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2002-10-12 11:37:38 +00:00
/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <string.h>
#include <math.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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#include "MEM_guardedalloc.h"
#include "BMF_Api.h"
#include "IMB_imbuf.h"
#include "MTC_matrixops.h"
#include "DNA_armature_types.h"
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#include "DNA_camera_types.h"
#include "DNA_curve_types.h"
#include "DNA_constraint_types.h" // for drawing constraint
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#include "DNA_effect_types.h"
#include "DNA_ipo_types.h"
#include "DNA_lamp_types.h"
#include "DNA_lattice_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
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#include "DNA_meta_types.h"
#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
#include "DNA_object_force.h"
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#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
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#include "DNA_userdef_types.h"
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#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
Sorry for the big commit, but I've been fixing many of these issues in parallel... So this commit contains: an update of the solver (e.g. moving objects), integration of blender IPOs, improved rendering (motion blur, smoothed normals) and a first particle test. In more detail: Solver update: - Moving objects using a relatively simple model, and not yet fully optimized - ok for box falling into water, water in a moving glass might cause trouble. Simulation times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot might also cause slowdowns. - Additional obstacle settings: noslip (as before), free slip (move along wall freely) and part slip (mix of both). - Obstacle settings also added for domain boundaries now, the six walls of the domain are obstacles after all as well - Got rid of templates, should make compiling for e.g. macs more convenient, for linux there's not much difference. Finally got rid of parser (and some other code parts), the simulation now uses the internal API to transfer data. - Some unnecessary file were removed, the GUI now needs 3 settings buttons... This should still be changed (maybe by adding a new panel for domain objects). IPOs: - Animated params: viscosity, time and gravity for domains. In contrast to normal time IPO for Blender objects, the fluidsim one scales the time step size - so a constant 1 has no effect, values towards 0 slow it down, larger ones speed the simulation up (-> longer time steps, more compuations). The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect). - For objects that are enabled for fluidsim, a new IPO type shows up. Inflow objects can use the velocity channels to animate the inflow. Obstacles, in/outflow objects can be switched on (Active IPO>0) and off (<0) during the simulation. - Movement, rotation and scaling of those 3 types is exported from the normal Blender channels (Loc,dLoc,etc.). Particles: - This is still experimental, so it might be deactivated for a release... It should at some point be used to model smaller splashes, depending on the the realworld size and the particle generation settings particles are generated during simulation (stored in _particles_X.gz files). - These are loaded by enabling the particle field for an arbitrary object, which should be given a halo material. For each frame, similar to the mesh loading, the particle system them loads the simulated particle positions. - For rendering, I "abused" the part->rt field - I couldnt find any use for it in the code and it seems to work fine. The fluidsim particles store their size there. Rendering: - The fluidims particles use scaled sizes and alpha values to give a more varied appearance. In convertblender.c fluidsim particle systems use the p->rt field to scale up the size and down the alpha of "smaller particles". Setting the influence fields in the fluidims settings to 0 gives equally sized particles with same alpha everywhere. Higher values cause larger differences. - Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals computed by the solver are used. This is basically done by switching off the normal recalculation in convertblender.c (the function calc_fluidsimnormals handles other mesh inits instead of calc_vertexnormals). This could also be used to e.g. modify mesh normals in a modifier... - Another change is that fluidsim meshes load the velocities computed during the simulation for image based motion blur. This is inited in load_fluidsimspeedvectors for the vector pass (they're loaded during the normal load in DerivedMesh readBobjgz). Generation and loading can be switched off in the settings. Vector pass currently loads the fluidism meshes 3 times, so this should still be optimized. Examples: - smoothed normals versus normals from subdividing once: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png - fluidsim particles, size/alpha influence 0: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png size influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png size & alpha influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png - the standard drop with motion blur and particles: http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg (here's how it looks without http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg) - another inflow animation (moving, switched on/off) with a moving obstacle (and strong mblur :) http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg Things still to fix: - rotating & scaling domains causes wrong speed vectors - get rid of SDL code for threading, use pthreads as well? - update wiki documentation - cool effects for rendering would be photon maps for caustics, and motion blur for particles :)
2006-02-27 11:45:42 +00:00
// FSPARTICLE
#include "DNA_object_fluidsim.h"
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#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "BLI_edgehash.h"
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#include "BKE_utildefines.h"
#include "BKE_curve.h"
#include "BKE_constraint.h" // for the get_constraint_target function
#include "BKE_DerivedMesh.h"
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#include "BKE_displist.h"
#include "BKE_effect.h"
#include "BKE_font.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
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#include "BKE_lattice.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
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#include "BKE_anim.h" //for the where_on_path function
#ifdef WITH_VERSE
#include "BKE_verse.h"
#endif
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#include "BIF_editarmature.h"
#include "BIF_editdeform.h"
#include "BIF_editmesh.h"
#include "BIF_glutil.h"
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#include "BIF_gl.h"
#include "BIF_glutil.h"
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#include "BIF_mywindow.h"
#include "BIF_resources.h"
#include "BIF_retopo.h"
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#include "BIF_screen.h"
#include "BIF_space.h"
#include "BDR_drawmesh.h"
#include "BDR_drawobject.h"
#include "BDR_editobject.h"
#include "BDR_sculptmode.h"
#include "BDR_vpaint.h"
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#include "BSE_drawview.h"
#include "BSE_node.h"
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#include "BSE_trans_types.h"
#include "BSE_view.h"
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#include "blendef.h"
#include "mydevice.h"
#include "nla.h"
#include "BKE_deform.h"
/* pretty stupid */
/* extern Lattice *editLatt; already in BKE_lattice.h */
/* editcurve.c */
extern ListBase editNurb;
/* editmball.c */
extern ListBase editelems;
static void draw_bounding_volume(Object *ob);
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static void drawcube_size(float size);
static void drawcircle_size(float size);
/* ************* Setting OpenGL Material ************ */
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// Materials start counting at # one....
#define MAXMATBUF (MAXMAT + 1)
static float matbuf[MAXMATBUF][2][4];
static int totmat_gl= 0;
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int set_gl_material(int nr)
{
static int last_gl_matnr= -1;
static int last_ret_val= 1;
/* prevent index to use un-initialized array items */
if(nr>totmat_gl) nr= totmat_gl;
if(nr<0) {
last_gl_matnr= -1;
last_ret_val= 1;
}
else if(nr<MAXMATBUF && nr!=last_gl_matnr) {
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matbuf[nr][0]);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matbuf[nr][1]);
last_gl_matnr = nr;
last_ret_val= matbuf[nr][0][3]!=0.0;
/* matbuf alpha: 0.0 = skip draw, 1.0 = no blending, else blend */
if(matbuf[nr][0][3]!= 0.0 && matbuf[nr][0][3]!= 1.0) {
glEnable(GL_BLEND);
}
else
glDisable(GL_BLEND);
}
return last_ret_val;
}
/* returns 1: when there's alpha needed to be drawn in a 2nd pass */
int init_gl_materials(Object *ob, int check_alpha)
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{
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
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extern Material defmaterial; // render module abuse...
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Material *ma;
int a, has_alpha= 0;
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if(ob->totcol==0) {
matbuf[0][0][0]= defmaterial.r;
matbuf[0][0][1]= defmaterial.g;
matbuf[0][0][2]= defmaterial.b;
matbuf[0][0][3]= 1.0;
matbuf[0][1][0]= defmaterial.specr;
matbuf[0][1][1]= defmaterial.specg;
matbuf[0][1][2]= defmaterial.specb;
matbuf[0][1][3]= 1.0;
/* do material 1 too, for displists! */
QUATCOPY(matbuf[1][0], matbuf[0][0]);
QUATCOPY(matbuf[1][1], matbuf[0][1]);
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}
for(a=1; a<=ob->totcol; a++) {
ma= give_current_material(ob, a);
ma= editnode_get_active_material(ma);
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if(ma==NULL) ma= &defmaterial;
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if(a<MAXMATBUF) {
if (ma->mode & MA_SHLESS) {
matbuf[a][0][0]= 2*ma->r;
matbuf[a][0][1]= 2*ma->g;
matbuf[a][0][2]= 2*ma->b;
} else {
matbuf[a][0][0]= (ma->ref+ma->emit)*ma->r;
matbuf[a][0][1]= (ma->ref+ma->emit)*ma->g;
matbuf[a][0][2]= (ma->ref+ma->emit)*ma->b;
}
/* draw transparent, not in pick-select, nor editmode */
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
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if(check_alpha && !(G.f & G_PICKSEL) && (ob->dtx & OB_DRAWTRANSP) && !(G.obedit && G.obedit->data==ob->data)) {
if(G.vd->transp) { // drawing the transparent pass
if(ma->alpha==1.0) matbuf[a][0][3]= 0.0; // means skip solid
else matbuf[a][0][3]= ma->alpha;
}
else { // normal pass
if(ma->alpha==1.0) matbuf[a][0][3]= 1.0;
else {
matbuf[a][0][3]= 0.0; // means skip transparent
has_alpha= 1; // return value, to indicate adding to after-draw queue
}
}
}
else
matbuf[a][0][3]= 1.0;
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if (!(ma->mode & MA_SHLESS)) {
matbuf[a][1][0]= ma->spec*ma->specr;
matbuf[a][1][1]= ma->spec*ma->specg;
matbuf[a][1][2]= ma->spec*ma->specb;
matbuf[a][1][3]= 1.0;
}
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}
}
totmat_gl= ob->totcol;
set_gl_material(-1); // signal for static variable
return has_alpha;
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}
/***/
static unsigned int colortab[24]=
{0x0, 0xFF88FF, 0xFFBBFF,
0x403000, 0xFFFF88, 0xFFFFBB,
0x104040, 0x66CCCC, 0x77CCCC,
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
0x104010, 0x55BB55, 0x66FF66,
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0xFFFFFF
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
};
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static float cube[8][3] = {
{-1.0, -1.0, -1.0},
{-1.0, -1.0, 1.0},
{-1.0, 1.0, 1.0},
{-1.0, 1.0, -1.0},
{ 1.0, -1.0, -1.0},
{ 1.0, -1.0, 1.0},
{ 1.0, 1.0, 1.0},
{ 1.0, 1.0, -1.0},
};
/* ----------------- OpenGL Circle Drawing - Tables for Optimised Drawing Speed ------------------ */
/* 32 values of sin function (still same result!) */
static float sinval[32] = {
0.00000000,
0.20129852,
0.39435585,
0.57126821,
0.72479278,
0.84864425,
0.93775213,
0.98846832,
0.99871650,
0.96807711,
0.89780453,
0.79077573,
0.65137248,
0.48530196,
0.29936312,
0.10116832,
-0.10116832,
-0.29936312,
-0.48530196,
-0.65137248,
-0.79077573,
-0.89780453,
-0.96807711,
-0.99871650,
-0.98846832,
-0.93775213,
-0.84864425,
-0.72479278,
-0.57126821,
-0.39435585,
-0.20129852,
0.00000000
};
/* 32 values of cos function (still same result!) */
static float cosval[32] ={
1.00000000,
0.97952994,
0.91895781,
0.82076344,
0.68896691,
0.52896401,
0.34730525,
0.15142777,
-0.05064916,
-0.25065253,
-0.44039415,
-0.61210598,
-0.75875812,
-0.87434661,
-0.95413925,
-0.99486932,
-0.99486932,
-0.95413925,
-0.87434661,
-0.75875812,
-0.61210598,
-0.44039415,
-0.25065253,
-0.05064916,
0.15142777,
0.34730525,
0.52896401,
0.68896691,
0.82076344,
0.91895781,
0.97952994,
1.00000000
};
/* flag is same as for draw_object */
void drawaxes(float size, int flag, char drawtype)
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{
int axis;
float v1[3]= {0.0, 0.0, 0.0};
float v2[3]= {0.0, 0.0, 0.0};
float v3[3]= {0.0, 0.0, 0.0};
switch(drawtype) {
case OB_PLAINAXES:
for (axis=0; axis<3; axis++) {
float v1[3]= {0.0, 0.0, 0.0};
float v2[3]= {0.0, 0.0, 0.0};
glBegin(GL_LINES);
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v1[axis]= size;
v2[axis]= -size;
glVertex3fv(v1);
glVertex3fv(v2);
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glEnd();
}
break;
case OB_SINGLE_ARROW:
glBegin(GL_LINES);
/* in positive z direction only */
v1[2]= size;
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
/* square pyramid */
glBegin(GL_TRIANGLES);
v2[0]= size*0.035; v2[1] = size*0.035;
v3[0]= size*-0.035; v3[1] = size*0.035;
v2[2]= v3[2]= size*0.75;
for (axis=0; axis<4; axis++) {
if (axis % 2 == 1) {
v2[0] *= -1;
v3[1] *= -1;
} else {
v2[1] *= -1;
v3[0] *= -1;
}
glVertex3fv(v1);
glVertex3fv(v2);
glVertex3fv(v3);
}
glEnd();
break;
case OB_CUBE:
drawcube_size(size);
break;
case OB_CIRCLE:
drawcircle_size(size);
break;
case OB_ARROWS:
default:
for (axis=0; axis<3; axis++) {
float v1[3]= {0.0, 0.0, 0.0};
float v2[3]= {0.0, 0.0, 0.0};
int arrow_axis= (axis==0)?1:0;
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glBegin(GL_LINES);
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v2[axis]= size;
glVertex3fv(v1);
glVertex3fv(v2);
v1[axis]= size*0.8;
v1[arrow_axis]= -size*0.125;
glVertex3fv(v1);
glVertex3fv(v2);
v1[arrow_axis]= size*0.125;
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
v2[axis]+= size*0.125;
glRasterPos3fv(v2);
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// patch for 3d cards crashing on glSelect for text drawing (IBM)
if((flag & DRAW_PICKING) == 0) {
if (axis==0)
BMF_DrawString(G.font, "x");
else if (axis==1)
BMF_DrawString(G.font, "y");
else
BMF_DrawString(G.font, "z");
}
}
break;
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}
}
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* circle for object centers, special_color is for library or ob users */
static void drawcentercircle(float *vec, int selstate, int special_color)
{
View3D *v3d= G.vd;
float size;
size= v3d->persmat[0][3]*vec[0]+ v3d->persmat[1][3]*vec[1]+ v3d->persmat[2][3]*vec[2]+ v3d->persmat[3][3];
size*= v3d->pixsize*((float)U.obcenter_dia*0.5f);
/* using gldepthfunc guarantees that it does write z values, but not checks for it, so centers remain visible independt order of drawing */
if(v3d->zbuf) glDepthFunc(GL_ALWAYS);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
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glEnable(GL_BLEND);
if(special_color) {
#ifdef WITH_VERSE
if (selstate==VERSE) glColor4ub(0x00, 0xFF, 0x00, 155);
else if (selstate==ACTIVE || selstate==SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);
#else
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
if (selstate==ACTIVE || selstate==SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);
#endif
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
else glColor4ub(0x55, 0xCC, 0xCC, 155);
}
else {
if (selstate == ACTIVE) BIF_ThemeColorShadeAlpha(TH_ACTIVE, 0, -80);
else if (selstate == SELECT) BIF_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
else if (selstate == DESELECT) BIF_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
}
drawcircball(GL_POLYGON, vec, size, v3d->viewinv);
BIF_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
drawcircball(GL_LINE_LOOP, vec, size, v3d->viewinv);
glDisable(GL_BLEND);
if(v3d->zbuf) glDepthFunc(GL_LEQUAL);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
}
void drawsolidcube(float size)
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{
float n[3];
glPushMatrix();
glScalef(size, size, size);
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n[0]=0; n[1]=0; n[2]=0;
glBegin(GL_QUADS);
n[0]= -1.0;
glNormal3fv(n);
glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
n[0]=0;
glEnd();
glBegin(GL_QUADS);
n[1]= -1.0;
glNormal3fv(n);
glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]);
n[1]=0;
glEnd();
glBegin(GL_QUADS);
n[0]= 1.0;
glNormal3fv(n);
glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]);
n[0]=0;
glEnd();
glBegin(GL_QUADS);
n[1]= 1.0;
glNormal3fv(n);
glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]);
n[1]=0;
glEnd();
glBegin(GL_QUADS);
n[2]= 1.0;
glNormal3fv(n);
glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
n[2]=0;
glEnd();
glBegin(GL_QUADS);
n[2]= -1.0;
glNormal3fv(n);
glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
glEnd();
glPopMatrix();
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}
static void drawcube(void)
{
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
glVertex3fv(cube[7]); glVertex3fv(cube[4]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[1]); glVertex3fv(cube[5]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[2]); glVertex3fv(cube[6]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[3]); glVertex3fv(cube[7]);
glEnd();
}
/* draws a cube on given the scaling of the cube, assuming that
* all required matrices have been set (used for drawing empties)
*/
static void drawcube_size(float size)
{
glBegin(GL_LINE_STRIP);
glVertex3f(-size,-size,-size); glVertex3f(-size,-size,size);glVertex3f(-size,size,size); glVertex3f(-size,size,-size);
glVertex3f(-size,-size,-size); glVertex3f(size,-size,-size);glVertex3f(size,-size,size); glVertex3f(size,size,size);
glVertex3f(size,size,-size); glVertex3f(size,-size,-size);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-size,-size,size); glVertex3f(size,-size,size);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-size,size,size); glVertex3f(size,size,size);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-size,size,-size); glVertex3f(size,size,-size);
glEnd();
}
/* this is an unused (old) cube-drawing function based on a given size */
2002-10-12 11:37:38 +00:00
#if 0
static void drawcube_size(float *size)
{
glPushMatrix();
glScalef(size[0], size[1], size[2]);
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
glVertex3fv(cube[7]); glVertex3fv(cube[4]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[1]); glVertex3fv(cube[5]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[2]); glVertex3fv(cube[6]);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[3]); glVertex3fv(cube[7]);
glEnd();
glPopMatrix();
}
#endif
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
static void drawshadbuflimits(Lamp *la, float mat[][4])
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{
float sta[3], end[3], lavec[3];
lavec[0]= -mat[2][0];
lavec[1]= -mat[2][1];
lavec[2]= -mat[2][2];
Normalize(lavec);
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sta[0]= mat[3][0]+ la->clipsta*lavec[0];
sta[1]= mat[3][1]+ la->clipsta*lavec[1];
sta[2]= mat[3][2]+ la->clipsta*lavec[2];
end[0]= mat[3][0]+ la->clipend*lavec[0];
end[1]= mat[3][1]+ la->clipend*lavec[1];
end[2]= mat[3][2]+ la->clipend*lavec[2];
glBegin(GL_LINE_STRIP);
glVertex3fv(sta);
glVertex3fv(end);
glEnd();
glPointSize(3.0);
bglBegin(GL_POINTS);
bglVertex3fv(sta);
bglVertex3fv(end);
bglEnd();
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glPointSize(1.0);
}
static void spotvolume(float *lvec, float *vvec, float inp)
{
/* camera is at 0,0,0 */
float temp[3],plane[3],mat1[3][3],mat2[3][3],mat3[3][3],mat4[3][3],q[4],co,si,angle;
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Normalize(lvec);
Normalize(vvec); /* is this the correct vector ? */
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Crossf(temp,vvec,lvec); /* equation for a plane through vvec en lvec */
Crossf(plane,lvec,temp); /* a plane perpendicular to this, parrallel with lvec */
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Normalize(plane);
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/* now we've got two equations: one of a cone and one of a plane, but we have
three unknowns. We remove one unkown by rotating the plane to z=0 (the plane normal) */
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/* rotate around cross product vector of (0,0,1) and plane normal, dot product degrees */
/* according definition, we derive cross product is (plane[1],-plane[0],0), en cos = plane[2]);*/
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/* translating this comment to english didnt really help me understanding the math! :-) (ton) */
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q[1] = plane[1] ;
q[2] = -plane[0] ;
q[3] = 0 ;
Normalize(&q[1]);
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angle = saacos(plane[2])/2.0;
co = cos(angle);
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si = sqrt(1-co*co);
q[0] = co;
q[1] *= si;
q[2] *= si;
q[3] = 0;
QuatToMat3(q,mat1);
/* rotate lamp vector now over acos(inp) degrees */
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vvec[0] = lvec[0] ;
vvec[1] = lvec[1] ;
vvec[2] = lvec[2] ;
Mat3One(mat2);
co = inp;
si = sqrt(1-inp*inp);
mat2[0][0] = co;
mat2[1][0] = -si;
mat2[0][1] = si;
mat2[1][1] = co;
Mat3MulMat3(mat3,mat2,mat1);
mat2[1][0] = si;
mat2[0][1] = -si;
Mat3MulMat3(mat4,mat2,mat1);
Mat3Transp(mat1);
Mat3MulMat3(mat2,mat1,mat3);
Mat3MulVecfl(mat2,lvec);
Mat3MulMat3(mat2,mat1,mat4);
Mat3MulVecfl(mat2,vvec);
return;
}
static void drawlamp(Object *ob)
{
Lamp *la;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
View3D *v3d= G.vd;
float vec[3], lvec[3], vvec[3], circrad, x,y,z;
float pixsize, lampsize;
float imat[4][4], curcol[4];
char col[4];
2002-10-12 11:37:38 +00:00
la= ob->data;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* we first draw only the screen aligned & fixed scale stuff */
glPushMatrix();
myloadmatrix(G.vd->viewmat);
/* lets calculate the scale: */
pixsize= v3d->persmat[0][3]*ob->obmat[3][0]+ v3d->persmat[1][3]*ob->obmat[3][1]+ v3d->persmat[2][3]*ob->obmat[3][2]+ v3d->persmat[3][3];
pixsize*= v3d->pixsize;
lampsize= pixsize*((float)U.obcenter_dia*0.5f);
/* and view aligned matrix: */
Mat4CpyMat4(imat, G.vd->viewinv);
Normalize(imat[0]);
Normalize(imat[1]);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* for AA effects */
glGetFloatv(GL_CURRENT_COLOR, curcol);
curcol[3]= 0.6;
glColor4fv(curcol);
if(ob->id.us>1) {
if (ob==OBACT || (ob->flag & SELECT)) glColor4ub(0x88, 0xFF, 0xFF, 155);
else glColor4ub(0x77, 0xCC, 0xCC, 155);
}
/* Inner Circle */
VECCOPY(vec, ob->obmat[3]);
glEnable(GL_BLEND);
drawcircball(GL_LINE_LOOP, vec, lampsize, imat);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
glDisable(GL_BLEND);
drawcircball(GL_POLYGON, vec, lampsize, imat);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* restore */
if(ob->id.us>1)
glColor4fv(curcol);
/* Outer circle */
circrad = 3.0f*lampsize;
drawcircball(GL_LINE_LOOP, vec, circrad, imat);
2002-10-12 11:37:38 +00:00
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
setlinestyle(3);
/* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
if (la->type!=LA_HEMI) {
if ((la->mode & LA_SHAD_RAY) ||
((la->mode & LA_SHAD_BUF) && (la->type==LA_SPOT)) )
{
drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f*pixsize, imat);
}
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
}
/* draw the pretty sun rays */
if(la->type==LA_SUN) {
float v1[3], v2[3], mat[3][3];
short axis;
/* setup a 45 degree rotation matrix */
VecRotToMat3(imat[2], M_PI/4.0f, mat);
2002-10-12 11:37:38 +00:00
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* vectors */
VECCOPY(v1, imat[0]);
VecMulf(v1, circrad*1.2f);
VECCOPY(v2, imat[0]);
VecMulf(v2, circrad*2.5f);
/* center */
glTranslatef(vec[0], vec[1], vec[2]);
setlinestyle(3);
glBegin(GL_LINES);
for (axis=0; axis<8; axis++) {
glVertex3fv(v1);
glVertex3fv(v2);
Mat3MulVecfl(mat, v1);
Mat3MulVecfl(mat, v2);
}
glEnd();
glTranslatef(-vec[0], -vec[1], -vec[2]);
}
if (la->type==LA_LOCAL) {
if(la->mode & LA_SPHERE) {
drawcircball(GL_LINE_LOOP, vec, la->dist, imat);
}
/* yafray: for photonlight also draw lightcone as for spot */
}
glPopMatrix(); /* back in object space */
vec[0]= vec[1]= vec[2]= 0.0f;
if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) {
2002-10-12 11:37:38 +00:00
lvec[0]=lvec[1]= 0.0;
lvec[2] = 1.0;
x = G.vd->persmat[0][2];
y = G.vd->persmat[1][2];
z = G.vd->persmat[2][2];
vvec[0]= x*ob->obmat[0][0] + y*ob->obmat[0][1] + z*ob->obmat[0][2];
vvec[1]= x*ob->obmat[1][0] + y*ob->obmat[1][1] + z*ob->obmat[1][2];
vvec[2]= x*ob->obmat[2][0] + y*ob->obmat[2][1] + z*ob->obmat[2][2];
y = cos( M_PI*la->spotsize/360.0 );
spotvolume(lvec, vvec, y);
x = -la->dist;
lvec[0] *= x ;
lvec[1] *= x ;
lvec[2] *= x;
vvec[0] *= x ;
vvec[1] *= x ;
vvec[2] *= x;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* draw the angled sides of the cone */
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glBegin(GL_LINE_STRIP);
glVertex3fv(vvec);
glVertex3fv(vec);
glVertex3fv(lvec);
glEnd();
z = x*sqrt(1.0 - y*y);
x *= y;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* draw the circle/square at the end of the cone */
glTranslatef(0.0, 0.0 , x);
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if(la->mode & LA_SQUARE) {
vvec[0]= fabs(z);
vvec[1]= fabs(z);
vvec[2]= 0.0;
glBegin(GL_LINE_LOOP);
glVertex3fv(vvec);
vvec[1]= -fabs(z);
glVertex3fv(vvec);
vvec[0]= -fabs(z);
glVertex3fv(vvec);
vvec[1]= fabs(z);
glVertex3fv(vvec);
glEnd();
}
else circ(0.0, 0.0, fabs(z));
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* draw the circle/square representing spotbl */
if(la->type==LA_SPOT) {
float spotblcirc = fabs(z)*(1 - pow(la->spotblend, 2));
/* make sure the line is always visible - prevent it from reaching the outer border (or 0)
* values are kinda arbitrary - just what seemed to work well */
if (spotblcirc == 0) spotblcirc = 0.15;
else if (spotblcirc == fabs(z)) spotblcirc = fabs(z) - 0.07;
circ(0.0, 0.0, spotblcirc);
}
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}
else if ELEM(la->type, LA_HEMI, LA_SUN) {
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* draw the line from the circle along the dist */
2002-10-12 11:37:38 +00:00
glBegin(GL_LINE_STRIP);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
vec[2] = -circrad;
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glVertex3fv(vec);
vec[2]= -la->dist;
glVertex3fv(vec);
glEnd();
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
if(la->type==LA_HEMI) {
/* draw the hemisphere curves */
short axis, steps, dir;
float outdist, zdist, mul;
vec[0]=vec[1]=vec[2]= 0.0;
outdist = 0.14; mul = 1.4; dir = 1;
2002-10-12 11:37:38 +00:00
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
setlinestyle(4);
/* loop over the 4 compass points, and draw each arc as a LINE_STRIP */
for (axis=0; axis<4; axis++) {
float v[3]= {0.0, 0.0, 0.0};
zdist = 0.02;
glBegin(GL_LINE_STRIP);
for (steps=0; steps<6; steps++) {
if (axis == 0 || axis == 1) { /* x axis up, x axis down */
/* make the arcs start at the edge of the energy circle */
if (steps == 0) v[0] = dir*circrad;
else v[0] = v[0] + dir*(steps*outdist);
} else if (axis == 2 || axis == 3) { /* y axis up, y axis down */
/* make the arcs start at the edge of the energy circle */
if (steps == 0) v[1] = dir*circrad;
else v[1] = v[1] + dir*(steps*outdist);
}
v[2] = v[2] - steps*zdist;
glVertex3fv(v);
zdist = zdist * mul;
}
glEnd();
/* flip the direction */
dir = -dir;
}
2002-10-12 11:37:38 +00:00
}
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
} else if(la->type==LA_AREA) {
setlinestyle(3);
if(la->area_shape==LA_AREA_SQUARE)
fdrawbox(-la->area_size*0.5, -la->area_size*0.5, la->area_size*0.5, la->area_size*0.5);
else if(la->area_shape==LA_AREA_RECT)
fdrawbox(-la->area_size*0.5, -la->area_sizey*0.5, la->area_size*0.5, la->area_sizey*0.5);
glBegin(GL_LINE_STRIP);
glVertex3f(0.0,0.0,-circrad);
glVertex3f(0.0,0.0,-la->dist);
glEnd();
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}
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
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/* and back to viewspace */
myloadmatrix(G.vd->viewmat);
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VECCOPY(vec, ob->obmat[3]);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
setlinestyle(0);
if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF) ) {
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
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drawshadbuflimits(la, ob->obmat);
}
BIF_GetThemeColor4ubv(TH_LAMP, col);
glColor4ub(col[0], col[1], col[2], col[3]);
glEnable(GL_BLEND);
if (vec[2]>0) vec[2] -= circrad;
else vec[2] += circrad;
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glBegin(GL_LINE_STRIP);
glVertex3fv(vec);
vec[2]= 0;
glVertex3fv(vec);
glEnd();
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
glPointSize(2.0);
glBegin(GL_POINTS);
glVertex3fv(vec);
glEnd();
glPointSize(1.0);
glDisable(GL_BLEND);
/* restore for drawing extra stuff */
glColor3fv(curcol);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
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}
static void draw_limit_line(float sta, float end, unsigned int col)
{
glBegin(GL_LINES);
glVertex3f(0.0, 0.0, -sta);
glVertex3f(0.0, 0.0, -end);
glEnd();
glPointSize(3.0);
glBegin(GL_POINTS);
cpack(col);
glVertex3f(0.0, 0.0, -sta);
glVertex3f(0.0, 0.0, -end);
glEnd();
glPointSize(1.0);
}
/* yafray: draw camera focus point (cross, similar to aqsis code in tuhopuu) */
/* qdn: now also enabled for Blender to set focus point for defocus composit node */
static void draw_focus_cross(float dist, float size)
{
glBegin(GL_LINES);
glVertex3f(-size, 0.f, -dist);
glVertex3f(size, 0.f, -dist);
glVertex3f(0.f, -size, -dist);
glVertex3f(0.f, size, -dist);
glEnd();
}
/* flag similar to draw_object() */
static void drawcamera(Object *ob, int flag)
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{
/* a standing up pyramid with (0,0,0) as top */
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Camera *cam;
World *wrld;
float vec[8][4], tmat[4][4], fac, facx, facy, depth;
int i;
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cam= ob->data;
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glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
if(G.vd->persp>=2 && cam->type==CAM_ORTHO && ob==G.vd->camera) {
facx= 0.5*cam->ortho_scale*1.28;
facy= 0.5*cam->ortho_scale*1.024;
depth= -cam->clipsta-0.1;
}
else {
fac= cam->drawsize;
if(G.vd->persp>=2 && ob==G.vd->camera) fac= cam->clipsta+0.1; /* that way it's always visible */
depth= - fac*cam->lens/16.0;
facx= fac*1.28;
facy= fac*1.024;
}
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vec[0][0]= 0.0; vec[0][1]= 0.0; vec[0][2]= 0.001; /* GLBUG: for picking at iris Entry (well thats old!) */
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vec[1][0]= facx; vec[1][1]= facy; vec[1][2]= depth;
vec[2][0]= facx; vec[2][1]= -facy; vec[2][2]= depth;
vec[3][0]= -facx; vec[3][1]= -facy; vec[3][2]= depth;
vec[4][0]= -facx; vec[4][1]= facy; vec[4][2]= depth;
glBegin(GL_LINE_LOOP);
glVertex3fv(vec[1]);
glVertex3fv(vec[2]);
glVertex3fv(vec[3]);
glVertex3fv(vec[4]);
glEnd();
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if(G.vd->persp>=2 && ob==G.vd->camera) return;
glBegin(GL_LINE_STRIP);
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glVertex3fv(vec[2]);
glVertex3fv(vec[0]);
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glVertex3fv(vec[1]);
glVertex3fv(vec[4]);
glVertex3fv(vec[0]);
glVertex3fv(vec[3]);
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glEnd();
/* arrow on top */
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vec[0][2]= depth;
/* draw an outline arrow for inactive cameras and filled
* for active cameras. We actually draw both outline+filled
* for active cameras so the wire can be seen side-on */
for (i=0;i<2;i++) {
if (i==0) glBegin(GL_LINE_LOOP);
else if (i==1 && (ob == G.vd->camera)) glBegin(GL_TRIANGLES);
else break;
vec[0][0]= -0.7*cam->drawsize;
vec[0][1]= 1.1*cam->drawsize;
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glVertex3fv(vec[0]);
vec[0][0]= 0.0;
vec[0][1]= 1.8*cam->drawsize;
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glVertex3fv(vec[0]);
vec[0][0]= 0.7*cam->drawsize;
vec[0][1]= 1.1*cam->drawsize;
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glVertex3fv(vec[0]);
glEnd();
}
if(flag==0) {
if(cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
myloadmatrix(G.vd->viewmat);
Mat4CpyMat4(vec, ob->obmat);
Mat4Ortho(vec);
mymultmatrix(vec);
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MTC_Mat4SwapMat4(G.vd->persmat, tmat);
mygetsingmatrix(G.vd->persmat);
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if(cam->flag & CAM_SHOWLIMITS) {
draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF);
/* qdn: was yafray only, now also enabled for Blender to be used with defocus composit node */
draw_focus_cross(dof_camera(ob), cam->drawsize);
}
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wrld= G.scene->world;
if(cam->flag & CAM_SHOWMIST)
if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
MTC_Mat4SwapMat4(G.vd->persmat, tmat);
}
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}
}
static void lattice_draw_verts(Lattice *lt, DispList *dl, short sel)
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{
BPoint *bp = lt->def;
float *co = dl?dl->verts:NULL;
int u, v, w;
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BIF_ThemeColor(sel?TH_VERTEX_SELECT:TH_VERTEX);
glPointSize(BIF_GetThemeValuef(TH_VERTEX_SIZE));
bglBegin(GL_POINTS);
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for(w=0; w<lt->pntsw; w++) {
int wxt = (w==0 || w==lt->pntsw-1);
for(v=0; v<lt->pntsv; v++) {
int vxt = (v==0 || v==lt->pntsv-1);
for(u=0; u<lt->pntsu; u++, bp++, co+=3) {
int uxt = (u==0 || u==lt->pntsu-1);
if(!(lt->flag & LT_OUTSIDE) || uxt || vxt || wxt) {
if(bp->hide==0) {
if((bp->f1 & 1)==sel) {
bglVertex3fv(dl?co:bp->vec);
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}
}
}
}
}
}
glPointSize(1.0);
bglEnd();
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}
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
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void lattice_foreachScreenVert(void (*func)(void *userData, BPoint *bp, int x, int y), void *userData)
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{
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
int i, N = editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
DispList *dl = find_displist(&G.obedit->disp, DL_VERTS);
float *co = dl?dl->verts:NULL;
BPoint *bp = editLatt->def;
float pmat[4][4], vmat[4][4];
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
short s[2];
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view3d_get_object_project_mat(curarea, G.obedit, pmat, vmat);
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for (i=0; i<N; i++, bp++, co+=3) {
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
if (bp->hide==0) {
view3d_project_short_clip(curarea, dl?co:bp->vec, s, pmat, vmat);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
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func(userData, bp, s[0], s[1]);
}
}
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}
static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, int use_wcol)
{
int index = ((w*lt->pntsv + v)*lt->pntsu) + u;
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if(use_wcol) {
float col[3];
MDeformWeight *mdw= get_defweight (lt->dvert+index, use_wcol-1);
weight_to_rgb(mdw?mdw->weight:0.0f, col, col+1, col+2);
glColor3fv(col);
}
if (dl) {
glVertex3fv(&dl->verts[index*3]);
} else {
glVertex3fv(lt->def[index].vec);
}
}
/* lattice color is hardcoded, now also shows weightgroup values in edit mode */
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static void drawlattice(Object *ob)
{
Lattice *lt;
DispList *dl;
int u, v, w;
int use_wcol= 0;
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lt= (ob==G.obedit)?editLatt:ob->data;
dl= find_displist(&ob->disp, DL_VERTS);
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if(ob==G.obedit) {
cpack(0x004000);
if(ob->defbase.first && lt->dvert) {
use_wcol= ob->actdef;
glShadeModel(GL_SMOOTH);
}
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}
glBegin(GL_LINES);
for(w=0; w<lt->pntsw; w++) {
int wxt = (w==0 || w==lt->pntsw-1);
for(v=0; v<lt->pntsv; v++) {
int vxt = (v==0 || v==lt->pntsv-1);
for(u=0; u<lt->pntsu; u++) {
int uxt = (u==0 || u==lt->pntsu-1);
if(w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u, v, w-1, use_wcol);
drawlattice__point(lt, dl, u, v, w, use_wcol);
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}
if(v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u, v-1, w, use_wcol);
drawlattice__point(lt, dl, u, v, w, use_wcol);
}
if(u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u-1, v, w, use_wcol);
drawlattice__point(lt, dl, u, v, w, use_wcol);
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}
}
}
}
glEnd();
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/* restoration for weight colors */
if(use_wcol)
glShadeModel(GL_FLAT);
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if(ob==G.obedit) {
if(G.vd->zbuf) glDisable(GL_DEPTH_TEST);
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lattice_draw_verts(lt, dl, 0);
lattice_draw_verts(lt, dl, 1);
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if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
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}
}
/* ***************** ******************** */
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
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
{
struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; int clipVerts; float pmat[4][4], vmat[4][4]; } *data = userData;
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditVert *eve = EM_get_vert_for_index(index);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
short s[2];
if (eve->h==0) {
if (data->clipVerts) {
view3d_project_short_clip(curarea, co, s, data->pmat, data->vmat);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
} else {
view3d_project_short_noclip(curarea, co, s, data->pmat);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
data->func(data->userData, eve, s[0], s[1], index);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
}
}
void mesh_foreachScreenVert(void (*func)(void *userData, EditVert *eve, int x, int y, int index), void *userData, int clipVerts)
{
struct { void (*func)(void *userData, EditVert *eve, int x, int y, int index); void *userData; int clipVerts; float pmat[4][4], vmat[4][4]; } data;
DerivedMesh *dm = editmesh_get_derived_cage(CD_MASK_BAREMESH);
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
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
data.func = func;
data.userData = userData;
data.clipVerts = clipVerts;
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
view3d_get_object_project_mat(curarea, G.obedit, data.pmat, data.vmat);
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
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EM_init_index_arrays(1, 0, 0);
dm->foreachMappedVert(dm, mesh_foreachScreenVert__mapFunc, &data);
EM_free_index_arrays();
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
dm->release(dm);
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
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0co, float *v1co)
2002-10-12 11:37:38 +00:00
{
struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; int clipVerts; float pmat[4][4], vmat[4][4]; } *data = userData;
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditEdge *eed = EM_get_edge_for_index(index);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
short s[2][2];
2002-10-12 11:37:38 +00:00
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
if (eed->h==0) {
if (data->clipVerts==1) {
view3d_project_short_clip(curarea, v0co, s[0], data->pmat, data->vmat);
view3d_project_short_clip(curarea, v1co, s[1], data->pmat, data->vmat);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
} else {
view3d_project_short_noclip(curarea, v0co, s[0], data->pmat);
view3d_project_short_noclip(curarea, v1co, s[1], data->pmat);
2002-10-12 11:37:38 +00:00
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
if (data->clipVerts==2) {
if (!(s[0][0]>=0 && s[0][1]>= 0 && s[0][0]<curarea->winx && s[0][1]<curarea->winy))
if (!(s[1][0]>=0 && s[1][1]>= 0 && s[1][0]<curarea->winx && s[1][1]<curarea->winy))
return;
}
2002-10-12 11:37:38 +00:00
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
}
2002-10-12 11:37:38 +00:00
}
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
void mesh_foreachScreenEdge(void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts)
2002-10-12 11:37:38 +00:00
{
struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; int clipVerts; float pmat[4][4], vmat[4][4]; } data;
DerivedMesh *dm = editmesh_get_derived_cage(CD_MASK_BAREMESH);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
data.func = func;
data.userData = userData;
data.clipVerts = clipVerts;
2002-10-12 11:37:38 +00:00
view3d_get_object_project_mat(curarea, G.obedit, data.pmat, data.vmat);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EM_init_index_arrays(0, 1, 0);
dm->foreachMappedEdge(dm, mesh_foreachScreenEdge__mapFunc, &data);
EM_free_index_arrays();
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
dm->release(dm);
2002-10-12 11:37:38 +00:00
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *cent, float *no)
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
{
struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; float pmat[4][4], vmat[4][4]; } *data = userData;
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditFace *efa = EM_get_face_for_index(index);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
short s[2];
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
if (efa && efa->h==0 && efa->fgonf!=EM_FGON) {
view3d_project_short_clip(curarea, cent, s, data->pmat, data->vmat);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
data->func(data->userData, efa, s[0], s[1], index);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
}
}
void mesh_foreachScreenFace(void (*func)(void *userData, EditFace *efa, int x, int y, int index), void *userData)
{
struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; float pmat[4][4], vmat[4][4]; } data;
DerivedMesh *dm = editmesh_get_derived_cage(CD_MASK_BAREMESH);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
data.func = func;
data.userData = userData;
view3d_get_object_project_mat(curarea, G.obedit, data.pmat, data.vmat);
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EM_init_index_arrays(0, 0, 1);
dm->foreachMappedFaceCenter(dm, mesh_foreachScreenFace__mapFunc, &data);
EM_free_index_arrays();
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
dm->release(dm);
}
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
void nurbs_foreachScreenVert(void (*func)(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y), void *userData)
2002-10-12 11:37:38 +00:00
{
float pmat[4][4], vmat[4][4];
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
short s[2];
Nurb *nu;
int i;
2002-10-12 11:37:38 +00:00
view3d_get_object_project_mat(curarea, G.obedit, pmat, vmat);
2002-10-12 11:37:38 +00:00
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
for (nu= editNurb.first; nu; nu=nu->next) {
if((nu->type & 7)==CU_BEZIER) {
for (i=0; i<nu->pntsu; i++) {
BezTriple *bezt = &nu->bezt[i];
if(bezt->hide==0) {
view3d_project_short_clip(curarea, bezt->vec[0], s, pmat, vmat);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
func(userData, nu, NULL, bezt, 0, s[0], s[1]);
view3d_project_short_clip(curarea, bezt->vec[1], s, pmat, vmat);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
func(userData, nu, NULL, bezt, 1, s[0], s[1]);
view3d_project_short_clip(curarea, bezt->vec[2], s, pmat, vmat);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
func(userData, nu, NULL, bezt, 2, s[0], s[1]);
}
2002-10-12 11:37:38 +00:00
}
}
else {
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
for (i=0; i<nu->pntsu*nu->pntsv; i++) {
BPoint *bp = &nu->bp[i];
if(bp->hide==0) {
view3d_project_short_clip(curarea, bp->vec, s, pmat, vmat);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
func(userData, nu, bp, NULL, -1, s[0], s[1]);
}
2002-10-12 11:37:38 +00:00
}
}
}
}
/* ************** DRAW MESH ****************** */
/* First section is all the "simple" draw routines,
* ones that just pass some sort of primitive to GL,
* with perhaps various options to control lighting,
* color, etc.
*
* These routines should not have user interface related
* logic!!!
*/
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static void draw_dm_face_normals__mapFunc(void *userData, int index, float *cent, float *no)
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditFace *efa = EM_get_face_for_index(index);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
if (efa->h==0 && efa->fgonf!=EM_FGON) {
glVertex3fv(cent);
glVertex3f( cent[0] + no[0]*G.scene->editbutsize,
cent[1] + no[1]*G.scene->editbutsize,
cent[2] + no[2]*G.scene->editbutsize);
}
}
static void draw_dm_face_normals(DerivedMesh *dm) {
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
glBegin(GL_LINES);
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
dm->foreachMappedFaceCenter(dm, draw_dm_face_normals__mapFunc, 0);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
glEnd();
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static void draw_dm_face_centers__mapFunc(void *userData, int index, float *cent, float *no)
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditFace *efa = EM_get_face_for_index(index);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
int sel = *((int*) userData);
if (efa->h==0 && efa->fgonf!=EM_FGON && (efa->f&SELECT)==sel) {
bglVertex3fv(cent);
}
}
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
static void draw_dm_face_centers(DerivedMesh *dm, int sel)
{
bglBegin(GL_POINTS);
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
dm->foreachMappedFaceCenter(dm, draw_dm_face_centers__mapFunc, &sel);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
bglEnd();
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static void draw_dm_vert_normals__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditVert *eve = EM_get_vert_for_index(index);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
if (eve->h==0) {
glVertex3fv(co);
if (no_f) {
glVertex3f( co[0] + no_f[0]*G.scene->editbutsize,
co[1] + no_f[1]*G.scene->editbutsize,
co[2] + no_f[2]*G.scene->editbutsize);
} else {
glVertex3f( co[0] + no_s[0]*G.scene->editbutsize/32767.0f,
co[1] + no_s[1]*G.scene->editbutsize/32767.0f,
co[2] + no_s[2]*G.scene->editbutsize/32767.0f);
}
}
}
static void draw_dm_vert_normals(DerivedMesh *dm) {
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
glBegin(GL_LINES);
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
dm->foreachMappedVert(dm, draw_dm_vert_normals__mapFunc, NULL);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
glEnd();
}
/* Draw verts with color set based on selection */
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static void draw_dm_verts__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
{
struct { int sel; EditVert *eve_act; } * data = userData;
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditVert *eve = EM_get_vert_for_index(index);
if (eve->h==0 && (eve->f&SELECT)==data->sel) {
/* draw active larger - need to stop/start point drawing for this :/ */
if (eve==data->eve_act) {
float size = BIF_GetThemeValuef(TH_VERTEX_SIZE);
BIF_ThemeColor4(TH_EDITMESH_ACTIVE);
bglEnd();
glPointSize(size+3);
bglBegin(GL_POINTS);
bglVertex3fv(co);
bglEnd();
BIF_ThemeColor4(TH_VERTEX_SELECT);
glPointSize(size);
bglBegin(GL_POINTS);
} else {
bglVertex3fv(co);
}
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
}
}
static void draw_dm_verts(DerivedMesh *dm, int sel, EditVert *eve_act)
{
struct { int sel; EditVert *eve_act; } data;
data.sel = sel;
data.eve_act = eve_act;
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, draw_dm_verts__mapFunc, &data);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
bglEnd();
}
/* Draw edges with color set based on selection */
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static int draw_dm_edges_sel__setDrawOptions(void *userData, int index)
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditEdge *eed = EM_get_edge_for_index(index);
//unsigned char **cols = userData, *col;
struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } * data = userData;
unsigned char *col;
if (eed->h==0) {
if (eed==data->eed_act) {
glColor4ubv(data->actCol);
} else {
if (eed->f&SELECT) {
col = data->selCol;
} else {
col = data->baseCol;
}
/* no alpha, this is used so a transparent color can disable drawing unselected edges in editmode */
if (col[3]==0) return 0;
glColor4ubv(col);
}
return 1;
} else {
return 0;
}
}
static void draw_dm_edges_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditEdge *eed_act)
{
struct { unsigned char *baseCol, *selCol, *actCol; EditEdge *eed_act; } data;
data.baseCol = baseCol;
data.selCol = selCol;
data.actCol = actCol;
data.eed_act = eed_act;
dm->drawMappedEdges(dm, draw_dm_edges_sel__setDrawOptions, &data);
}
/* Draw edges */
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static int draw_dm_edges__setDrawOptions(void *userData, int index)
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
return EM_get_edge_for_index(index)->h==0;
}
static void draw_dm_edges(DerivedMesh *dm)
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
dm->drawMappedEdges(dm, draw_dm_edges__setDrawOptions, NULL);
}
/* Draw edges with color interpolated based on selection */
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static int draw_dm_edges_sel_interp__setDrawOptions(void *userData, int index)
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
return EM_get_edge_for_index(index)->h==0;
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static void draw_dm_edges_sel_interp__setDrawInterpOptions(void *userData, int index, float t)
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditEdge *eed = EM_get_edge_for_index(index);
unsigned char **cols = userData;
unsigned char *col0 = cols[(eed->v1->f&SELECT)?1:0];
unsigned char *col1 = cols[(eed->v2->f&SELECT)?1:0];
glColor4ub( col0[0] + (col1[0]-col0[0])*t,
col0[1] + (col1[1]-col0[1])*t,
col0[2] + (col1[2]-col0[2])*t,
col0[3] + (col1[3]-col0[3])*t);
}
static void draw_dm_edges_sel_interp(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol)
{
unsigned char *cols[2];
cols[0] = baseCol;
cols[1] = selCol;
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
dm->drawMappedEdgesInterp(dm, draw_dm_edges_sel_interp__setDrawOptions, draw_dm_edges_sel_interp__setDrawInterpOptions, cols);
}
/* Draw only seam edges */
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static int draw_dm_edges_seams__setDrawOptions(void *userData, int index)
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditEdge *eed = EM_get_edge_for_index(index);
return (eed->h==0 && eed->seam);
}
static void draw_dm_edges_seams(DerivedMesh *dm)
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
dm->drawMappedEdges(dm, draw_dm_edges_seams__setDrawOptions, NULL);
}
/* Draw only sharp edges */
static int draw_dm_edges_sharp__setDrawOptions(void *userData, int index)
{
EditEdge *eed = EM_get_edge_for_index(index);
return (eed->h==0 && eed->sharp);
}
static void draw_dm_edges_sharp(DerivedMesh *dm)
{
dm->drawMappedEdges(dm, draw_dm_edges_sharp__setDrawOptions, NULL);
}
/* Draw faces with color set based on selection
* return 2 for the active face so it renders with stipple enabled */
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *drawSmooth_r)
{
struct { unsigned char *cols[3]; EditFace *efa_act; } * data = userData;
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditFace *efa = EM_get_face_for_index(index);
unsigned char *col;
if (efa->h==0) {
if (efa == data->efa_act) {
glColor4ubv(data->cols[2]);
return 2; /* stipple */
} else {
col = data->cols[(efa->f&SELECT)?1:0];
if (col[3]==0) return 0;
glColor4ubv(col);
return 1;
}
}
return 0;
}
/* also draws the active face */
static void draw_dm_faces_sel(DerivedMesh *dm, unsigned char *baseCol, unsigned char *selCol, unsigned char *actCol, EditFace *efa_act)
{
struct { unsigned char *cols[3]; EditFace *efa_act; } data;
data.cols[0] = baseCol;
data.cols[1] = selCol;
data.cols[2] = actCol;
data.efa_act = efa_act;
dm->drawMappedFaces(dm, draw_dm_faces_sel__setDrawOptions, &data, 0);
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static int draw_dm_creases__setDrawOptions(void *userData, int index)
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditEdge *eed = EM_get_edge_for_index(index);
if (eed->h==0 && eed->crease!=0.0) {
BIF_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, eed->crease);
return 1;
} else {
return 0;
}
}
static void draw_dm_creases(DerivedMesh *dm)
{
glLineWidth(3.0);
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
dm->drawMappedEdges(dm, draw_dm_creases__setDrawOptions, NULL);
glLineWidth(1.0);
}
/* Second section of routines: Combine first sets to form fancy
* drawing routines (for example rendering twice to get overlays).
*
* Also includes routines that are basic drawing but are too
* specialized to be split out (like drawing creases or measurements).
*/
/* EditMesh drawing routines*/
static void draw_em_fancy_verts(EditMesh *em, DerivedMesh *cageDM, EditVert *eve_act)
2002-10-12 11:37:38 +00:00
{
int sel;
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if(G.vd->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select
2002-10-12 11:37:38 +00:00
for (sel=0; sel<2; sel++) {
char col[4], fcol[4];
int pass;
BIF_GetThemeColor3ubv(sel?TH_VERTEX_SELECT:TH_VERTEX, col);
BIF_GetThemeColor3ubv(sel?TH_FACE_DOT:TH_WIRE, fcol);
for (pass=0; pass<2; pass++) {
float size = BIF_GetThemeValuef(TH_VERTEX_SIZE);
float fsize = BIF_GetThemeValuef(TH_FACEDOT_SIZE);
if (pass==0) {
if(G.vd->zbuf && !(G.vd->flag&V3D_ZBUF_SELECT)) {
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
} else {
continue;
}
size = (size>2.1?size/2.0:size);
fsize = (fsize>2.1?fsize/2.0:fsize);
col[3] = fcol[3] = 100;
} else {
col[3] = fcol[3] = 255;
}
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
glPointSize(size);
glColor4ubv((GLubyte *)col);
draw_dm_verts(cageDM, sel, eve_act);
2002-10-12 11:37:38 +00:00
}
if( (G.scene->selectmode & SCE_SELECT_FACE) &&
(G.vd->drawtype<=OB_SOLID)
) {
glPointSize(fsize);
glColor4ubv((GLubyte *)fcol);
draw_dm_face_centers(cageDM, sel);
}
if (pass==0) {
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
2002-10-12 11:37:38 +00:00
}
}
}
if(G.vd->zbuf) glDepthMask(1);
glPointSize(1.0);
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}
static void draw_em_fancy_edges(DerivedMesh *cageDM, short sel_only, EditEdge *eed_act)
{
int pass;
unsigned char wireCol[4], selCol[4], actCol[4];
2002-10-12 11:37:38 +00:00
/* since this function does transparant... */
BIF_GetThemeColor3ubv(TH_EDGE_SELECT, (char *)selCol);
BIF_GetThemeColor3ubv(TH_WIRE, (char *)wireCol);
BIF_GetThemeColor3ubv(TH_EDITMESH_ACTIVE, (char *)actCol);
/* when sel only is used, dont render wire, only selected, this is used for
* textured draw mode when the 'edges' option is disabled */
if (sel_only)
wireCol[3] = 0;
2002-10-12 11:37:38 +00:00
for (pass=0; pass<2; pass++) {
/* show wires in transparant when no zbuf clipping for select */
if (pass==0) {
if (G.vd->zbuf && (G.vd->flag & V3D_ZBUF_SELECT)==0) {
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
selCol[3] = 85;
if (!sel_only) wireCol[3] = 85;
} else {
continue;
}
} else {
selCol[3] = 255;
if (!sel_only) wireCol[3] = 255;
}
2002-10-12 11:37:38 +00:00
if(G.scene->selectmode == SCE_SELECT_FACE) {
draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
}
else if( (G.f & G_DRAWEDGES) || (G.scene->selectmode & SCE_SELECT_EDGE) ) {
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
if(cageDM->drawMappedEdgesInterp && (G.scene->selectmode & SCE_SELECT_VERTEX)) {
glShadeModel(GL_SMOOTH);
draw_dm_edges_sel_interp(cageDM, wireCol, selCol);
glShadeModel(GL_FLAT);
} else {
draw_dm_edges_sel(cageDM, wireCol, selCol, actCol, eed_act);
2002-10-12 11:37:38 +00:00
}
}
else {
if (!sel_only) {
glColor4ubv(wireCol);
draw_dm_edges(cageDM);
}
2002-10-12 11:37:38 +00:00
}
if (pass==0) {
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
}
}
2002-10-12 11:37:38 +00:00
#ifdef WITH_VERSE
/*
* draw some debug info about verse mesh (vertex indexes,
* face indexes, status of )
*/
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
static void draw_verse_debug(Object *ob, EditMesh *em)
{
struct EditVert *eve=NULL;
struct EditFace *efa=NULL;
float v1[3], v2[3], v3[3], v4[3], fvec[3], col[3];
char val[32];
if(G.vd->zbuf && (G.vd->flag & V3D_ZBUF_SELECT)==0)
glDisable(GL_DEPTH_TEST);
if(G.vd->zbuf) bglPolygonOffset(5.0);
BIF_GetThemeColor3fv(TH_TEXT, col);
/* make color a bit more red */
if(col[0]> 0.5) {col[1]*=0.7; col[2]*= 0.7;}
else col[0]= col[0]*0.7 + 0.3;
glColor3fv(col);
/* draw IDs of verse vertexes */
for(eve = em->verts.first; eve; eve = eve->next) {
if(eve->vvert) {
VecLerpf(fvec, ob->loc, eve->co, 1.1);
glRasterPos3f(fvec[0], fvec[1], fvec[2]);
sprintf(val, "%d", ((VerseVert*)eve->vvert)->id);
BMF_DrawString(G.fonts, val);
}
}
/* draw IDs of verse faces */
for(efa = em->faces.first; efa; efa = efa->next) {
if(efa->vface) {
VECCOPY(v1, efa->v1->co);
VECCOPY(v2, efa->v2->co);
VECCOPY(v3, efa->v3->co);
if(efa->v4) {
VECCOPY(v4, efa->v4->co);
glRasterPos3f(0.25*(v1[0]+v2[0]+v3[0]+v4[0]),
0.25*(v1[1]+v2[1]+v3[1]+v4[1]),
0.25*(v1[2]+v2[2]+v3[2]+v4[2]));
}
else {
glRasterPos3f((v1[0]+v2[0]+v3[0])/3,
(v1[1]+v2[1]+v3[1])/3,
(v1[2]+v2[2]+v3[2])/3);
}
sprintf(val, "%d", ((VerseFace*)efa->vface)->id);
BMF_DrawString(G.fonts, val);
}
}
if(G.vd->zbuf) {
glEnable(GL_DEPTH_TEST);
bglPolygonOffset(0.0);
}
}
#endif
static void draw_em_measure_stats(Object *ob, EditMesh *em)
{
EditEdge *eed;
EditFace *efa;
float v1[3], v2[3], v3[3], v4[3];
float fvec[3];
char val[32]; /* Stores the measurement display text here */
char conv_float[5]; /* Use a float conversion matching the grid size */
float area, col[3]; /* area of the face, color of the text to draw */
/* make the precission of the pronted value proportionate to the gridsize */
if ((G.vd->grid) < 0.01)
strcpy(conv_float, "%.6f");
else if ((G.vd->grid) < 0.1)
strcpy(conv_float, "%.5f");
else if ((G.vd->grid) < 1.0)
strcpy(conv_float, "%.4f");
else if ((G.vd->grid) < 10.0)
strcpy(conv_float, "%.3f");
else
strcpy(conv_float, "%.2f");
if(G.vd->zbuf && (G.vd->flag & V3D_ZBUF_SELECT)==0)
glDisable(GL_DEPTH_TEST);
if(G.vd->zbuf) bglPolygonOffset(5.0);
if(G.f & G_DRAW_EDGELEN) {
BIF_GetThemeColor3fv(TH_TEXT, col);
/* make color a bit more red */
if(col[0]> 0.5) {col[1]*=0.7; col[2]*= 0.7;}
else col[0]= col[0]*0.7 + 0.3;
glColor3fv(col);
for(eed= em->edges.first; eed; eed= eed->next) {
/* draw non fgon edges, or selected edges, or edges next to selected verts while draging */
if((eed->h != EM_FGON) && ((eed->f & SELECT) || (G.moving && ((eed->v1->f & SELECT) || (eed->v2->f & SELECT)) ))) {
VECCOPY(v1, eed->v1->co);
VECCOPY(v2, eed->v2->co);
glRasterPos3f( 0.5*(v1[0]+v2[0]), 0.5*(v1[1]+v2[1]), 0.5*(v1[2]+v2[2]));
if(G.vd->flag & V3D_GLOBAL_STATS) {
Mat4MulVecfl(ob->obmat, v1);
Mat4MulVecfl(ob->obmat, v2);
}
sprintf(val, conv_float, VecLenf(v1, v2));
BMF_DrawString( G.fonts, val);
}
}
}
if(G.f & G_DRAW_FACEAREA) {
extern int faceselectedOR(EditFace *efa, int flag); // editmesh.h shouldn't be in this file... ok for now?
BIF_GetThemeColor3fv(TH_TEXT, col);
/* make color a bit more green */
if(col[1]> 0.5) {col[0]*=0.7; col[2]*= 0.7;}
else col[1]= col[1]*0.7 + 0.3;
glColor3fv(col);
for(efa= em->faces.first; efa; efa= efa->next) {
if((efa->f & SELECT) || (G.moving && faceselectedOR(efa, SELECT)) ) {
VECCOPY(v1, efa->v1->co);
VECCOPY(v2, efa->v2->co);
VECCOPY(v3, efa->v3->co);
if (efa->v4) {
VECCOPY(v4, efa->v4->co);
}
if(G.vd->flag & V3D_GLOBAL_STATS) {
Mat4MulVecfl(ob->obmat, v1);
Mat4MulVecfl(ob->obmat, v2);
Mat4MulVecfl(ob->obmat, v3);
if (efa->v4) Mat4MulVecfl(ob->obmat, v4);
}
if (efa->v4)
area= AreaQ3Dfl(v1, v2, v3, v4);
else
area = AreaT3Dfl(v1, v2, v3);
sprintf(val, conv_float, area);
glRasterPos3fv(efa->cent);
BMF_DrawString( G.fonts, val);
}
}
}
if(G.f & G_DRAW_EDGEANG) {
EditEdge *e1, *e2, *e3, *e4;
BIF_GetThemeColor3fv(TH_TEXT, col);
/* make color a bit more blue */
if(col[2]> 0.5) {col[0]*=0.7; col[1]*= 0.7;}
else col[2]= col[2]*0.7 + 0.3;
glColor3fv(col);
for(efa= em->faces.first; efa; efa= efa->next) {
VECCOPY(v1, efa->v1->co);
VECCOPY(v2, efa->v2->co);
VECCOPY(v3, efa->v3->co);
if(efa->v4) {
VECCOPY(v4, efa->v4->co);
}
else {
VECCOPY(v4, v3);
}
if(G.vd->flag & V3D_GLOBAL_STATS) {
Mat4MulVecfl(ob->obmat, v1);
Mat4MulVecfl(ob->obmat, v2);
Mat4MulVecfl(ob->obmat, v3);
if (efa->v4) Mat4MulVecfl(ob->obmat, v4);
}
e1= efa->e1;
e2= efa->e2;
e3= efa->e3;
if(efa->e4) e4= efa->e4; else e4= e3;
/* Calculate the angles */
if( (e4->f & e1->f & SELECT) || (G.moving && (efa->v1->f & SELECT)) ) {
/* Vec 1 */
sprintf(val,"%.3f", VecAngle3(v4, v1, v2));
VecLerpf(fvec, efa->cent, efa->v1->co, 0.8);
glRasterPos3fv(fvec);
BMF_DrawString( G.fonts, val);
}
if( (e1->f & e2->f & SELECT) || (G.moving && (efa->v2->f & SELECT)) ) {
/* Vec 2 */
sprintf(val,"%.3f", VecAngle3(v1, v2, v3));
VecLerpf(fvec, efa->cent, efa->v2->co, 0.8);
glRasterPos3fv(fvec);
BMF_DrawString( G.fonts, val);
}
if( (e2->f & e3->f & SELECT) || (G.moving && (efa->v3->f & SELECT)) ) {
/* Vec 3 */
if(efa->v4)
sprintf(val,"%.3f", VecAngle3(v2, v3, v4));
else
sprintf(val,"%.3f", VecAngle3(v2, v3, v1));
VecLerpf(fvec, efa->cent, efa->v3->co, 0.8);
glRasterPos3fv(fvec);
BMF_DrawString( G.fonts, val);
}
/* Vec 4 */
if(efa->v4) {
if( (e3->f & e4->f & SELECT) || (G.moving && (efa->v4->f & SELECT)) ) {
sprintf(val,"%.3f", VecAngle3(v3, v4, v1));
VecLerpf(fvec, efa->cent, efa->v4->co, 0.8);
glRasterPos3fv(fvec);
BMF_DrawString( G.fonts, val);
}
}
}
}
if(G.vd->zbuf) {
glEnable(GL_DEPTH_TEST);
bglPolygonOffset(0.0);
}
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static int draw_em_fancy__setFaceOpts(void *userData, int index, int *drawSmooth_r)
{
EditFace *efa = EM_get_face_for_index(index);
if (efa->h==0) {
set_gl_material(efa->mat_nr+1);
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
return 1;
} else {
return 0;
}
}
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
static void draw_em_fancy(Object *ob, EditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, int dt)
{
Mesh *me = ob->data;
EditFace *efa_act = NULL;
EditEdge *eed_act = NULL;
EditVert *eve_act = NULL;
if (G.editMesh->selected.last) {
EditSelection *ese = G.editMesh->selected.last;
if ( ese->type == EDITFACE ) {
efa_act = (EditFace *)ese->data;
} else if ( ese->type == EDITEDGE ) {
eed_act = (EditEdge *)ese->data;
} else if ( ese->type == EDITVERT ) {
eve_act = (EditVert *)ese->data;
}
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EM_init_index_arrays(1, 1, 1);
if(dt>OB_WIRE) {
if( (G.vd->drawtype==OB_TEXTURE && dt>OB_SOLID) ||
(G.vd->drawtype==OB_SOLID && G.vd->flag2 & V3D_SOLID_TEX)
) {
draw_mesh_textured(ob, finalDM, 0);
} else {
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED);
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
finalDM->drawMappedFaces(finalDM, draw_em_fancy__setFaceOpts, 0, 0);
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
}
// Setup for drawing wire over, disable zbuffer
// write to show selected edge wires better
BIF_ThemeColor(TH_WIRE);
bglPolygonOffset(1.0);
glDepthMask(0);
}
else {
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
if (cageDM!=finalDM) {
BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7);
finalDM->drawEdges(finalDM, 1);
}
}
if((G.f & (G_DRAWFACES)) || FACESEL_PAINT_TEST) { /* transp faces */
unsigned char col1[4], col2[4], col3[4];
BIF_GetThemeColor4ubv(TH_FACE, (char *)col1);
BIF_GetThemeColor4ubv(TH_FACE_SELECT, (char *)col2);
BIF_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3);
glEnable(GL_BLEND);
glDepthMask(0); // disable write in zbuffer, needed for nice transp
draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);
glDisable(GL_BLEND);
glDepthMask(1); // restore write in zbuffer
} else if (efa_act) {
/* even if draw faces is off it would be nice to draw the stipple face
* Make all other faces zero alpha except for the active
* */
unsigned char col1[4], col2[4], col3[4];
col1[3] = col2[3] = 0; /* dont draw */
BIF_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, (char *)col3);
glEnable(GL_BLEND);
glDepthMask(0); // disable write in zbuffer, needed for nice transp
draw_dm_faces_sel(cageDM, col1, col2, col3, efa_act);
glDisable(GL_BLEND);
glDepthMask(1); // restore write in zbuffer
}
/* here starts all fancy draw-extra over */
if( (G.f & G_DRAWEDGES)==0 &&
((G.vd->drawtype==OB_TEXTURE && dt>OB_SOLID) ||
(G.vd->drawtype==OB_SOLID && G.vd->flag2 & V3D_SOLID_TEX))
) {
/* we are drawing textures and 'G_DRAWEDGES' is disabled, dont draw any edges */
/* only draw selected edges otherwise there is no way of telling if a face is selected */
draw_em_fancy_edges(cageDM, 1, eed_act);
} else {
if(G.f & G_DRAWSEAMS) {
BIF_ThemeColor(TH_EDGE_SEAM);
glLineWidth(2);
draw_dm_edges_seams(cageDM);
glColor3ub(0,0,0);
glLineWidth(1);
}
if(G.f & G_DRAWSHARP) {
BIF_ThemeColor(TH_EDGE_SHARP);
glLineWidth(2);
draw_dm_edges_sharp(cageDM);
glColor3ub(0,0,0);
glLineWidth(1);
}
if(G.f & G_DRAWCREASES) {
draw_dm_creases(cageDM);
}
draw_em_fancy_edges(cageDM, 0, eed_act);
}
if(ob==G.obedit) {
retopo_matrix_update(G.vd);
draw_em_fancy_verts(em, cageDM, eve_act);
if(G.f & G_DRAWNORMALS) {
BIF_ThemeColor(TH_NORMAL);
draw_dm_face_normals(cageDM);
}
if(G.f & G_DRAW_VNORMALS) {
BIF_ThemeColor(TH_NORMAL);
draw_dm_vert_normals(cageDM);
}
if(G.f & (G_DRAW_EDGELEN|G_DRAW_FACEAREA|G_DRAW_EDGEANG))
draw_em_measure_stats(ob, em);
#ifdef WITH_VERSE
if(em->vnode && (G.f & G_DRAW_VERSE_DEBUG))
draw_verse_debug(ob, em);
#endif
}
if(dt>OB_WIRE) {
glDepthMask(1);
bglPolygonOffset(0.0);
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EM_free_index_arrays();
}
/* Mesh drawing routines */
static void draw_mesh_object_outline(Object *ob, DerivedMesh *dm)
{
if(G.vd->transp==0) { // not when we draw the transparent pass
glLineWidth(2.0);
glDepthMask(0);
/* if transparent, we cannot draw the edges for solid select... edges have no material info.
drawFacesSolid() doesn't draw the transparent faces */
if(ob->dtx & OB_DRAWTRANSP) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
dm->drawFacesSolid(dm, set_gl_material);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
else {
dm->drawEdges(dm, 0);
}
glLineWidth(1.0);
glDepthMask(1);
}
}
static int wpaint__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r)
{
*drawSmooth_r = 1;
return 1;
}
static void draw_mesh_fancy(Base *base, int dt, int flag)
{
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
Object *ob= base->object;
Mesh *me = ob->data;
Material *ma= give_current_material(ob, 1);
int hasHaloMat = (ma && (ma->mode&MA_HALO));
int draw_wire = ob->dtx&OB_DRAWWIRE;
int totvert, totedge, totface;
DispList *dl;
DerivedMesh *dm= mesh_get_derived_final(ob, get_viewedit_datamask());
if(!dm)
return;
#ifdef WITH_VERSE
if(me->vnode) {
struct VNode *vnode = (VNode*)me->vnode;
struct VLayer *vert_vlayer = find_verse_layer_type((VGeomData*)vnode->data, VERTEX_LAYER);
struct VLayer *face_vlayer = find_verse_layer_type((VGeomData*)vnode->data, POLYGON_LAYER);
if(vert_vlayer) totvert = vert_vlayer->dl.da.count;
else totvert = 0;
totedge = 0; /* total count of edge needn't to be zero, but verse doesn't know edges */
if(face_vlayer) totface = face_vlayer->dl.da.count;
else totface = 0;
}
else {
totvert = dm->getNumVerts(dm);
totedge = dm->getNumEdges(dm);
totface = dm->getNumFaces(dm);
}
#else
totvert = dm->getNumVerts(dm);
totedge = dm->getNumEdges(dm);
totface = dm->getNumFaces(dm);
#endif
/* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
if(dt!=OB_SHADED)
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
// Unwanted combination.
if (ob==OBACT && FACESEL_PAINT_TEST) draw_wire = 0;
if(dt==OB_BOUNDBOX) {
draw_bounding_volume(ob);
}
else if(hasHaloMat || (totface==0 && totedge==0)) {
glPointSize(1.5);
dm->drawVerts(dm);
glPointSize(1.0);
}
else if(dt==OB_WIRE || totface==0) {
draw_wire = 1;
}
else if( (ob==OBACT && (G.f & G_TEXTUREPAINT || FACESEL_PAINT_TEST)) ||
(G.vd->drawtype==OB_TEXTURE && dt>OB_SOLID) ||
(G.vd->drawtype==OB_SOLID && G.vd->flag2 & V3D_SOLID_TEX))
{
int faceselect= (ob==OBACT && FACESEL_PAINT_TEST);
if ((G.vd->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !(G.f&G_PICKSEL || FACESEL_PAINT_TEST) && !draw_wire) {
draw_mesh_object_outline(ob, dm);
}
draw_mesh_textured(ob, dm, faceselect);
if(!faceselect) {
if(base->flag & SELECT)
BIF_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
else
BIF_ThemeColor(TH_WIRE);
dm->drawLooseEdges(dm);
}
}
else if(dt==OB_SOLID ) {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if ((G.vd->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) {
draw_mesh_object_outline(ob, dm);
}
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, me->flag & ME_TWOSIDED );
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
dm->drawFacesSolid(dm, set_gl_material);
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if(base->flag & SELECT) {
BIF_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
} else {
BIF_ThemeColor(TH_WIRE);
}
dm->drawLooseEdges(dm);
}
else if(dt==OB_SHADED) {
int do_draw= 1; /* to resolve all G.f settings below... */
if(ob==OBACT) {
do_draw= 0;
if( (G.f & G_WEIGHTPAINT)) {
set_gl_material(0); /* enforce defmaterial settings */
/* but set default spec */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glEnable(GL_COLOR_MATERIAL); /* according manpages needed */
glColor3ub(120, 120, 120);
glDisable(GL_COLOR_MATERIAL);
/* diffuse */
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, me->mface, 1);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
}
else if((G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) && me->mcol) {
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 1);
}
else if(G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) {
glColor3f(1.0f, 1.0f, 1.0f);
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, NULL, 0);
}
else do_draw= 1;
}
if(do_draw) {
dl = ob->disp.first;
if (!dl || !dl->col1) {
/* release and reload derivedmesh because it might be freed in
shadeDispList due to a different datamask */
dm->release(dm);
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
shadeDispList(base);
dl = find_displist(&ob->disp, DL_VERTCOL);
dm= mesh_get_derived_final(ob, get_viewedit_datamask());
}
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if ((G.vd->flag&V3D_SELECT_OUTLINE) && (base->flag&SELECT) && !draw_wire) {
draw_mesh_object_outline(ob, dm);
}
/* False for dupliframe objects */
if (dl) {
unsigned int *obCol1 = dl->col1;
unsigned int *obCol2 = dl->col2;
dm->drawFacesColored(dm, me->flag&ME_TWOSIDED, (unsigned char*) obCol1, (unsigned char*) obCol2);
}
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if(base->flag & SELECT) {
BIF_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
} else {
BIF_ThemeColor(TH_WIRE);
}
dm->drawLooseEdges(dm);
}
}
/* set default draw color back for wire or for draw-extra later on */
if (dt!=OB_WIRE) {
if(base->flag & SELECT) {
if(ob==OBACT && ob->flag & OB_FROMGROUP)
BIF_ThemeColor(TH_GROUP_ACTIVE);
else if(ob->flag & OB_FROMGROUP)
BIF_ThemeColorShade(TH_GROUP_ACTIVE, -16);
else if(flag!=DRAW_CONSTCOLOR)
BIF_ThemeColor((ob==OBACT)?TH_ACTIVE:TH_SELECT);
else
glColor3ub(80,80,80);
} else {
if (ob->flag & OB_FROMGROUP)
BIF_ThemeColor(TH_GROUP);
else {
if(ob->dtx & OB_DRAWWIRE && flag==DRAW_CONSTCOLOR)
glColor3ub(80,80,80);
else
BIF_ThemeColor(TH_WIRE);
}
}
}
if (draw_wire) {
/* If drawing wire and drawtype is not OB_WIRE then we are
* overlaying the wires.
*/
2006-03-10 18:52:49 +00:00
if (dt!=OB_WIRE) {
bglPolygonOffset(1.0);
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
}
dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
if (dt!=OB_WIRE) {
glDepthMask(1);
bglPolygonOffset(0.0);
}
}
dm->release(dm);
}
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* returns 1 if nothing was drawn, for detecting to draw an object center */
static int draw_mesh_object(Base *base, int dt, int flag)
{
Object *ob= base->object;
Mesh *me= ob->data;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
int has_alpha= 0, drawlinked= 0, retval= 0;
if(G.obedit && ob!=G.obedit && ob->data==G.obedit->data) {
if(ob_get_key(ob));
else drawlinked= 1;
}
if(ob==G.obedit || drawlinked) {
DerivedMesh *finalDM, *cageDM;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (G.obedit!=ob)
finalDM = cageDM = editmesh_get_derived_base();
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
else
cageDM = editmesh_get_derived_cage_and_final(&finalDM,
get_viewedit_datamask());
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if(dt>OB_WIRE) init_gl_materials(ob, 0); // no transp in editmode, the fancy draw over goes bad then
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 20:30:33 +00:00
draw_em_fancy(ob, G.editMesh, cageDM, finalDM, dt);
/* TODO, not 100% sure this is correct,
* however I could not make it crash or leak ram with different
* linked-dup/modifier configurtions,
* should double check whats going on before release - Campbell */
if (cageDM != finalDM) {
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
cageDM->release(cageDM);
finalDM->release(finalDM);
}
}
else if(!G.obedit && (G.f & G_SCULPTMODE) &&(G.scene->sculptdata.flags & SCULPT_DRAW_FAST) &&
OBACT==ob && !sculpt_modifiers_active(ob)) {
sculptmode_draw_mesh(0);
}
else {
/* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
if(me->totface<=4 || boundbox_clip(ob->obmat, me->bb)) {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if(dt==OB_SOLID) has_alpha= init_gl_materials(ob, (base->flag & OB_FROMDUPLI)==0);
draw_mesh_fancy(base, dt, flag);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
if(me->totvert==0) retval= 1;
}
}
/* init_gl_materials did the proper checking if this is needed */
if(has_alpha) add_view3d_after(G.vd, base, V3D_TRANSP);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
return retval;
}
/* ************** DRAW DISPLIST ****************** */
static int draw_index_wire= 1;
static int index3_nors_incr= 1;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* returns 1 when nothing was drawn */
static int drawDispListwire(ListBase *dlbase)
{
DispList *dl;
int parts, nr;
float *data;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
if(dlbase==NULL) return 1;
glDisableClientState(GL_NORMAL_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for(dl= dlbase->first; dl; dl= dl->next) {
if(dl->parts==0 || dl->nr==0)
continue;
data= dl->verts;
switch(dl->type) {
case DL_SEGM:
glVertexPointer(3, GL_FLOAT, 0, data);
for(parts=0; parts<dl->parts; parts++)
glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
break;
case DL_POLY:
glVertexPointer(3, GL_FLOAT, 0, data);
for(parts=0; parts<dl->parts; parts++)
glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
break;
case DL_SURF:
glVertexPointer(3, GL_FLOAT, 0, data);
for(parts=0; parts<dl->parts; parts++) {
if(dl->flag & DL_CYCL_U)
glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
else
glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
}
for(nr=0; nr<dl->nr; nr++) {
int ofs= 3*dl->nr;
data= ( dl->verts )+3*nr;
parts= dl->parts;
if(dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
while(parts--) {
glVertex3fv(data);
data+=ofs;
}
glEnd();
/* (ton) this code crashes for me when resolv is 86 or higher... no clue */
// glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
// if(dl->flag & DL_CYCL_V)
// glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
// else
// glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
}
break;
case DL_INDEX3:
if(draw_index_wire) {
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
}
break;
case DL_INDEX4:
if(draw_index_wire) {
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
}
break;
}
}
glEnableClientState(GL_NORMAL_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
return 0;
}
static void drawDispListsolid(ListBase *lb, Object *ob)
{
DispList *dl;
float *data, curcol[4];
float *ndata;
if(lb==NULL) return;
/* for drawing wire */
glGetFloatv(GL_CURRENT_COLOR, curcol);
glEnable(GL_LIGHTING);
if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
else glFrontFace(GL_CCW);
if(ob->type==OB_MBALL) { // mball always smooth shaded
glShadeModel(GL_SMOOTH);
}
dl= lb->first;
while(dl) {
data= dl->verts;
ndata= dl->nors;
switch(dl->type) {
case DL_SEGM:
if(ob->type==OB_SURF) {
int nr;
glDisable(GL_LIGHTING);
glColor3fv(curcol);
// glVertexPointer(3, GL_FLOAT, 0, dl->verts);
// glDrawArrays(GL_LINE_STRIP, 0, dl->nr);
glBegin(GL_LINE_STRIP);
for(nr= dl->nr; nr; nr--, data+=3)
glVertex3fv(data);
glEnd();
glEnable(GL_LIGHTING);
}
break;
case DL_POLY:
if(ob->type==OB_SURF) {
int nr;
BIF_ThemeColor(TH_WIRE);
glDisable(GL_LIGHTING);
/* for some reason glDrawArrays crashes here in half of the platforms (not osx) */
//glVertexPointer(3, GL_FLOAT, 0, dl->verts);
//glDrawArrays(GL_LINE_LOOP, 0, dl->nr);
glBegin(GL_LINE_LOOP);
for(nr= dl->nr; nr; nr--, data+=3)
glVertex3fv(data);
glEnd();
glEnable(GL_LIGHTING);
break;
}
case DL_SURF:
if(dl->index) {
set_gl_material(dl->col+1);
if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
else glShadeModel(GL_FLAT);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
}
break;
case DL_INDEX3:
set_gl_material(dl->col+1);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
/* voor polys only one normal needed */
if(index3_nors_incr==0) {
glDisableClientState(GL_NORMAL_ARRAY);
glNormal3fv(ndata);
}
else
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
if(index3_nors_incr==0)
glEnableClientState(GL_NORMAL_ARRAY);
break;
case DL_INDEX4:
set_gl_material(dl->col+1);
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glNormalPointer(GL_FLOAT, 0, dl->nors);
glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
break;
}
dl= dl->next;
}
glShadeModel(GL_FLAT);
glDisable(GL_LIGHTING);
glFrontFace(GL_CCW);
}
static void drawDispListshaded(ListBase *lb, Object *ob)
{
DispList *dl, *dlob;
unsigned int *cdata;
if(lb==NULL) return;
glShadeModel(GL_SMOOTH);
glDisableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
dl= lb->first;
dlob= ob->disp.first;
while(dl && dlob) {
cdata= dlob->col1;
if(cdata==NULL) break;
switch(dl->type) {
case DL_SURF:
if(dl->index) {
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
}
break;
case DL_INDEX3:
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
break;
case DL_INDEX4:
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
break;
}
dl= dl->next;
dlob= dlob->next;
}
glShadeModel(GL_FLAT);
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
}
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* returns 1 when nothing was drawn */
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
static int drawDispList(Base *base, int dt)
2002-10-12 11:37:38 +00:00
{
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
Object *ob= base->object;
ListBase *lb=0;
2002-10-12 11:37:38 +00:00
DispList *dl;
Curve *cu;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
int solid, retval= 0;
solid= (dt > OB_WIRE);
2002-10-12 11:37:38 +00:00
switch(ob->type) {
case OB_FONT:
case OB_CURVE:
cu= ob->data;
2002-10-12 11:37:38 +00:00
lb= &cu->disp;
if(solid) {
dl= lb->first;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
if(dl==NULL) return 1;
if(dl->nors==0) addnormalsDispList(ob, lb);
index3_nors_incr= 0;
if( displist_has_faces(lb)==0) {
draw_index_wire= 0;
drawDispListwire(lb);
draw_index_wire= 1;
}
else {
if(dt==OB_SHADED) {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if(ob->disp.first==0) shadeDispList(base);
drawDispListshaded(lb, ob);
}
else {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
init_gl_materials(ob, 0);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
drawDispListsolid(lb, ob);
}
if(ob==G.obedit && cu->bevobj==NULL && cu->taperobj==NULL) {
cpack(0);
draw_index_wire= 0;
drawDispListwire(lb);
draw_index_wire= 1;
}
}
index3_nors_incr= 1;
}
else {
draw_index_wire= 0;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
retval= drawDispListwire(lb);
draw_index_wire= 1;
}
break;
case OB_SURF:
lb= &((Curve *)ob->data)->disp;
if(solid) {
dl= lb->first;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
if(dl==NULL) return 1;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
if(dl->nors==NULL) addnormalsDispList(ob, lb);
if(dt==OB_SHADED) {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if(ob->disp.first==NULL) shadeDispList(base);
drawDispListshaded(lb, ob);
}
else {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
init_gl_materials(ob, 0);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
drawDispListsolid(lb, ob);
}
2002-10-12 11:37:38 +00:00
}
else {
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
retval= drawDispListwire(lb);
}
break;
case OB_MBALL:
2002-10-12 11:37:38 +00:00
if( is_basis_mball(ob)) {
lb= &ob->disp;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
if(lb->first==NULL) makeDispListMBall(ob);
if(lb->first==NULL) return 1;
if(solid) {
if(dt==OB_SHADED) {
dl= lb->first;
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if(dl && dl->col1==0) shadeDispList(base);
drawDispListshaded(lb, ob);
}
else {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
init_gl_materials(ob, 0);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
drawDispListsolid(lb, ob);
}
}
else{
/* MetaBalls use DL_INDEX4 type of DispList */
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
retval= drawDispListwire(lb);
}
2002-10-12 11:37:38 +00:00
}
break;
}
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
return retval;
}
/* ******************************** */
static void draw_particle_system(Base *base, PartEff *paf)
{
Object *ob= base->object;
Particle *pa;
float ptime, ctime, vec[3], vec1[3], mat[4][4];
int a, totpart;
pa= paf->keys;
Sorry for the big commit, but I've been fixing many of these issues in parallel... So this commit contains: an update of the solver (e.g. moving objects), integration of blender IPOs, improved rendering (motion blur, smoothed normals) and a first particle test. In more detail: Solver update: - Moving objects using a relatively simple model, and not yet fully optimized - ok for box falling into water, water in a moving glass might cause trouble. Simulation times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot might also cause slowdowns. - Additional obstacle settings: noslip (as before), free slip (move along wall freely) and part slip (mix of both). - Obstacle settings also added for domain boundaries now, the six walls of the domain are obstacles after all as well - Got rid of templates, should make compiling for e.g. macs more convenient, for linux there's not much difference. Finally got rid of parser (and some other code parts), the simulation now uses the internal API to transfer data. - Some unnecessary file were removed, the GUI now needs 3 settings buttons... This should still be changed (maybe by adding a new panel for domain objects). IPOs: - Animated params: viscosity, time and gravity for domains. In contrast to normal time IPO for Blender objects, the fluidsim one scales the time step size - so a constant 1 has no effect, values towards 0 slow it down, larger ones speed the simulation up (-> longer time steps, more compuations). The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect). - For objects that are enabled for fluidsim, a new IPO type shows up. Inflow objects can use the velocity channels to animate the inflow. Obstacles, in/outflow objects can be switched on (Active IPO>0) and off (<0) during the simulation. - Movement, rotation and scaling of those 3 types is exported from the normal Blender channels (Loc,dLoc,etc.). Particles: - This is still experimental, so it might be deactivated for a release... It should at some point be used to model smaller splashes, depending on the the realworld size and the particle generation settings particles are generated during simulation (stored in _particles_X.gz files). - These are loaded by enabling the particle field for an arbitrary object, which should be given a halo material. For each frame, similar to the mesh loading, the particle system them loads the simulated particle positions. - For rendering, I "abused" the part->rt field - I couldnt find any use for it in the code and it seems to work fine. The fluidsim particles store their size there. Rendering: - The fluidims particles use scaled sizes and alpha values to give a more varied appearance. In convertblender.c fluidsim particle systems use the p->rt field to scale up the size and down the alpha of "smaller particles". Setting the influence fields in the fluidims settings to 0 gives equally sized particles with same alpha everywhere. Higher values cause larger differences. - Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals computed by the solver are used. This is basically done by switching off the normal recalculation in convertblender.c (the function calc_fluidsimnormals handles other mesh inits instead of calc_vertexnormals). This could also be used to e.g. modify mesh normals in a modifier... - Another change is that fluidsim meshes load the velocities computed during the simulation for image based motion blur. This is inited in load_fluidsimspeedvectors for the vector pass (they're loaded during the normal load in DerivedMesh readBobjgz). Generation and loading can be switched off in the settings. Vector pass currently loads the fluidism meshes 3 times, so this should still be optimized. Examples: - smoothed normals versus normals from subdividing once: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png - fluidsim particles, size/alpha influence 0: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png size influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png size & alpha influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png - the standard drop with motion blur and particles: http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg (here's how it looks without http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg) - another inflow animation (moving, switched on/off) with a moving obstacle (and strong mblur :) http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg Things still to fix: - rotating & scaling domains causes wrong speed vectors - get rid of SDL code for threading, use pthreads as well? - update wiki documentation - cool effects for rendering would be photon maps for caustics, and motion blur for particles :)
2006-02-27 11:45:42 +00:00
// FSPARTICLE always rebuild fluid particle system upon change...
if( (pa==NULL)
|| ( (ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) && (ob->fluidsimSettings) && (ob->fluidsimSettings->type == OB_FLUIDSIM_PARTICLE))
) {
build_particle_system(ob);
pa= paf->keys;
if(pa==NULL) return;
}
myloadmatrix(G.vd->viewmat);
/* flag abuse... but I need working code too now. This feature doesnt work for per frame animated objects */
if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
Mat4MulMat4(mat, paf->imat, ob->obmat);
mymultmatrix(mat);
}
if(ob->ipoflag & OB_OFFS_PARTICLE) ptime= ob->sf;
else ptime= 0.0;
ctime= bsystem_time(ob, (float)(G.scene->r.cfra), ptime);
glPointSize(1.0);
if(paf->stype==PAF_VECT) glBegin(GL_LINES);
else glBegin(GL_POINTS);
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
totpart= (paf->disp*paf->totpart)/100;
for(a=0; a<totpart; a++, pa+=paf->totkey) {
if(ctime > pa->time) {
if(ctime < pa->time+pa->lifetime) {
if(paf->stype==PAF_VECT) {
where_is_particle(paf, pa, ctime, vec);
where_is_particle(paf, pa, ctime+1.0, vec1);
2002-10-12 11:37:38 +00:00
glVertex3fv(vec);
glVertex3fv(vec1);
}
else {
where_is_particle(paf, pa, ctime, vec);
2002-10-12 11:37:38 +00:00
glVertex3fv(vec);
2002-10-12 11:37:38 +00:00
}
}
}
}
glEnd();
myloadmatrix(G.vd->viewmat);
mymultmatrix(ob->obmat); // bring back local matrix for dtx
}
static void draw_static_particle_system(Object *ob, PartEff *paf, int dt)
{
Particle *pa;
float ctime, mtime, vec[3], veco[3];
int a, use_norm=0, totpart;
pa= paf->keys;
Sorry for the big commit, but I've been fixing many of these issues in parallel... So this commit contains: an update of the solver (e.g. moving objects), integration of blender IPOs, improved rendering (motion blur, smoothed normals) and a first particle test. In more detail: Solver update: - Moving objects using a relatively simple model, and not yet fully optimized - ok for box falling into water, water in a moving glass might cause trouble. Simulation times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot might also cause slowdowns. - Additional obstacle settings: noslip (as before), free slip (move along wall freely) and part slip (mix of both). - Obstacle settings also added for domain boundaries now, the six walls of the domain are obstacles after all as well - Got rid of templates, should make compiling for e.g. macs more convenient, for linux there's not much difference. Finally got rid of parser (and some other code parts), the simulation now uses the internal API to transfer data. - Some unnecessary file were removed, the GUI now needs 3 settings buttons... This should still be changed (maybe by adding a new panel for domain objects). IPOs: - Animated params: viscosity, time and gravity for domains. In contrast to normal time IPO for Blender objects, the fluidsim one scales the time step size - so a constant 1 has no effect, values towards 0 slow it down, larger ones speed the simulation up (-> longer time steps, more compuations). The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect). - For objects that are enabled for fluidsim, a new IPO type shows up. Inflow objects can use the velocity channels to animate the inflow. Obstacles, in/outflow objects can be switched on (Active IPO>0) and off (<0) during the simulation. - Movement, rotation and scaling of those 3 types is exported from the normal Blender channels (Loc,dLoc,etc.). Particles: - This is still experimental, so it might be deactivated for a release... It should at some point be used to model smaller splashes, depending on the the realworld size and the particle generation settings particles are generated during simulation (stored in _particles_X.gz files). - These are loaded by enabling the particle field for an arbitrary object, which should be given a halo material. For each frame, similar to the mesh loading, the particle system them loads the simulated particle positions. - For rendering, I "abused" the part->rt field - I couldnt find any use for it in the code and it seems to work fine. The fluidsim particles store their size there. Rendering: - The fluidims particles use scaled sizes and alpha values to give a more varied appearance. In convertblender.c fluidsim particle systems use the p->rt field to scale up the size and down the alpha of "smaller particles". Setting the influence fields in the fluidims settings to 0 gives equally sized particles with same alpha everywhere. Higher values cause larger differences. - Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals computed by the solver are used. This is basically done by switching off the normal recalculation in convertblender.c (the function calc_fluidsimnormals handles other mesh inits instead of calc_vertexnormals). This could also be used to e.g. modify mesh normals in a modifier... - Another change is that fluidsim meshes load the velocities computed during the simulation for image based motion blur. This is inited in load_fluidsimspeedvectors for the vector pass (they're loaded during the normal load in DerivedMesh readBobjgz). Generation and loading can be switched off in the settings. Vector pass currently loads the fluidism meshes 3 times, so this should still be optimized. Examples: - smoothed normals versus normals from subdividing once: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png - fluidsim particles, size/alpha influence 0: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png size influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png size & alpha influence 1: http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png - the standard drop with motion blur and particles: http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg (here's how it looks without http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg) - another inflow animation (moving, switched on/off) with a moving obstacle (and strong mblur :) http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg Things still to fix: - rotating & scaling domains causes wrong speed vectors - get rid of SDL code for threading, use pthreads as well? - update wiki documentation - cool effects for rendering would be photon maps for caustics, and motion blur for particles :)
2006-02-27 11:45:42 +00:00
// FSPARTICLE always rebuild upon change...
if( (pa==NULL)
|| ( (ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) && (ob->fluidsimSettings) && (ob->fluidsimSettings->type == OB_FLUIDSIM_PARTICLE))
) {
build_particle_system(ob);
pa= paf->keys;
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
if(pa==NULL) return;
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}
if(paf->stype==PAF_VECT) {
if(dt>OB_WIRE) {
/* shaded/texture mode: we still draw solid, so have to set materials */
if(dt>OB_SOLID) init_gl_materials(ob, 0);
glEnable(GL_LIGHTING);
set_gl_material(paf->omat);
use_norm= 1;
}
}
else {
glPointSize(1.0);
glBegin(GL_POINTS);
}
totpart= (paf->disp*paf->totpart)/100;
for(a=0; a<totpart; a++, pa+=paf->totkey) {
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if(paf->stype==PAF_VECT) {
glBegin(GL_LINE_STRIP);
where_is_particle(paf, pa, pa->time, veco);
mtime= pa->time+pa->lifetime+paf->staticstep;
for(ctime= pa->time+paf->staticstep; ctime<mtime; ctime+=paf->staticstep) {
where_is_particle(paf, pa, ctime, vec);
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if(use_norm) {
float no[3];
VECSUB(no, vec, veco);
glNormal3fv(no);
}
glVertex3fv(veco);
VECCOPY(veco, vec);
}
glVertex3fv(veco);
glEnd();
}
else {
mtime= pa->time+pa->lifetime+paf->staticstep-1;
for(ctime= pa->time; ctime<mtime; ctime+=paf->staticstep) {
where_is_particle(paf, pa, ctime, vec);
glVertex3fv(vec);
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}
}
}
if(paf->stype==PAF_VECT) {
glDisable(GL_LIGHTING);
}
else {
glEnd();
}
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}
unsigned int nurbcol[8]= {
0, 0x9090, 0x409030, 0x603080, 0, 0x40fff0, 0x40c033, 0xA090F0 };
static void tekenhandlesN(Nurb *nu, short sel)
{
BezTriple *bezt;
float *fp;
unsigned int *col;
int a;
if(nu->hide) return;
glBegin(GL_LINES);
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if( (nu->type & 7)==1) {
if(sel) col= nurbcol+4;
else col= nurbcol;
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(bezt->hide==0) {
if( (bezt->f2 & 1)==sel) {
fp= bezt->vec[0];
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cpack(col[bezt->h1]);
glVertex3fv(fp);
glVertex3fv(fp+3);
cpack(col[bezt->h2]);
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glVertex3fv(fp+3);
glVertex3fv(fp+6);
}
else if( (bezt->f1 & 1)==sel) {
fp= bezt->vec[0];
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cpack(col[bezt->h1]);
glVertex3fv(fp);
glVertex3fv(fp+3);
}
else if( (bezt->f3 & 1)==sel) {
fp= bezt->vec[1];
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cpack(col[bezt->h2]);
glVertex3fv(fp);
glVertex3fv(fp+3);
}
}
bezt++;
}
}
glEnd();
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}
static void tekenvertsN(Nurb *nu, short sel)
{
BezTriple *bezt;
BPoint *bp;
float size;
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int a;
if(nu->hide) return;
if(sel) BIF_ThemeColor(TH_VERTEX_SELECT);
else BIF_ThemeColor(TH_VERTEX);
Another mega commit... loadsof restructure, and a pretty good one! :) - changed the BIF_DrawString() function. it used to work different for AA fonts as for default fonts. Now it's identical. Setting color for fonts can just be done with OpenGL, for both font types. Removed: BIF_DrawStringRGB() - added theme color options for Buttons - recoded DefButton, so it automatically chooses the right color. - had to remove a 1000 uiBlockSetCol() calls for that reason... - uiBlockSetCol() still works, to override automatic color - removed entirely the silly old color system (BIFColorID). All color calls can now be done with a BIF_ThemeColor() call, including fonts and buttons and opengl stuff - all buttons in button header have headercolor by default - recoded drawing icons, it was a really bad & old loop doing manually colorshading and blending... which was per pixel a load of code! Now it uses a single OpenGL call to blend or colorize. Quite faster! - (as test, for review) icons don't colorize anymore with button color, but have a different alpha to blend in (when not active) - recoded the entire interface_draw.c file...: - drawing buttons is separated in three parts: 1. main drawing function for text and icons 2. free definable callback for button itself 3. free definable callback for slider - removed a load of redundant code for this! - coded a minimal theme, and adjusted Matt's buttons to match new callback system - adding new drawing themes is piece of cake now - for coders, default 'themes' to be aware of: UI_EMBOSS : the themable drawing style UI_EMBOSSP: the pulldown menu system (apart from color not themable) UI_EMBOSSN: draw nothing, only text and/or icon UI_EMBOSSM: minimal theme, still in use for Logic and Constraintsa this can be set with uiBlockSetEmboss(block) or in the uiNewBlock() call. TODO: make UI API call for button alignment (plus removed another series of warnings from code...) Plus: fixed bug in Matts commit: he used a 'short' button for an 'int'
2003-10-20 15:40:20 +00:00
size= BIF_GetThemeValuef(TH_VERTEX_SIZE);
glPointSize(size);
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bglBegin(GL_POINTS);
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if((nu->type & 7)==1) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(bezt->hide==0) {
if((bezt->f1 & 1)==sel) bglVertex3fv(bezt->vec[0]);
if((bezt->f2 & 1)==sel) bglVertex3fv(bezt->vec[1]);
if((bezt->f3 & 1)==sel) bglVertex3fv(bezt->vec[2]);
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}
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
if(bp->hide==0) {
if((bp->f1 & 1)==sel) bglVertex3fv(bp->vec);
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}
bp++;
}
}
bglEnd();
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glPointSize(1.0);
}
static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
{
Nurb *nu;
BPoint *bp, *bp1;
int a, b, ofs;
nu= nurb;
while(nu) {
if(nu->hide==0) {
switch(nu->type & 7) {
case CU_POLY:
cpack(nurbcol[3]);
bp= nu->bp;
for(b=0; b<nu->pntsv; b++) {
if(nu->flagu & 1) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
for(a=0; a<nu->pntsu; a++, bp++) {
glVertex3fv(bp->vec);
}
glEnd();
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}
break;
case CU_NURBS:
bp= nu->bp;
for(b=0; b<nu->pntsv; b++) {
bp1= bp;
bp++;
for(a=nu->pntsu-1; a>0; a--, bp++) {
if(bp->hide==0 && bp1->hide==0) {
if(sel) {
if( (bp->f1 & 1) && ( bp1->f1 & 1) ) {
cpack(nurbcol[5]);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
else {
if( (bp->f1 & 1) && ( bp1->f1 & 1) );
else {
cpack(nurbcol[1]);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
}
bp1= bp;
}
}
if(nu->pntsv > 1) { /* surface */
ofs= nu->pntsu;
for(b=0; b<nu->pntsu; b++) {
bp1= nu->bp+b;
bp= bp1+ofs;
for(a=nu->pntsv-1; a>0; a--, bp+=ofs) {
if(bp->hide==0 && bp1->hide==0) {
if(sel) {
if( (bp->f1 & 1) && ( bp1->f1 & 1) ) {
cpack(nurbcol[7]);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
else {
if( (bp->f1 & 1) && ( bp1->f1 & 1) );
else {
cpack(nurbcol[3]);
glBegin(GL_LINE_STRIP);
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
glEnd();
}
}
}
bp1= bp;
}
}
}
break;
}
}
nu= nu->next;
}
}
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
static void drawnurb(Base *base, Nurb *nurb, int dt)
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{
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
Object *ob= base->object;
Curve *cu = ob->data;
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Nurb *nu;
BevList *bl;
retopo_matrix_update(G.vd);
/* DispList */
BIF_ThemeColor(TH_WIRE);
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
drawDispList(base, dt);
if(G.vd->zbuf) glDisable(GL_DEPTH_TEST);
/* first non-selected handles */
for(nu=nurb; nu; nu=nu->next) {
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if((nu->type & 7)==CU_BEZIER) {
tekenhandlesN(nu, 0);
}
}
draw_editnurb(ob, nurb, 0);
draw_editnurb(ob, nurb, 1);
/* selected handles */
for(nu=nurb; nu; nu=nu->next) {
if((nu->type & 7)==1) tekenhandlesN(nu, 1);
tekenvertsN(nu, 0);
}
if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
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/* direction vectors for 3d curve paths */
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if(cu->flag & CU_3D) {
BIF_ThemeColor(TH_WIRE);
for (bl=cu->bev.first,nu=nurb; nu && bl; bl=bl->next,nu=nu->next) {
BevPoint *bevp= (BevPoint *)(bl+1);
int nr= bl->nr;
int skip= nu->resolu/16;
float fac;
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while (nr-->0) {
float ox,oy,oz; // Offset perpendicular to the curve
float dx,dy,dz; // Delta along the curve
fac = calc_curve_subdiv_radius(cu, nu, (bl->nr - nr)) * G.scene->editbutsize;
ox = fac*bevp->mat[0][0];
oy = fac*bevp->mat[0][1];
oz = fac*bevp->mat[0][2];
dx = fac*bevp->mat[2][0];
dy = fac*bevp->mat[2][1];
dz = fac*bevp->mat[2][2];
glBegin(GL_LINE_STRIP);
glVertex3f(bevp->x - ox - dx, bevp->y - oy - dy, bevp->z - oz - dz);
glVertex3f(bevp->x, bevp->y, bevp->z);
glVertex3f(bevp->x + ox - dx, bevp->y + oy - dy, bevp->z + oz - dz);
glEnd();
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bevp += skip+1;
nr -= skip;
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}
}
}
if(G.vd->zbuf) glDisable(GL_DEPTH_TEST);
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for(nu=nurb; nu; nu=nu->next) {
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tekenvertsN(nu, 1);
}
if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
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}
/* draw points on curve speed handles */
static void curve_draw_speed(Object *ob)
{
Curve *cu= ob->data;
IpoCurve *icu;
BezTriple *bezt;
float loc[4], dir[3];
int a;
if(cu->ipo==NULL)
return;
icu= cu->ipo->curve.first;
if(icu==NULL || icu->totvert<2)
return;
glPointSize( BIF_GetThemeValuef(TH_VERTEX_SIZE) );
bglBegin(GL_POINTS);
for(a=0, bezt= icu->bezt; a<icu->totvert; a++, bezt++) {
if( where_on_path(ob, bezt->vec[1][1], loc, dir)) {
BIF_ThemeColor((bezt->f2 & SELECT) && ob==OBACT?TH_VERTEX_SELECT:TH_VERTEX);
bglVertex3fv(loc);
}
}
glPointSize(1.0);
bglEnd();
}
2002-10-12 11:37:38 +00:00
static void tekentextcurs(void)
{
cpack(0);
set_inverted_drawing(1);
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glBegin(GL_QUADS);
glVertex2fv(G.textcurs[0]);
glVertex2fv(G.textcurs[1]);
glVertex2fv(G.textcurs[2]);
glVertex2fv(G.textcurs[3]);
glEnd();
set_inverted_drawing(0);
2002-10-12 11:37:38 +00:00
}
static void drawspiral(float *cent, float rad, float tmat[][4], int start)
{
float vec[3], vx[3], vy[3];
int a, tot=32;
char inverse=0;
if (start < 0) {
inverse = 1;
start *= -1;
}
VECCOPY(vx, tmat[0]);
VECCOPY(vy, tmat[1]);
VecMulf(vx, rad);
VecMulf(vy, rad);
VECCOPY(vec, cent);
if (inverse==0) {
for(a=0; a<tot; a++) {
if (a+start>31)
start=-a + 1;
glBegin(GL_LINES);
glVertex3fv(vec);
vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)a/(float)tot) + *(cosval+a+start) * (vy[0] * (float)a/(float)tot);
vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)a/(float)tot) + *(cosval+a+start) * (vy[1] * (float)a/(float)tot);
vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)a/(float)tot) + *(cosval+a+start) * (vy[2] * (float)a/(float)tot);
glVertex3fv(vec);
glEnd();
}
}
else {
a=0;
vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[0] * (float)(-a+31)/(float)tot);
vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[1] * (float)(-a+31)/(float)tot);
vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[2] * (float)(-a+31)/(float)tot);
for(a=0; a<tot; a++) {
if (a+start>31)
start=-a + 1;
glBegin(GL_LINES);
glVertex3fv(vec);
vec[0]= cent[0] + *(sinval+a+start) * (vx[0] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[0] * (float)(-a+31)/(float)tot);
vec[1]= cent[1] + *(sinval+a+start) * (vx[1] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[1] * (float)(-a+31)/(float)tot);
vec[2]= cent[2] + *(sinval+a+start) * (vx[2] * (float)(-a+31)/(float)tot) + *(cosval+a+start) * (vy[2] * (float)(-a+31)/(float)tot);
glVertex3fv(vec);
glEnd();
}
}
}
/* draws a circle on x-z plane given the scaling of the circle, assuming that
* all required matrices have been set (used for drawing empties)
*/
static void drawcircle_size(float size)
{
float x, y;
short degrees;
glBegin(GL_LINE_LOOP);
/* coordinates are: cos(degrees*11.25)=x, sin(degrees*11.25)=y, 0.0f=z */
for (degrees=0; degrees<32; degrees++) {
x= *(cosval + degrees);
y= *(sinval + degrees);
glVertex3f(x*size, 0.0f, y*size);
}
glEnd();
}
void drawcircball(int mode, float *cent, float rad, float tmat[][4])
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{
float vec[3], vx[3], vy[3];
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int a, tot=32;
VECCOPY(vx, tmat[0]);
VECCOPY(vy, tmat[1]);
VecMulf(vx, rad);
VecMulf(vy, rad);
glBegin(mode);
for(a=0; a<tot; a++) {
vec[0]= cent[0] + *(sinval+a) * vx[0] + *(cosval+a) * vy[0];
vec[1]= cent[1] + *(sinval+a) * vx[1] + *(cosval+a) * vy[1];
vec[2]= cent[2] + *(sinval+a) * vx[2] + *(cosval+a) * vy[2];
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glVertex3fv(vec);
}
glEnd();
}
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* return 1 if nothing was drawn */
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
static int drawmball(Base *base, int dt)
2002-10-12 11:37:38 +00:00
{
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
Object *ob= base->object;
2002-10-12 11:37:38 +00:00
MetaBall *mb;
MetaElem *ml;
float imat[4][4], tmat[4][4];
int code= 1;
mb= ob->data;
if(ob==G.obedit) {
BIF_ThemeColor(TH_WIRE);
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if((G.f & G_PICKSEL)==0 ) drawDispList(base, dt);
2002-10-12 11:37:38 +00:00
ml= editelems.first;
}
else {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if((base->flag & OB_FROMDUPLI)==0)
drawDispList(base, dt);
ml= mb->elems.first;
}
2002-10-12 11:37:38 +00:00
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
if(ml==NULL) return 1;
/* in case solid draw, reset wire colors */
if(ob!=G.obedit && (ob->flag & SELECT)) {
if(ob==OBACT) BIF_ThemeColor(TH_ACTIVE);
else BIF_ThemeColor(TH_SELECT);
}
else BIF_ThemeColor(TH_WIRE);
mygetmatrix(tmat);
Mat4Invert(imat, tmat);
Normalize(imat[0]);
Normalize(imat[1]);
while(ml) {
/* draw radius */
if(ob==G.obedit) {
if((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) cpack(0xA0A0F0);
else cpack(0x3030A0);
2002-10-12 11:37:38 +00:00
if(G.f & G_PICKSEL) {
ml->selcol1= code;
glLoadName(code++);
2002-10-12 11:37:38 +00:00
}
}
drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad, imat);
/* draw stiffness */
if(ob==G.obedit) {
if((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) cpack(0xA0F0A0);
else cpack(0x30A030);
if(G.f & G_PICKSEL) {
ml->selcol2= code;
glLoadName(code++);
}
drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad*atan(ml->s)/M_PI_2, imat);
}
ml= ml->next;
}
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
return 0;
2002-10-12 11:37:38 +00:00
}
static void draw_forcefield(Object *ob)
{
PartDeflect *pd= ob->pd;
float imat[4][4], tmat[4][4];
float vec[3]= {0.0, 0.0, 0.0};
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
int curcol;
float size;
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
if(ob!=G.obedit && (ob->flag & SELECT)) {
if(ob==OBACT) curcol= TH_ACTIVE;
else curcol= TH_SELECT;
}
else curcol= TH_WIRE;
/* scale size of circle etc with the empty drawsize */
if (ob->type == OB_EMPTY) size = ob->empty_drawsize;
else size = 1.0;
/* calculus here, is reused in PFIELD_FORCE */
mygetmatrix(tmat);
Mat4Invert(imat, tmat);
// Normalize(imat[0]); // we don't do this because field doesnt scale either... apart from wind!
// Normalize(imat[1]);
if (pd->forcefield == PFIELD_WIND) {
float force_val;
Mat4One(tmat);
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
BIF_ThemeColorBlend(curcol, TH_BACK, 0.5);
if (has_ipo_code(ob->ipo, OB_PD_FSTR))
force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, G.scene->r.cfra);
else
force_val = pd->f_strength;
force_val*= 0.1;
drawcircball(GL_LINE_LOOP, vec, size, tmat);
vec[2]= 0.5*force_val;
drawcircball(GL_LINE_LOOP, vec, size, tmat);
vec[2]= 1.0*force_val;
drawcircball(GL_LINE_LOOP, vec, size, tmat);
vec[2]= 1.5*force_val;
drawcircball(GL_LINE_LOOP, vec, size, tmat);
}
else if (pd->forcefield == PFIELD_FORCE) {
float ffall_val;
if (has_ipo_code(ob->ipo, OB_PD_FFALL))
ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, G.scene->r.cfra);
else
ffall_val = pd->f_power;
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
BIF_ThemeColorBlend(curcol, TH_BACK, 0.5);
drawcircball(GL_LINE_LOOP, vec, size, imat);
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
BIF_ThemeColorBlend(curcol, TH_BACK, 0.9 - 0.4 / pow(1.5, (double)ffall_val));
drawcircball(GL_LINE_LOOP, vec, size*1.5, imat);
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
BIF_ThemeColorBlend(curcol, TH_BACK, 0.9 - 0.4 / pow(2.0, (double)ffall_val));
drawcircball(GL_LINE_LOOP, vec, size*2.0, imat);
}
else if (pd->forcefield == PFIELD_VORTEX) {
float ffall_val, force_val;
Mat4One(imat);
if (has_ipo_code(ob->ipo, OB_PD_FFALL))
ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, G.scene->r.cfra);
else
ffall_val = pd->f_power;
if (has_ipo_code(ob->ipo, OB_PD_FSTR))
force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, G.scene->r.cfra);
else
force_val = pd->f_strength;
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
BIF_ThemeColorBlend(curcol, TH_BACK, 0.7);
if (force_val < 0) {
drawspiral(vec, size*1.0, imat, 1);
drawspiral(vec, size*1.0, imat, 16);
}
else {
drawspiral(vec, size*1.0, imat, -1);
drawspiral(vec, size*1.0, imat, -16);
}
}
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
else if (pd->forcefield == PFIELD_GUIDE && ob->type==OB_CURVE) {
Curve *cu= ob->data;
if((cu->flag & CU_PATH) && cu->path && cu->path->data) {
float mindist, guidevec1[4], guidevec2[3];
if (has_ipo_code(ob->ipo, OB_PD_FSTR))
mindist = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, G.scene->r.cfra);
else
mindist = pd->f_strength;
/*path end*/
setlinestyle(3);
where_on_path(ob, 1.0f, guidevec1, guidevec2);
BIF_ThemeColorBlend(curcol, TH_BACK, 0.5);
drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
/*path beginning*/
setlinestyle(0);
where_on_path(ob, 0.0f, guidevec1, guidevec2);
BIF_ThemeColorBlend(curcol, TH_BACK, 0.5);
drawcircball(GL_LINE_LOOP, guidevec1, mindist, imat);
VECCOPY(vec, guidevec1); /* max center */
}
}
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
/* as last, guide curve alters it */
if(pd->flag & PFIELD_USEMAX) {
setlinestyle(3);
BIF_ThemeColorBlend(curcol, TH_BACK, 0.5);
drawcircball(GL_LINE_LOOP, vec, pd->maxdist, imat);
setlinestyle(0);
}
}
static void draw_box(float vec[8][3])
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{
glBegin(GL_LINE_STRIP);
glVertex3fv(vec[0]); glVertex3fv(vec[1]);glVertex3fv(vec[2]); glVertex3fv(vec[3]);
glVertex3fv(vec[0]); glVertex3fv(vec[4]);glVertex3fv(vec[5]); glVertex3fv(vec[6]);
glVertex3fv(vec[7]); glVertex3fv(vec[4]);
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glEnd();
glBegin(GL_LINES);
glVertex3fv(vec[1]); glVertex3fv(vec[5]);
glVertex3fv(vec[2]); glVertex3fv(vec[6]);
glVertex3fv(vec[3]); glVertex3fv(vec[7]);
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glEnd();
}
/* uses boundbox, function used by Ketsji */
void get_local_bounds(Object *ob, float *center, float *size)
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{
BoundBox *bb= object_get_boundbox(ob);
2002-10-12 11:37:38 +00:00
if(bb==NULL) {
center[0]= center[1]= center[2]= 0.0;
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VECCOPY(size, ob->size);
}
else {
size[0]= 0.5*fabs(bb->vec[0][0] - bb->vec[4][0]);
size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]);
size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]);
center[0]= (bb->vec[0][0] + bb->vec[4][0])/2.0;
center[1]= (bb->vec[0][1] + bb->vec[2][1])/2.0;
center[2]= (bb->vec[0][2] + bb->vec[1][2])/2.0;
2002-10-12 11:37:38 +00:00
}
}
static void draw_bb_quadric(BoundBox *bb, short type)
{
float size[3], cent[3];
GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
size[0]= 0.5*fabs(bb->vec[0][0] - bb->vec[4][0]);
size[1]= 0.5*fabs(bb->vec[0][1] - bb->vec[2][1]);
size[2]= 0.5*fabs(bb->vec[0][2] - bb->vec[1][2]);
cent[0]= (bb->vec[0][0] + bb->vec[4][0])/2.0;
cent[1]= (bb->vec[0][1] + bb->vec[2][1])/2.0;
cent[2]= (bb->vec[0][2] + bb->vec[1][2])/2.0;
glPushMatrix();
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if(type==OB_BOUND_SPHERE) {
glTranslatef(cent[0], cent[1], cent[2]);
glScalef(size[0], size[1], size[2]);
gluSphere(qobj, 1.0, 8, 5);
}
else if(type==OB_BOUND_CYLINDER) {
float radius = size[0] > size[1] ? size[0] : size[1];
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glTranslatef(cent[0], cent[1], cent[2]-size[2]);
glScalef(radius, radius, 2.0*size[2]);
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gluCylinder(qobj, 1.0, 1.0, 1.0, 8, 1);
}
else if(type==OB_BOUND_CONE) {
float radius = size[0] > size[1] ? size[0] : size[1];
glTranslatef(cent[0], cent[2]-size[2], cent[1]);
glScalef(radius, 2.0*size[2], radius);
glRotatef(-90., 1.0, 0.0, 0.0);
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gluCylinder(qobj, 1.0, 0.0, 1.0, 8, 1);
}
glPopMatrix();
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gluDeleteQuadric(qobj);
}
static void draw_bounding_volume(Object *ob)
{
BoundBox *bb=0;
if(ob->type==OB_MESH) {
bb= mesh_get_bb(ob->data);
2002-10-12 11:37:38 +00:00
}
else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
bb= ( (Curve *)ob->data )->bb;
}
else if(ob->type==OB_MBALL) {
bb= ob->bb;
if(bb==0) {
makeDispListMBall(ob);
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bb= ob->bb;
}
}
else {
drawcube();
return;
}
if(bb==0) return;
if(ob->boundtype==OB_BOUND_BOX) draw_box(bb->vec);
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else draw_bb_quadric(bb, ob->boundtype);
}
static void drawtexspace(Object *ob)
{
float vec[8][3], loc[3], size[3];
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if(ob->type==OB_MESH) {
mesh_get_texspace(ob->data, loc, NULL, size);
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}
else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
Curve *cu= ob->data;
VECCOPY(size, cu->size);
VECCOPY(loc, cu->loc);
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}
else if(ob->type==OB_MBALL) {
MetaBall *mb= ob->data;
VECCOPY(size, mb->size);
VECCOPY(loc, mb->loc);
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}
else return;
vec[0][0]=vec[1][0]=vec[2][0]=vec[3][0]= loc[0]-size[0];
vec[4][0]=vec[5][0]=vec[6][0]=vec[7][0]= loc[0]+size[0];
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vec[0][1]=vec[1][1]=vec[4][1]=vec[5][1]= loc[1]-size[1];
vec[2][1]=vec[3][1]=vec[6][1]=vec[7][1]= loc[1]+size[1];
2002-10-12 11:37:38 +00:00
vec[0][2]=vec[3][2]=vec[4][2]=vec[7][2]= loc[2]-size[2];
vec[1][2]=vec[2][2]=vec[5][2]=vec[6][2]= loc[2]+size[2];
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setlinestyle(2);
draw_box(vec);
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setlinestyle(0);
}
/* draws wire outline */
static void drawSolidSelect(Base *base)
{
Object *ob= base->object;
glLineWidth(2.0);
glDepthMask(0);
if(ELEM3(ob->type, OB_FONT,OB_CURVE, OB_SURF)) {
Curve *cu = ob->data;
if (displist_has_faces(&cu->disp) && boundbox_clip(ob->obmat, cu->bb)) {
draw_index_wire= 0;
drawDispListwire(&cu->disp);
draw_index_wire= 1;
}
} else if (ob->type==OB_MBALL) {
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if((base->flag & OB_FROMDUPLI)==0)
drawDispListwire(&ob->disp);
}
else if(ob->type==OB_ARMATURE) {
if(!(ob->flag & OB_POSEMODE)) {
draw_armature(base, OB_WIRE);
}
}
glLineWidth(1.0);
glDepthMask(1);
}
static void drawWireExtra(Object *ob)
{
if(ob!=G.obedit && (ob->flag & SELECT)) {
if(ob==OBACT) {
if(ob->flag & OB_FROMGROUP) BIF_ThemeColor(TH_GROUP_ACTIVE);
else BIF_ThemeColor(TH_ACTIVE);
}
else if(ob->flag & OB_FROMGROUP)
BIF_ThemeColorShade(TH_GROUP_ACTIVE, -16);
else
BIF_ThemeColor(TH_SELECT);
}
else {
if(ob->flag & OB_FROMGROUP)
BIF_ThemeColor(TH_GROUP);
else {
if(ob->dtx & OB_DRAWWIRE) {
glColor3ub(80,80,80);
} else {
BIF_ThemeColor(TH_WIRE);
}
}
}
bglPolygonOffset(1.0);
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
if (ELEM3(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
Curve *cu = ob->data;
if (boundbox_clip(ob->obmat, cu->bb)) {
if (ob->type==OB_CURVE)
draw_index_wire= 0;
drawDispListwire(&cu->disp);
if (ob->type==OB_CURVE)
draw_index_wire= 1;
}
} else if (ob->type==OB_MBALL) {
drawDispListwire(&ob->disp);
}
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
glDepthMask(1);
bglPolygonOffset(0.0);
}
/* should be called in view space */
static void draw_hooks(Object *ob)
{
ModifierData *md;
float vec[3];
for (md=ob->modifiers.first; md; md=md->next) {
if (md->type==eModifierType_Hook) {
HookModifierData *hmd = (HookModifierData*) md;
VecMat4MulVecfl(vec, ob->obmat, hmd->cent);
if(hmd->object) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(hmd->object->obmat[3]);
glVertex3fv(vec);
glEnd();
setlinestyle(0);
}
glPointSize(3.0);
bglBegin(GL_POINTS);
bglVertex3fv(vec);
bglEnd();
glPointSize(1.0);
}
}
}
//<rcruiz>
void drawRBpivot(bRigidBodyJointConstraint *data){
float radsPerDeg = 6.283185307179586232f / 360.f;
int axis;
float v1[3]= {data->pivX, data->pivY, data->pivZ};
float eu[3]= {radsPerDeg*data->axX, radsPerDeg*data->axY, radsPerDeg*data->axZ};
float mat[4][4];
EulToMat4(eu,mat);
glLineWidth (4.0f);
setlinestyle(2);
for (axis=0; axis<3; axis++) {
float dir[3] = {0,0,0};
float v[3]= {data->pivX, data->pivY, data->pivZ};
dir[axis] = 1.f;
glBegin(GL_LINES);
Mat4MulVecfl(mat,dir);
v[0] += dir[0];
v[1] += dir[1];
v[2] += dir[2];
glVertex3fv(v1);
glVertex3fv(v);
glEnd();
glRasterPos3fv(v);
if (axis==0)
BMF_DrawString(G.font, "px");
else if (axis==1)
BMF_DrawString(G.font, "py");
else
BMF_DrawString(G.font, "pz");
}
glLineWidth (1.0f);
setlinestyle(0);
}
/* flag can be DRAW_PICKING and/or DRAW_CONSTCOLOR */
void draw_object(Base *base, int flag)
2002-10-12 11:37:38 +00:00
{
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
static int warning_recursive= 0;
2002-10-12 11:37:38 +00:00
Object *ob;
Curve *cu;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
float cfraont;
float vec1[3], vec2[3];
unsigned int col=0;
2002-10-12 11:37:38 +00:00
int sel, drawtype, colindex= 0, ipoflag;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
int i, selstart, selend, empty_object=0;
2002-10-12 11:37:38 +00:00
short dt, dtx, zbufoff= 0;
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* only once set now, will be removed too, should become a global standard */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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ob= base->object;
if (ob!=G.obedit) {
if (ob->restrictflag & OB_RESTRICT_VIEW)
return;
}
/* xray delay? */
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
if((flag & DRAW_PICKING)==0 && (base->flag & OB_FROMDUPLI)==0) {
/* xray and transp are set when it is drawing the 2nd/3rd pass */
if(!G.vd->xray && !G.vd->transp && (ob->dtx & OB_DRAWXRAY)) {
add_view3d_after(G.vd, base, V3D_XRAY);
return;
}
}
2006-11-03 06:42:08 +00:00
/* draw keys? */
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if(base==(G.scene->basact) || (base->flag & (SELECT+BA_WAS_SEL))) {
if(flag==0 && warning_recursive==0 && ob!=G.obedit) {
2002-10-12 11:37:38 +00:00
if(ob->ipo && ob->ipo->showkey && (ob->ipoflag & OB_DRAWKEY)) {
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
ListBase elems;
CfraElem *ce;
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float temp[7][3];
warning_recursive= 1;
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
elems.first= elems.last= 0;
make_cfra_list(ob->ipo, &elems);
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
cfraont= (G.scene->r.cfra);
drawtype= G.vd->drawtype;
if(drawtype>OB_WIRE) G.vd->drawtype= OB_WIRE;
sel= base->flag;
memcpy(temp, &ob->loc, 7*3*sizeof(float));
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
ipoflag= ob->ipoflag;
ob->ipoflag &= ~OB_OFFS_OB;
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
set_no_parent_ipo(1);
disable_speed_curve(1);
if ((ob->ipoflag & OB_DRAWKEYSEL)==0) {
ce= elems.first;
while(ce) {
if(!ce->sel) {
(G.scene->r.cfra)= ce->cfra/G.scene->r.framelen;
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
base->flag= 0;
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
where_is_object_time(ob, (G.scene->r.cfra));
draw_object(base, 0);
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}
ce= ce->next;
}
}
2006-11-03 06:42:08 +00:00
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ce= elems.first;
while(ce) {
if(ce->sel) {
(G.scene->r.cfra)= ce->cfra/G.scene->r.framelen;
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
base->flag= SELECT;
2006-11-03 06:42:08 +00:00
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where_is_object_time(ob, (G.scene->r.cfra));
draw_object(base, 0);
2002-10-12 11:37:38 +00:00
}
ce= ce->next;
}
set_no_parent_ipo(0);
disable_speed_curve(0);
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
base->flag= sel;
ob->ipoflag= ipoflag;
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
/* restore icu->curval */
(G.scene->r.cfra)= cfraont;
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
memcpy(&ob->loc, temp, 7*3*sizeof(float));
where_is_object(ob);
G.vd->drawtype= drawtype;
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
BLI_freelistN(&elems);
warning_recursive= 0;
}
}
}
2006-11-03 06:42:08 +00:00
/* patch? children objects with a timeoffs change the parents. How to solve! */
2002-10-12 11:37:38 +00:00
/* if( ((int)ob->ctime) != F_(G.scene->r.cfra)) where_is_object(ob); */
mymultmatrix(ob->obmat);
/* which wire color */
if((flag & DRAW_CONSTCOLOR) == 0) {
2002-10-12 11:37:38 +00:00
project_short(ob->obmat[3], &base->sx);
2006-11-03 06:42:08 +00:00
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if((G.moving & G_TRANSFORM_OBJ) && (base->flag & (SELECT+BA_WAS_SEL))) BIF_ThemeColor(TH_TRANSFORM);
2002-10-12 11:37:38 +00:00
else {
2006-11-03 06:42:08 +00:00
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
if(ob->type==OB_LAMP) BIF_ThemeColor(TH_LAMP);
else BIF_ThemeColor(TH_WIRE);
2002-10-12 11:37:38 +00:00
if((G.scene->basact)==base) {
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if(base->flag & (SELECT+BA_WAS_SEL)) BIF_ThemeColor(TH_ACTIVE);
2002-10-12 11:37:38 +00:00
}
else {
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if(base->flag & (SELECT+BA_WAS_SEL)) BIF_ThemeColor(TH_SELECT);
}
2006-11-03 06:42:08 +00:00
// no theme yet
if(ob->id.lib) {
Result of 2 weeks of quiet coding work in Greece :) Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-07-03 17:35:38 +00:00
if(base->flag & (SELECT+BA_WAS_SEL)) colindex = 4;
else colindex = 3;
2002-10-12 11:37:38 +00:00
}
else if(warning_recursive==1) {
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
if(base->flag & (SELECT+BA_WAS_SEL)) {
if(G.scene->basact==base) colindex = 8;
else colindex= 7;
}
else colindex = 6;
}
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
else if(ob->flag & OB_FROMGROUP) {
2006-03-10 18:52:49 +00:00
if(base->flag & (SELECT+BA_WAS_SEL)) {
if(G.scene->basact==base) BIF_ThemeColor(TH_GROUP_ACTIVE);
else BIF_ThemeColorShade(TH_GROUP_ACTIVE, -16);
2006-03-10 18:52:49 +00:00
}
else BIF_ThemeColor(TH_GROUP);
colindex= 0;
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
2005-12-06 10:55:30 +00:00
}
2002-10-12 11:37:38 +00:00
}
2006-11-03 06:42:08 +00:00
if(colindex) {
col= colortab[colindex];
cpack(col);
}
2002-10-12 11:37:38 +00:00
}
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
/* maximum drawtype */
dt= MIN2(G.vd->drawtype, ob->dt);
if(G.vd->zbuf==0 && dt>OB_WIRE) dt= OB_WIRE;
2002-10-12 11:37:38 +00:00
dtx= 0;
2006-11-03 06:42:08 +00:00
/* faceselect exception: also draw solid when dt==wire, except in editmode */
if(ob==OBACT && (G.f & (G_VERTEXPAINT+G_TEXTUREPAINT+G_WEIGHTPAINT))) {
2002-10-12 11:37:38 +00:00
if(ob->type==OB_MESH) {
2006-11-03 06:42:08 +00:00
if(ob==G.obedit);
2002-10-12 11:37:38 +00:00
else {
dt= OB_SHADED;
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
if(dt<OB_SOLID) zbufoff= 1;
2002-10-12 11:37:38 +00:00
}
}
else {
if(dt<OB_SOLID) {
dt= OB_SOLID;
glClearDepth(1.); glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
zbufoff= 1;
}
}
}
/* draw-extra supported for boundbox drawmode too */
if(dt>=OB_BOUNDBOX ) {
2002-10-12 11:37:38 +00:00
dtx= ob->dtx;
if(G.obedit==ob) {
// the only 2 extra drawtypes alowed in editmode
dtx= dtx & (OB_DRAWWIRE|OB_TEXSPACE);
2002-10-12 11:37:38 +00:00
}
2006-11-03 06:42:08 +00:00
2002-10-12 11:37:38 +00:00
if(G.f & G_DRAW_EXT) {
if(ob->type==OB_EMPTY || ob->type==OB_CAMERA || ob->type==OB_LAMP) dt= OB_WIRE;
}
}
2006-11-03 06:42:08 +00:00
/* draw outline for selected solid objects, mesh does itself */
if((G.vd->flag & V3D_SELECT_OUTLINE) && ob->type!=OB_MESH) {
if(dt>OB_WIRE && dt<OB_TEXTURE && ob!=G.obedit) {
if (!(ob->dtx&OB_DRAWWIRE) && (ob->flag&SELECT) && !(flag&DRAW_PICKING)) {
drawSolidSelect(base);
}
}
}
switch( ob->type) {
2006-11-03 06:42:08 +00:00
case OB_MESH:
if (!(base->flag&OB_RADIO)) {
empty_object= draw_mesh_object(base, dt, flag);
if(flag!=DRAW_CONSTCOLOR) dtx &= ~OB_DRAWWIRE; // mesh draws wire itself
if(G.obedit!=ob && warning_recursive==0) {
PartEff *paf = give_parteff(ob);
if(paf) {
if(col || (ob->flag & SELECT)) cpack(0xFFFFFF); /* for visibility, also while wpaint */
if(paf->flag & PAF_STATIC) draw_static_particle_system(ob, paf, dt);
else if((flag & DRAW_PICKING) == 0) draw_particle_system(base, paf); // selection errors happen to easy
if(col) cpack(col);
}
2002-10-12 11:37:38 +00:00
}
}
2006-11-03 06:42:08 +00:00
break;
case OB_FONT:
cu= ob->data;
if (cu->disp.first==NULL) makeDispListCurveTypes(ob, 0);
if(ob==G.obedit) {
tekentextcurs();
if (cu->flag & CU_FAST) {
cpack(0xFFFFFF);
set_inverted_drawing(1);
drawDispList(base, OB_WIRE);
set_inverted_drawing(0);
} else {
drawDispList(base, dt);
}
2006-11-03 06:42:08 +00:00
if (cu->linewidth != 0.0) {
cpack(0xff44ff);
BIF_ThemeColor(TH_WIRE);
VECCOPY(vec1, ob->orig);
VECCOPY(vec2, ob->orig);
vec1[0] += cu->linewidth;
vec2[0] += cu->linewidth;
vec1[1] += cu->linedist * cu->fsize;
vec2[1] -= cu->lines * cu->linedist * cu->fsize;
setlinestyle(3);
glBegin(GL_LINE_STRIP);
glVertex2fv(vec1);
glVertex2fv(vec2);
glEnd();
setlinestyle(0);
}
setlinestyle(3);
for (i=0; i<cu->totbox; i++) {
if (cu->tb[i].w != 0.0) {
if (i == (cu->actbox-1))
BIF_ThemeColor(TH_ACTIVE);
else
BIF_ThemeColor(TH_WIRE);
vec1[0] = cu->tb[i].x;
vec1[1] = cu->tb[i].y + cu->fsize;
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vec1[2] = 0.001;
glBegin(GL_LINE_STRIP);
glVertex3fv(vec1);
vec1[0] += cu->tb[i].w;
glVertex3fv(vec1);
vec1[1] -= cu->tb[i].h;
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glVertex3fv(vec1);
vec1[0] -= cu->tb[i].w;
glVertex3fv(vec1);
vec1[1] += cu->tb[i].h;
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glVertex3fv(vec1);
glEnd();
}
}
setlinestyle(0);
if (getselection(&selstart, &selend) && selboxes) {
float selboxw;
cpack(0xffffff);
set_inverted_drawing(1);
for (i=0; i<(selend-selstart+1); i++) {
SelBox *sb = &(selboxes[i]);
if (i<(selend-selstart)) {
if (selboxes[i+1].y == sb->y)
selboxw= selboxes[i+1].x - sb->x;
else
selboxw= sb->w;
}
else {
selboxw= sb->w;
}
glBegin(GL_QUADS);
glVertex3f(sb->x, sb->y, 0.001);
glVertex3f(sb->x+selboxw, sb->y, 0.001);
glVertex3f(sb->x+selboxw, sb->y+sb->h, 0.001);
glVertex3f(sb->x, sb->y+sb->h, 0.001);
glEnd();
}
set_inverted_drawing(0);
}
}
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else if(dt==OB_BOUNDBOX)
draw_bounding_volume(ob);
else if(boundbox_clip(ob->obmat, cu->bb))
empty_object= drawDispList(base, dt);
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break;
case OB_CURVE:
case OB_SURF:
cu= ob->data;
/* still needed for curves hidden in other layers. depgraph doesnt handle that yet */
if (cu->disp.first==NULL) makeDispListCurveTypes(ob, 0);
if(ob==G.obedit) {
drawnurb(base, editNurb.first, dt);
}
else if(dt==OB_BOUNDBOX)
draw_bounding_volume(ob);
else if(boundbox_clip(ob->obmat, cu->bb)) {
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empty_object= drawDispList(base, dt);
if(cu->path)
curve_draw_speed(ob);
}
2006-11-03 06:42:08 +00:00
break;
case OB_MBALL:
if(ob==G.obedit)
drawmball(base, dt);
else if(dt==OB_BOUNDBOX)
draw_bounding_volume(ob);
else
empty_object= drawmball(base, dt);
break;
case OB_EMPTY:
drawaxes(ob->empty_drawsize, flag, ob->empty_drawtype);
break;
case OB_LAMP:
drawlamp(ob);
if(dtx || (base->flag & SELECT)) mymultmatrix(ob->obmat);
break;
case OB_CAMERA:
drawcamera(ob, flag);
break;
case OB_LATTICE:
drawlattice(ob);
break;
case OB_ARMATURE:
if(dt>OB_WIRE) set_gl_material(0); // we use defmaterial
empty_object= draw_armature(base, dt);
break;
default:
drawaxes(1.0, flag, OB_ARROWS);
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}
if(ob->pd && ob->pd->forcefield) draw_forcefield(ob);
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{
bConstraint *con;
for(con=ob->constraints.first; con; con= con->next)
{
if(con->type==CONSTRAINT_TYPE_RIGIDBODYJOINT)
{
bRigidBodyJointConstraint *data = (bRigidBodyJointConstraint*)con->data;
if(data->flag&CONSTRAINT_DRAW_PIVOT)
drawRBpivot(data);
}
}
}
/* draw extra: after normal draw because of makeDispList */
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if(dtx) {
if(G.f & G_SIMULATION);
else if(dtx & OB_AXIS) {
drawaxes(1.0f, flag, OB_ARROWS);
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}
if(dtx & OB_BOUNDBOX) draw_bounding_volume(ob);
if(dtx & OB_TEXSPACE) drawtexspace(ob);
if(dtx & OB_DRAWNAME) {
/* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
/* but, we also dont draw names for sets or duplicators */
if(flag == 0) {
glRasterPos3f(0.0, 0.0, 0.0);
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BMF_DrawString(G.font, " ");
BMF_DrawString(G.font, ob->id.name+2);
}
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}
/*if(dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp);*/
if((dtx & OB_DRAWWIRE) && dt>=OB_SOLID) drawWireExtra(ob);
2002-10-12 11:37:38 +00:00
}
2006-11-03 06:42:08 +00:00
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if(dt<OB_SHADED) {
if((ob->gameflag & OB_ACTOR) && (ob->gameflag & OB_DYNAMIC)) {
float tmat[4][4], imat[4][4], vec[3];
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vec[0]= vec[1]= vec[2]= 0.0;
mygetmatrix(tmat);
Mat4Invert(imat, tmat);
2006-11-03 06:42:08 +00:00
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setlinestyle(2);
drawcircball(GL_LINE_LOOP, vec, ob->inertia, imat);
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setlinestyle(0);
}
}
myloadmatrix(G.vd->viewmat);
if(zbufoff) glDisable(GL_DEPTH_TEST);
if(warning_recursive) return;
if(base->flag & (OB_FROMDUPLI|OB_RADIO)) return;
2002-10-12 11:37:38 +00:00
if(G.f & G_SIMULATION) return;
2006-11-03 06:42:08 +00:00
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
/* object centers, need to be drawn in viewmat space for speed, but OK for picking select */
if(ob!=OBACT || (G.f & (G_VERTEXPAINT|G_TEXTUREPAINT|G_WEIGHTPAINT))==0) {
int do_draw_center= -1; /* defines below are zero or positive... */
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if((G.scene->basact)==base)
do_draw_center= ACTIVE;
else if(base->flag & SELECT)
do_draw_center= SELECT;
else if(empty_object || (G.vd->flag & V3D_DRAW_CENTERS))
do_draw_center= DESELECT;
2006-11-03 06:42:08 +00:00
if(do_draw_center != -1) {
if(flag & DRAW_PICKING) {
/* draw a single point for opengl selection */
glBegin(GL_POINTS);
glVertex3fv(ob->obmat[3]);
glEnd();
}
else if((flag & DRAW_CONSTCOLOR)==0) {
/* we don't draw centers for duplicators and sets */
#ifdef WITH_VERSE
if(ob->vnode)
drawcentercircle(ob->obmat[3], VERSE, 1);
else
#endif
drawcentercircle(ob->obmat[3], do_draw_center, ob->id.lib || ob->id.us>1);
}
}
Finally switched to porting UI stuff from tuhopuu! This commit is based on the patch & cool design work of Matt. It includes the new Lamp drawing style, and replaces the Object center dots with a similar styled OpenGL drawn dot. Important side-note is that removing the old glDrawPixels() for centers or lamps will not only make Blender faster, but also prevents crashing on a couple of cheaper 3d cards (as reported for S3 and Intel on-board cards) Notes: - The new default only draws Object centers when selected or active. If you like to see them always, use the View Properties Panel. You can also save that in the .B.blend - The size for centers (and lamps) is in the User settings "View & Controls" - Unselected Lamps, and their offset lines from zero Z, are drawn in a new Theme color Changes and additions in Matt's patch: - Lamps and centers are drawn fixed size, in pixels. Also the 'sun' lamp draws screen aligned now. - Center dots now also draw in blue to denote Library linkage or to show that an Object has been linked to other scenes. - When objects are empty (no vertices) they will always draw a center dot. Otherwise these objects would never be selectable anymore! - Added theme setting for center size, and initialization - Removed the old redundant code for drawing centers - Cleanup of drawing routines, made center dots faster - Started removing calls to glBlendFunc(). Regular alpha drawing should become standard, and the (very) occasional exception should return this to default after usage.
2005-11-19 10:55:07 +00:00
}
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/* not for sets, duplicators or picking */
if(flag==0 && (!(G.vd->flag & V3D_HIDE_HELPLINES))) {
ListBase *list;
/* draw hook center and offset line */
if(ob!=G.obedit) draw_hooks(ob);
/* help lines and so */
Version 1.0 of the new Outliner The outliner is a hierarchical diagram displaying a list of data in Blender and its dependencies. The 'databrowse' doesn't really show it, and Oops is too chaotic still. And most of all, the former two don't offer much tools. After discussions on irc, Matt came with this design proposal; http://mke3.net/blender/interface/layout/outliner/ Which is closely followed for the implementation. The current version only shows all 'library data' in Blender (objects, meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA. I decided to make it inside the Oopw window, as an option. You can find the option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9 Here's a quick overview of the Outliner GUI: - Header pulldown has options what it can show (Visible = in current layers) - click on triangle arrow to open/close - press AKEY to open/close all - Leftmouse click on an item activates; and does based on type a couple of extra things: - activates a scene - selects/activates the Object - enters editmode (if clicked on Mesh, Curve, etc) - shows the appropriate Shading buttons (Lamp, Material, Texture) - sets the IpoWindow to the current IPO - activates the Ipo-channel in an Action - Selected and Active objects are drawn in its Theme selection color - SHIFT+click on Object does extend-select - Press DOTkey to get the current active data in center of view TODO; - rightmouse selection; for indicating operations like delete or duplicate - showing more data types - icon (re)design... - lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
if(ob!=G.obedit && ob->parent && (ob->parent->lay & G.vd->lay)) {
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setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(ob->obmat[3]);
glVertex3fv(ob->orig);
glEnd();
setlinestyle(0);
}
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/* Drawing the constraint lines */
list = &ob->constraints;
if (list){
/*
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extern void make_axis_color(char *col, char *col2, char axis); // drawview.c
*/
bConstraint *curcon;
== Constraints System == After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented. === What's New === * The long-awaited ``ChildOf Constraint'': This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent. * Constraint/Target Evaluation Spaces: In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were. * Action Constraint - Loc/Rot/Size Inputs The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff. * Transform - No longer in Crazy Space (TM) Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking. === General Code Changes === * solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be. * evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here. * A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better. * Made the formatting of constraint code consistent * There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly. * LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions. * Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. * Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so. === Future Work === * Geometry to act as targets for constraints. A space has been reserved for this already. * Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
float tmat[4][4];
char col[4], col2[4];
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BIF_GetThemeColor3ubv(TH_GRID, col);
make_axis_color(col, col2, 'z');
glColor3ubv((GLubyte *)col2);
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for (curcon = list->first; curcon; curcon=curcon->next){
if ((curcon->flag & CONSTRAINT_EXPAND)&&(curcon->type!=CONSTRAINT_TYPE_NULL)&&(constraint_has_target(curcon))){
get_constraint_target_matrix(curcon, TARGET_OBJECT, NULL, tmat, bsystem_time(ob, (float)(G.scene->r.cfra), ob->sf));
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(tmat[3]);
glVertex3fv(ob->obmat[3]);
glEnd();
setlinestyle(0);
}
}
}
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}
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
2005-07-06 00:33:41 +00:00
free_old_images();
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}
void draw_object_ext(Base *base)
{
if(G.vd==NULL || base==NULL) return;
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if(G.vd->drawtype > OB_WIRE) {
G.vd->zbuf= 1;
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glEnable(GL_DEPTH_TEST);
}
G.f |= G_DRAW_EXT;
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glDrawBuffer(GL_FRONT);
persp(PERSP_VIEW);
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if(G.vd->flag & V3D_CLIPPING)
view3d_set_clipping(G.vd);
draw_object(base, 0);
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if(G.vd->flag & V3D_CLIPPING)
view3d_clr_clipping();
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G.f &= ~G_DRAW_EXT;
bglFlush(); /* reveil frontbuffer drawing */
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glDrawBuffer(GL_BACK);
if(G.vd->zbuf) {
G.vd->zbuf= 0;
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glDisable(GL_DEPTH_TEST);
}
curarea->win_swap= WIN_FRONT_OK;
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}
/* ***************** BACKBUF SEL (BBS) ********* */
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static void bbs_mesh_verts__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
{
int offset = (long) userData;
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditVert *eve = EM_get_vert_for_index(index);
if (eve->h==0) {
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
set_framebuffer_index_color(offset+index);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
bglVertex3fv(co);
}
}
static int bbs_mesh_verts(DerivedMesh *dm, int offset)
{
glPointSize( BIF_GetThemeValuef(TH_VERTEX_SIZE) );
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, bbs_mesh_verts__mapFunc, (void*)(long) offset);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
bglEnd();
glPointSize(1.0);
return offset + G.totvert;
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static int bbs_mesh_wire__setDrawOptions(void *userData, int index)
{
int offset = (long) userData;
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditEdge *eed = EM_get_edge_for_index(index);
if (eed->h==0) {
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
set_framebuffer_index_color(offset+index);
return 1;
} else {
return 0;
}
}
static int bbs_mesh_wire(DerivedMesh *dm, int offset)
{
dm->drawMappedEdges(dm, bbs_mesh_wire__setDrawOptions, (void*)(long) offset);
return offset + G.totedge;
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static int bbs_mesh_solid__setSolidDrawOptions(void *userData, int index, int *drawSmooth_r)
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
if (EM_get_face_for_index(index)->h==0) {
if (userData) {
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
set_framebuffer_index_color(index+1);
}
return 1;
} else {
return 0;
}
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static void bbs_mesh_solid__drawCenter(void *userData, int index, float *cent, float *no)
{
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EditFace *efa = EM_get_face_for_index(index);
if (efa->h==0 && efa->fgonf!=EM_FGON) {
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
set_framebuffer_index_color(index+1);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
bglVertex3fv(cent);
}
}
/* two options, facecolors or black */
static int bbs_mesh_solid_EM(DerivedMesh *dm, int facecol)
{
cpack(0);
if (facecol) {
dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*)(long) 1, 0);
if( (G.scene->selectmode & SCE_SELECT_FACE) &&
(G.vd->drawtype<=OB_SOLID)
) {
glPointSize(BIF_GetThemeValuef(TH_FACEDOT_SIZE));
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
bglBegin(GL_POINTS);
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
dm->foreachMappedFaceCenter(dm, bbs_mesh_solid__drawCenter, NULL);
Big commit, had to rework lots of selection stuff so that things worked properly with modifiers. Needs more testing I am sure. No, honestly, I wasn't just cleaning for the hell of it, it was *necessary* (I would never do such a thing). Selection should work completely with cage options of modifiers now. - added DerivedMesh foreach functions to iterate over mapped verts/edges/face centers. These replaced some of the drawing functions and are more general anyway. Special edge drawing functions remain for performance reasons. - removed EditFace xs, ys fields - added general functions to iterate over screen coordinates of mesh/curve/lattice objects - removed all calc_*verts* functions that were used for storing screen coordinates in objects. they were recalc'd on the fly for most situations anyway, so now we just always do that. calc_*verts_ext was one of those calls that did dirty things deep down in the callstack (changing curarea and poking at matrices) - rewrote all vertex level selection routines (circle, lasso, bbox) and closest vertex routines (rightmouse select) to use the new system. This cleaned up the selection code a lot and the structure of selection is much easier to see now. This is good for future work on allowing modifiers to completely override the selection system. It also points out some discrepancies in the way selection is handled that might be nice to resolve (mesh vertex selection has fancy stuff to try to help with selecting overlapping, but it only works w/o bbuf select, and curves/lattices don't have at all). - had to remove ton's code to move Manipulator to cage location, this is not reliable (can come up with a different method if requested) - as it happens BezTriple.s and BPoint.s are basically available to be removed, just need to rewrite editipo code that still does background calc of screen coordinates - MVert.{xs,ys} are still around because they are abused in some places for other info (not sure if this is safe actually, since they are short's and the mvert limit went up). And did I mention this commit is comes out to -305 lines? Well it does.
2005-08-09 08:12:36 +00:00
bglEnd();
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
return 1+G.totface;
} else {
dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, (void*) 0, 0);
return 1;
}
}
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
static int bbs_mesh_solid__setDrawOpts(void *userData, int index, int *drawSmooth_r)
{
Mesh *me = userData;
if (!(me->mface[index].flag&ME_HIDE)) {
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
set_framebuffer_index_color(index+1);
return 1;
} else {
return 0;
}
}
static int bbs_mesh_wire__setDrawOpts(void *userData, int index)
{
struct { Mesh *me; EdgeHash *eh; int offset; } *data = userData;
MEdge *med = data->me->medge + index;
unsigned long flags = (long)BLI_edgehash_lookup(data->eh, med->v1, med->v2);
if (flags & 1) {
set_framebuffer_index_color(data->offset+index);
return 1;
} else
return 0;
}
/* TODO remove this - since face select mode now only works with painting */
static void bbs_mesh_solid(Object *ob)
{
DerivedMesh *dm = mesh_get_derived_final(ob, get_viewedit_datamask());
Mesh *me = (Mesh*)ob->data;
glColor3ub(0, 0, 0);
dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, me, 0);
/* draw edges for seam marking in faceselect mode, but not when painting,
so that painting doesn't get interrupted on an edge */
if ((G.f & G_FACESELECT) && !(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT|G_WEIGHTPAINT))) {
struct { Mesh *me; EdgeHash *eh; int offset; } userData;
userData.me = me;
userData.eh = get_tface_mesh_marked_edge_info(me);
userData.offset = userData.me->totface+1;
bglPolygonOffset(1.0);
dm->drawMappedEdges(dm, bbs_mesh_wire__setDrawOpts, (void*)&userData);
bglPolygonOffset(0.0);
BLI_edgehash_free(userData.eh, NULL);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
dm->release(dm);
}
void draw_object_backbufsel(Object *ob)
{
mymultmatrix(ob->obmat);
glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
switch( ob->type) {
case OB_MESH:
if(ob==G.obedit) {
DerivedMesh *dm = editmesh_get_derived_cage(CD_MASK_BAREMESH);
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EM_init_index_arrays(1, 1, 1);
em_solidoffs= bbs_mesh_solid_EM(dm, G.scene->selectmode & SCE_SELECT_FACE);
bglPolygonOffset(1.0);
// we draw edges always, for loop (select) tools
em_wireoffs= bbs_mesh_wire(dm, em_solidoffs);
// we draw verts if vert select mode or if in transform (for snap).
if(G.scene->selectmode & SCE_SELECT_VERTEX || G.moving & G_TRANSFORM_EDIT)
em_vertoffs= bbs_mesh_verts(dm, em_wireoffs);
else em_vertoffs= em_wireoffs;
bglPolygonOffset(0.0);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
dm->release(dm);
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
EM_free_index_arrays();
}
else bbs_mesh_solid(ob);
break;
case OB_CURVE:
case OB_SURF:
break;
}
myloadmatrix(G.vd->viewmat);
}
/* ************* draw object instances for bones, for example ****************** */
/* assumes all matrices/etc set OK */
/* helper function for drawing object instances - meshes */
static void draw_object_mesh_instance(Object *ob, int dt, int outline)
{
DerivedMesh *dm=NULL, *edm=NULL;
if(G.obedit && ob->data==G.obedit->data)
edm= editmesh_get_derived_base();
else
dm = mesh_get_derived_final(ob, CD_MASK_BAREMESH);
if(dt<=OB_WIRE) {
if(dm)
dm->drawEdges(dm, 1);
else if(edm)
edm->drawEdges(edm, 1);
}
else {
if(outline)
draw_mesh_object_outline(ob, dm?dm:edm);
if(dm)
Big commit with work on Groups & Libraries: -> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
init_gl_materials(ob, 0);
else {
glEnable(GL_COLOR_MATERIAL);
BIF_ThemeColor(TH_BONE_SOLID);
glDisable(GL_COLOR_MATERIAL);
}
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
glEnable(GL_LIGHTING);
if(dm)
dm->drawFacesSolid(dm, set_gl_material);
else if(edm)
edm->drawMappedFaces(edm, NULL, NULL, 0);
glDisable(GL_LIGHTING);
}
if(edm) edm->release(edm);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if(dm) dm->release(dm);
}
void draw_object_instance(Object *ob, int dt, int outline)
{
if (ob == NULL)
return;
switch (ob->type) {
case OB_MESH:
draw_object_mesh_instance(ob, dt, outline);
break;
case OB_EMPTY:
drawaxes(ob->empty_drawsize, 0, ob->empty_drawtype);
break;
}
}