin, ymin, xmax, ymax, NULL);
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if (buf == NULL) {
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return NULL;
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}
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const uint *buf_iter = buf;
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BLI_bitmap *bitmap_buf = BLI_BITMAP_NEW(bitmap_len, __func__);
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const int radius_sq = radius * radius;
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for (int yc = -radius; yc <= radius; yc++) {
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for (int xc = -radius; xc <= radius; xc++, buf_iter++) {
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if (xc * xc + yc * yc < radius_sq) {
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/* Intentionally wrap to max value if this is zero. */
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const uint index = *buf_iter - 1;
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if (index < bitmap_len) {
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BLI_BITMAP_ENABLE(bitmap_buf, index);
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}
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}
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}
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}
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MEM_freeN((void *)buf);
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return bitmap_buf;
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}
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struct PolyMaskData {
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BLI_bitmap *px;
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int width;
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};
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static void ed_select_buffer_mask_px_cb(int x, int x_end, int y, void *user_data)
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{
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struct PolyMaskData *data = user_data;
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BLI_bitmap *px = data->px;
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int i = (y * data->width) + x;
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do {
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BLI_BITMAP_ENABLE(px, i);
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i++;
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} while (++x != x_end);
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}
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/**
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* \param bitmap_len: Number of indices in the selection id buffer.
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* \param center: Circle center.
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* \param radius: Circle radius.
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* \returns a #BLI_bitmap the length of \a bitmap_len or NULL on failure.
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*/
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uint *ED_select_buffer_bitmap_from_poly(const uint bitmap_len,
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const int poly[][2],
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const int poly_len,
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const rcti *rect)
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{
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if (bitmap_len == 0) {
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return NULL;
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}
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struct PolyMaskData poly_mask_data;
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uint buf_len;
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const uint *buf = ED_view3d_select_id_read(
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rect->xmin, rect->ymin, rect->xmax, rect->ymax, &buf_len);
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if (buf == NULL) {
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return NULL;
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}
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BLI_bitmap *buf_mask = BLI_BITMAP_NEW(buf_len, __func__);
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poly_mask_data.px = buf_mask;
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poly_mask_data.width = (rect->xmax - rect->xmin) + 1;
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BLI_bitmap_draw_2d_poly_v2i_n(rect->xmin,
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rect->ymin,
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rect->xmax + 1,
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rect->ymax + 1,
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poly,
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poly_len,
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ed_select_buffer_mask_px_cb,
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&poly_mask_data);
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/* Build selection lookup. */
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const uint *buf_iter = buf;
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BLI_bitmap *bitmap_buf = BLI_BITMAP_NEW(bitmap_len, __func__);
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int i = 0;
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while (buf_len--) {
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const uint index = *buf_iter - 1;
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if (index < bitmap_len && BLI_BITMAP_TEST(buf_mask, i)) {
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BLI_BITMAP_ENABLE(bitmap_buf, index);
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}
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buf_iter++;
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i++;
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}
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MEM_freeN((void *)buf);
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MEM_freeN(buf_mask);
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return bitmap_buf;
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}
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2019-05-20 13:16:29 +10:00
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Find Single Select ID's
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*
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* Given a buffer of select ID's, find the a single select id.
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*
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* \{ */
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/**
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* Samples a single pixel.
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*/
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uint ED_select_buffer_sample_point(const int center[2])
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{
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uint buf_len;
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uint *buf = ED_view3d_select_id_read(center[0], center[1], center[0], center[1], &buf_len);
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BLI_assert(0 != buf_len);
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uint ret = buf[0];
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MEM_freeN(buf);
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return ret;
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}
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/**
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* Find the selection id closest to \a center.
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* \param dist[in,out]: Use to initalize the distance,
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* when found, this value is set to the distance of the selection thats returned.
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*/
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uint ED_select_buffer_find_nearest_to_point(const int center[2],
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const uint id_min,
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const uint id_max,
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uint *dist)
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{
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/* Smart function to sample a rect spiralling outside, nice for selection ID. */
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/* Create region around center (typically the mouse cursor).
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* This must be square and have an odd width,
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* the spiraling algorithm does not work with arbitrary rectangles. */
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rcti rect;
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BLI_rcti_init_pt_radius(&rect, center, *dist);
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rect.xmax += 1;
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rect.ymax += 1;
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int width = BLI_rcti_size_x(&rect);
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int height = width;
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BLI_assert(width == height);
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/* Read from selection framebuffer. */
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uint buf_len;
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const uint *buf = ED_view3d_select_id_read_rect(&rect, &buf_len);
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BLI_assert(width * height == buf_len);
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/* Spiral, starting from center of buffer. */
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int spiral_offset = height * (int)(width / 2) + (height / 2);
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int spiral_direction = 0;
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uint index = 0;
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for (int nr = 1; nr <= height; nr++) {
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for (int a = 0; a < 2; a++) {
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for (int b = 0; b < nr; b++) {
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/* Find hit within the specified range. */
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uint hit_id = buf[spiral_offset];
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if (hit_id && hit_id >= id_min && hit_id < id_max) {
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/* Get x/y from spiral offset. */
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int hit_x = spiral_offset % width;
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int hit_y = spiral_offset / width;
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int center_x = width / 2;
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int center_y = height / 2;
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/* Manhatten distance in keeping with other screen-based selection. */
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*dist = (uint)(abs(hit_x - center_x) + abs(hit_y - center_y));
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/* Indices start at 1 here. */
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index = (hit_id - id_min) + 1;
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goto exit;
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}
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/* Next spiral step. */
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if (spiral_direction == 0) {
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spiral_offset += 1; /* right */
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}
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else if (spiral_direction == 1) {
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spiral_offset -= width; /* down */
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}
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else if (spiral_direction == 2) {
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spiral_offset -= 1; /* left */
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}
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else {
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spiral_offset += width; /* up */
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}
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/* Stop if we are outside the buffer. */
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if (spiral_offset < 0 || spiral_offset >= buf_len) {
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goto exit;
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}
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}
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spiral_direction = (spiral_direction + 1) % 4;
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}
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}
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exit:
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MEM_freeN((void *)buf);
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return index;
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}
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/** \} */
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