2005-03-27 20:34:18 +00:00
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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2005-03-29 16:43:39 +00:00
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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2005-03-27 20:34:18 +00:00
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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2005-08-23 20:04:10 +00:00
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#include <string.h>
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2005-03-27 20:34:18 +00:00
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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2005-09-18 13:27:12 +00:00
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#include <zlib.h>
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2005-07-23 19:15:08 +00:00
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#include "PIL_time.h"
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2005-03-27 20:34:18 +00:00
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#include "MEM_guardedalloc.h"
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#include "DNA_effect_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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2005-07-19 20:14:17 +00:00
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#include "DNA_modifier_types.h"
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2005-03-27 20:34:18 +00:00
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#include "DNA_object_types.h"
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2005-06-06 09:52:44 +00:00
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#include "DNA_object_force.h"
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2005-09-18 13:27:12 +00:00
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#include "DNA_object_fluidsim.h" // N_T
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#include "DNA_scene_types.h" // N_T
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2005-03-27 20:34:18 +00:00
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2005-07-19 00:21:01 +00:00
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#include "BLI_arithb.h"
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2005-03-27 21:27:12 +00:00
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#include "BLI_blenlib.h"
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2005-03-27 20:34:18 +00:00
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#include "BLI_editVert.h"
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2005-07-17 04:17:33 +00:00
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#include "BKE_utildefines.h"
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2005-03-27 20:34:18 +00:00
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#include "BKE_DerivedMesh.h"
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#include "BKE_displist.h"
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#include "BKE_effect.h"
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#include "BKE_global.h"
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2005-03-29 07:51:00 +00:00
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#include "BKE_material.h"
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2005-03-27 20:34:18 +00:00
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#include "BKE_mesh.h"
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#include "BKE_object.h"
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2005-03-28 21:49:49 +00:00
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#include "BKE_subsurf.h"
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2005-09-18 13:27:12 +00:00
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#include "LBM_fluidsim.h"
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2005-07-19 00:21:01 +00:00
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#include "BKE_deform.h"
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2005-07-19 20:14:17 +00:00
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#include "BKE_modifier.h"
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2005-08-11 03:31:33 +00:00
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#include "BKE_key.h"
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2005-03-27 20:34:18 +00:00
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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///////////////////////////////////
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///////////////////////////////////
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typedef struct {
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DerivedMesh dm;
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Object *ob;
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2005-07-18 19:58:23 +00:00
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Mesh *me;
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2005-07-17 20:12:16 +00:00
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MVert *verts;
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float *nors;
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2005-08-23 21:04:17 +00:00
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MCol *wpaintMCol;
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2005-07-17 20:12:16 +00:00
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2005-07-19 02:36:21 +00:00
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int freeNors, freeVerts;
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2005-03-27 20:34:18 +00:00
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} MeshDerivedMesh;
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2005-08-07 02:30:29 +00:00
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static DispListMesh *meshDM_convertToDispListMesh(DerivedMesh *dm, int allowShared)
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2005-07-16 21:03:28 +00:00
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{
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MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
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2005-07-18 19:58:23 +00:00
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Mesh *me = mdm->me;
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2005-07-16 21:03:28 +00:00
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DispListMesh *dlm = MEM_callocN(sizeof(*dlm), "dlm");
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dlm->totvert = me->totvert;
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dlm->totedge = me->totedge;
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dlm->totface = me->totface;
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2005-07-17 20:12:16 +00:00
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dlm->mvert = mdm->verts;
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2005-07-16 21:03:28 +00:00
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dlm->medge = me->medge;
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dlm->mface = me->mface;
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dlm->tface = me->tface;
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dlm->mcol = me->mcol;
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dlm->nors = mdm->nors;
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2005-07-16 21:16:05 +00:00
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dlm->dontFreeVerts = dlm->dontFreeOther = dlm->dontFreeNors = 1;
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2005-07-16 21:03:28 +00:00
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2005-08-07 02:30:29 +00:00
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if (!allowShared) {
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dlm->mvert = MEM_dupallocN(dlm->mvert);
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if (dlm->nors) dlm->nors = MEM_dupallocN(dlm->nors);
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2005-08-11 07:11:57 +00:00
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dlm->dontFreeVerts = dlm->dontFreeNors = 0;
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2005-08-07 02:30:29 +00:00
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}
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2005-07-16 21:03:28 +00:00
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return dlm;
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}
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2005-07-17 04:17:33 +00:00
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static void meshDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
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{
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MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
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2005-07-18 19:58:23 +00:00
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Mesh *me = mdm->me;
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2005-07-17 04:17:33 +00:00
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int i;
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2005-07-18 17:33:51 +00:00
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if (me->totvert) {
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for (i=0; i<me->totvert; i++) {
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DO_MINMAX(mdm->verts[i].co, min_r, max_r);
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}
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} else {
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min_r[0] = min_r[1] = min_r[2] = max_r[0] = max_r[1] = max_r[2] = 0.0;
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2005-07-17 04:17:33 +00:00
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}
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}
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2005-07-18 19:58:23 +00:00
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static void meshDM_getVertCos(DerivedMesh *dm, float (*cos_r)[3])
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{
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MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
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Mesh *me = mdm->me;
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int i;
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for (i=0; i<me->totvert; i++) {
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cos_r[i][0] = mdm->verts[i].co[0];
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cos_r[i][1] = mdm->verts[i].co[1];
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cos_r[i][2] = mdm->verts[i].co[2];
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}
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}
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2005-07-17 01:18:59 +00:00
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static void meshDM_getVertCo(DerivedMesh *dm, int index, float co_r[3])
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{
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2005-07-17 20:12:16 +00:00
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MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
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2005-07-17 01:18:59 +00:00
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2005-08-07 05:42:03 +00:00
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VECCOPY(co_r, mdm->verts[index].co);
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2005-07-17 01:18:59 +00:00
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}
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static void meshDM_getVertNo(DerivedMesh *dm, int index, float no_r[3])
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{
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MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
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2005-07-17 20:12:16 +00:00
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short *no = mdm->verts[index].no;
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2005-07-17 01:18:59 +00:00
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no_r[0] = no[0]/32767.f;
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no_r[1] = no[1]/32767.f;
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no_r[2] = no[2]/32767.f;
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}
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2005-03-27 20:34:18 +00:00
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static void meshDM_drawVerts(DerivedMesh *dm)
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{
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MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
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2005-07-18 19:58:23 +00:00
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Mesh *me = mdm->me;
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2005-08-23 20:04:10 +00:00
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int i;
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2005-03-27 20:34:18 +00:00
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glBegin(GL_POINTS);
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2005-08-23 20:04:10 +00:00
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for(i=0; i<me->totvert; i++) {
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glVertex3fv(mdm->verts[i].co);
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2005-03-27 20:34:18 +00:00
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}
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glEnd();
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}
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2005-08-18 11:31:20 +00:00
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static void meshDM_drawUVEdges(DerivedMesh *dm)
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{
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MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
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Mesh *me = mdm->me;
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int i;
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if (me->tface) {
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glBegin(GL_LINES);
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for (i=0; i<me->totface; i++) {
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- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
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TFace *tf = &me->tface[i];
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2005-08-18 11:31:20 +00:00
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- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
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if (!(tf->flag&TF_HIDE)) {
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glVertex2fv(tf->uv[0]);
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glVertex2fv(tf->uv[1]);
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2005-08-18 11:31:20 +00:00
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|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
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glVertex2fv(tf->uv[1]);
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glVertex2fv(tf->uv[2]);
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2005-08-18 11:31:20 +00:00
|
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|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
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if (!me->mface[i].v4) {
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glVertex2fv(tf->uv[2]);
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glVertex2fv(tf->uv[0]);
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} else {
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glVertex2fv(tf->uv[2]);
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glVertex2fv(tf->uv[3]);
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2005-08-18 11:31:20 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
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glVertex2fv(tf->uv[3]);
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glVertex2fv(tf->uv[0]);
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2005-08-18 11:31:20 +00:00
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}
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}
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}
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glEnd();
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}
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}
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2005-08-14 10:35:58 +00:00
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static void meshDM_drawEdges(DerivedMesh *dm, int drawLooseEdges)
|
2005-03-27 20:34:18 +00:00
|
|
|
{
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|
|
|
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
|
2005-07-18 19:58:23 +00:00
|
|
|
Mesh *me= mdm->me;
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
MEdge *medge= me->medge;
|
2005-08-23 20:04:10 +00:00
|
|
|
int i;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glBegin(GL_LINES);
|
2005-08-23 20:04:10 +00:00
|
|
|
for(i=0; i<me->totedge; i++, medge++) {
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
if ((medge->flag&ME_EDGEDRAW) && (drawLooseEdges || !(medge->flag&ME_LOOSEEDGE))) {
|
2005-08-23 20:04:10 +00:00
|
|
|
glVertex3fv(mdm->verts[medge->v1].co);
|
|
|
|
glVertex3fv(mdm->verts[medge->v2].co);
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
|
|
|
}
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glEnd();
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
2005-08-21 20:48:45 +00:00
|
|
|
static void meshDM_drawMappedEdges(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index), void *userData)
|
|
|
|
{
|
|
|
|
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
|
|
|
|
Mesh *me= mdm->me;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
for (i=0; i<me->totedge; i++) {
|
|
|
|
if (!setDrawOptions || setDrawOptions(userData, i)) {
|
|
|
|
glVertex3fv(mdm->verts[me->medge[i].v1].co);
|
|
|
|
glVertex3fv(mdm->verts[me->medge[i].v2].co);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
}
|
|
|
|
static void meshDM_drawLooseEdges(DerivedMesh *dm)
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
|
|
|
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
|
2005-08-18 11:31:20 +00:00
|
|
|
Mesh *me= mdm->me;
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
MEdge *medge= me->medge;
|
2005-08-23 20:04:10 +00:00
|
|
|
int i;
|
2005-08-18 11:31:20 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glBegin(GL_LINES);
|
2005-08-23 20:04:10 +00:00
|
|
|
for (i=0; i<me->totedge; i++, medge++) {
|
2005-08-21 20:48:45 +00:00
|
|
|
if (medge->flag&ME_LOOSEEDGE) {
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glVertex3fv(mdm->verts[medge->v1].co);
|
|
|
|
glVertex3fv(mdm->verts[medge->v2].co);
|
2005-08-14 10:35:58 +00:00
|
|
|
}
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glEnd();
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
2005-07-13 20:16:35 +00:00
|
|
|
static void meshDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int))
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
|
|
|
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
|
2005-07-18 19:58:23 +00:00
|
|
|
Mesh *me = mdm->me;
|
2005-07-17 20:12:16 +00:00
|
|
|
MVert *mvert= mdm->verts;
|
2005-03-27 20:34:18 +00:00
|
|
|
MFace *mface= me->mface;
|
|
|
|
float *nors = mdm->nors;
|
2005-07-20 04:14:21 +00:00
|
|
|
int a;
|
2005-07-13 20:16:35 +00:00
|
|
|
int glmode=-1, shademodel=-1, matnr=-1, drawCurrentMat=1;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
2005-07-23 16:09:08 +00:00
|
|
|
#define PASSVERT(index) { \
|
2005-03-27 20:34:18 +00:00
|
|
|
if (shademodel==GL_SMOOTH) { \
|
2005-07-17 20:12:16 +00:00
|
|
|
short *no = mvert[index].no; \
|
2005-07-23 16:09:08 +00:00
|
|
|
glNormal3sv(no); \
|
2005-03-27 20:34:18 +00:00
|
|
|
} \
|
2005-07-17 20:12:16 +00:00
|
|
|
glVertex3fv(mvert[index].co); \
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
glBegin(glmode=GL_QUADS);
|
2005-07-20 04:14:21 +00:00
|
|
|
for(a=0; a<me->totface; a++, mface++, nors+=3) {
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
int new_glmode, new_matnr, new_shademodel;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
new_glmode = mface->v4?GL_QUADS:GL_TRIANGLES;
|
|
|
|
new_matnr = mface->mat_nr+1;
|
2005-11-03 18:58:35 +00:00
|
|
|
new_shademodel = (mface->flag & ME_SMOOTH)?GL_SMOOTH:GL_FLAT;
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
|
|
|
|
if (new_glmode!=glmode || new_matnr!=matnr || new_shademodel!=shademodel) {
|
|
|
|
glEnd();
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
drawCurrentMat = setMaterial(matnr=new_matnr);
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glShadeModel(shademodel=new_shademodel);
|
|
|
|
glBegin(glmode=new_glmode);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (drawCurrentMat) {
|
|
|
|
if(shademodel==GL_FLAT)
|
|
|
|
glNormal3fv(nors);
|
|
|
|
|
|
|
|
PASSVERT(mface->v1);
|
|
|
|
PASSVERT(mface->v2);
|
|
|
|
PASSVERT(mface->v3);
|
|
|
|
if (mface->v4) {
|
|
|
|
PASSVERT(mface->v4);
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
#undef PASSVERT
|
|
|
|
}
|
|
|
|
|
|
|
|
static void meshDM_drawFacesColored(DerivedMesh *dm, int useTwoSide, unsigned char *col1, unsigned char *col2)
|
|
|
|
{
|
|
|
|
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
|
2005-07-18 19:58:23 +00:00
|
|
|
Mesh *me= mdm->me;
|
2005-03-27 20:34:18 +00:00
|
|
|
MFace *mface= me->mface;
|
2005-07-20 04:14:21 +00:00
|
|
|
int a, glmode;
|
2005-03-27 20:34:18 +00:00
|
|
|
unsigned char *cp1, *cp2;
|
|
|
|
|
|
|
|
cp1= col1;
|
|
|
|
if(col2) {
|
|
|
|
cp2= col2;
|
|
|
|
} else {
|
|
|
|
cp2= NULL;
|
|
|
|
useTwoSide= 0;
|
|
|
|
}
|
|
|
|
|
2005-05-28 12:23:40 +00:00
|
|
|
/* there's a conflict here... twosided colors versus culling...? */
|
|
|
|
/* defined by history, only texture faces have culling option */
|
|
|
|
/* we need that as mesh option builtin, next to double sided lighting */
|
2005-05-29 10:47:36 +00:00
|
|
|
if(col1 && col2)
|
|
|
|
glEnable(GL_CULL_FACE);
|
2005-05-28 12:23:40 +00:00
|
|
|
|
2005-03-27 20:34:18 +00:00
|
|
|
glShadeModel(GL_SMOOTH);
|
|
|
|
glBegin(glmode=GL_QUADS);
|
2005-07-20 04:14:21 +00:00
|
|
|
for(a=0; a<me->totface; a++, mface++, cp1+= 16) {
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
int new_glmode= mface->v4?GL_QUADS:GL_TRIANGLES;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
if (new_glmode!=glmode) {
|
|
|
|
glEnd();
|
|
|
|
glBegin(glmode= new_glmode);
|
|
|
|
}
|
|
|
|
|
|
|
|
glColor3ub(cp1[3], cp1[2], cp1[1]);
|
|
|
|
glVertex3fv( mdm->verts[mface->v1].co );
|
|
|
|
glColor3ub(cp1[7], cp1[6], cp1[5]);
|
|
|
|
glVertex3fv( mdm->verts[mface->v2].co );
|
|
|
|
glColor3ub(cp1[11], cp1[10], cp1[9]);
|
|
|
|
glVertex3fv( mdm->verts[mface->v3].co );
|
|
|
|
if(mface->v4) {
|
|
|
|
glColor3ub(cp1[15], cp1[14], cp1[13]);
|
|
|
|
glVertex3fv( mdm->verts[mface->v4].co );
|
|
|
|
}
|
|
|
|
|
|
|
|
if(useTwoSide) {
|
|
|
|
glColor3ub(cp2[11], cp2[10], cp2[9]);
|
2005-07-17 20:12:16 +00:00
|
|
|
glVertex3fv( mdm->verts[mface->v3].co );
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glColor3ub(cp2[7], cp2[6], cp2[5]);
|
|
|
|
glVertex3fv( mdm->verts[mface->v2].co );
|
|
|
|
glColor3ub(cp2[3], cp2[2], cp2[1]);
|
|
|
|
glVertex3fv( mdm->verts[mface->v1].co );
|
2005-03-29 07:58:56 +00:00
|
|
|
if(mface->v4) {
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glColor3ub(cp2[15], cp2[14], cp2[13]);
|
2005-07-17 20:12:16 +00:00
|
|
|
glVertex3fv( mdm->verts[mface->v4].co );
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
if(col2) cp2+= 16;
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
}
|
2006-02-08 21:01:00 +00:00
|
|
|
static void meshDM_drawMappedFacesTex(DerivedMesh *dm, int (*setDrawParams)(void *userData, int index, int matnr), void *userData)
|
2005-03-29 07:51:00 +00:00
|
|
|
{
|
|
|
|
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
|
2005-07-18 19:58:23 +00:00
|
|
|
Mesh *me = mdm->me;
|
2005-07-17 20:12:16 +00:00
|
|
|
MVert *mvert= mdm->verts;
|
2005-03-29 07:51:00 +00:00
|
|
|
MFace *mface= me->mface;
|
|
|
|
TFace *tface = me->tface;
|
|
|
|
float *nors = mdm->nors;
|
2005-08-23 20:04:10 +00:00
|
|
|
int i;
|
2005-03-29 07:51:00 +00:00
|
|
|
|
2005-08-23 20:04:10 +00:00
|
|
|
for (i=0; i<me->totface; i++) {
|
|
|
|
MFace *mf= &mface[i];
|
|
|
|
TFace *tf = tface?&tface[i]:NULL;
|
2005-08-18 11:31:20 +00:00
|
|
|
int flag;
|
2005-03-29 07:51:00 +00:00
|
|
|
unsigned char *cp= NULL;
|
|
|
|
|
2006-02-08 21:01:00 +00:00
|
|
|
flag = setDrawParams(userData, i, mf->mat_nr);
|
2005-08-18 11:31:20 +00:00
|
|
|
|
|
|
|
if (flag==0) {
|
|
|
|
continue;
|
|
|
|
} else if (flag==1) {
|
2005-08-23 21:04:17 +00:00
|
|
|
if (mdm->wpaintMCol) {
|
|
|
|
cp= (unsigned char*) &mdm->wpaintMCol[i*4];
|
|
|
|
} else if (tf) {
|
2005-08-18 11:31:20 +00:00
|
|
|
cp= (unsigned char*) tf->col;
|
2005-03-29 07:51:00 +00:00
|
|
|
} else if (me->mcol) {
|
2005-08-23 20:04:10 +00:00
|
|
|
cp= (unsigned char*) &me->mcol[i*4];
|
2005-03-29 07:51:00 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(mf->flag&ME_SMOOTH)) {
|
2005-08-23 20:04:10 +00:00
|
|
|
glNormal3fv(&nors[i*3]);
|
2005-03-29 07:51:00 +00:00
|
|
|
}
|
|
|
|
|
2005-03-30 06:24:34 +00:00
|
|
|
glBegin(mf->v4?GL_QUADS:GL_TRIANGLES);
|
2005-04-14 13:46:05 +00:00
|
|
|
if (tf) glTexCoord2fv(tf->uv[0]);
|
2005-03-29 07:51:00 +00:00
|
|
|
if (cp) glColor3ub(cp[3], cp[2], cp[1]);
|
|
|
|
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v1].no);
|
2005-07-17 20:12:16 +00:00
|
|
|
glVertex3fv(mvert[mf->v1].co);
|
2005-03-29 07:51:00 +00:00
|
|
|
|
2005-04-14 13:46:05 +00:00
|
|
|
if (tf) glTexCoord2fv(tf->uv[1]);
|
2005-03-29 07:51:00 +00:00
|
|
|
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
|
|
|
|
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v2].no);
|
2005-07-17 20:12:16 +00:00
|
|
|
glVertex3fv(mvert[mf->v2].co);
|
2005-03-29 07:51:00 +00:00
|
|
|
|
2005-04-14 13:46:05 +00:00
|
|
|
if (tf) glTexCoord2fv(tf->uv[2]);
|
2005-03-29 07:51:00 +00:00
|
|
|
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
|
|
|
|
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v3].no);
|
2005-07-17 20:12:16 +00:00
|
|
|
glVertex3fv(mvert[mf->v3].co);
|
2005-03-29 07:51:00 +00:00
|
|
|
|
2005-03-30 06:24:34 +00:00
|
|
|
if(mf->v4) {
|
2005-04-14 13:46:05 +00:00
|
|
|
if (tf) glTexCoord2fv(tf->uv[3]);
|
2005-03-29 07:51:00 +00:00
|
|
|
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
|
|
|
|
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v4].no);
|
2005-07-17 20:12:16 +00:00
|
|
|
glVertex3fv(mvert[mf->v4].co);
|
2005-03-29 07:51:00 +00:00
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
}
|
|
|
|
}
|
2005-08-23 20:04:10 +00:00
|
|
|
static void meshDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index, int *drawSmooth_r), void *userData, int useColors)
|
- 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
|
|
|
{
|
|
|
|
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
|
|
|
|
Mesh *me = mdm->me;
|
|
|
|
MVert *mvert= mdm->verts;
|
|
|
|
MFace *mface= me->mface;
|
|
|
|
float *nors= mdm->nors;
|
2005-08-23 20:04:10 +00:00
|
|
|
int i;
|
- 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
|
|
|
|
2005-08-23 20:04:10 +00:00
|
|
|
for (i=0; i<me->totface; i++) {
|
|
|
|
MFace *mf= &mface[i];
|
- 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
|
|
|
int drawSmooth = 1;
|
|
|
|
|
2005-08-23 20:04:10 +00:00
|
|
|
if (!setDrawOptions || setDrawOptions(userData, i, &drawSmooth)) {
|
|
|
|
unsigned char *cp = NULL;
|
|
|
|
|
|
|
|
if (useColors) {
|
2005-08-23 21:04:17 +00:00
|
|
|
if (mdm->wpaintMCol) {
|
|
|
|
cp= (unsigned char*) &mdm->wpaintMCol[i*4];
|
|
|
|
} else if (me->tface) {
|
2005-08-23 20:04:10 +00:00
|
|
|
cp= (unsigned char*) me->tface[i].col;
|
|
|
|
} else if (me->mcol) {
|
|
|
|
cp= (unsigned char*) &me->mcol[i*4];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-08-20 18:14:04 +00:00
|
|
|
glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
|
|
|
|
glBegin(mf->v4?GL_QUADS:GL_TRIANGLES);
|
- 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
|
|
|
|
2005-08-20 18:14:04 +00:00
|
|
|
if (!drawSmooth) {
|
2005-08-23 20:04:10 +00:00
|
|
|
glNormal3fv(&nors[i*3]);
|
- 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
|
|
|
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[3], cp[2], cp[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
|
|
|
glVertex3fv(mvert[mf->v1].co);
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
|
- 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
|
|
|
glVertex3fv(mvert[mf->v2].co);
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
|
- 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
|
|
|
glVertex3fv(mvert[mf->v3].co);
|
2005-08-23 20:04:10 +00:00
|
|
|
if(mf->v4) {
|
|
|
|
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
|
|
|
|
glVertex3fv(mvert[mf->v4].co);
|
|
|
|
}
|
- 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
|
|
|
} else {
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[3], cp[2], cp[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
|
|
|
glNormal3sv(mvert[mf->v1].no);
|
|
|
|
glVertex3fv(mvert[mf->v1].co);
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
|
- 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
|
|
|
glNormal3sv(mvert[mf->v2].no);
|
|
|
|
glVertex3fv(mvert[mf->v2].co);
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
|
- 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
|
|
|
glNormal3sv(mvert[mf->v3].no);
|
|
|
|
glVertex3fv(mvert[mf->v3].co);
|
|
|
|
if(mf->v4) {
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
|
- 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
|
|
|
glNormal3sv(mvert[mf->v4].no);
|
|
|
|
glVertex3fv(mvert[mf->v4].co);
|
|
|
|
}
|
|
|
|
}
|
2005-08-20 18:14:04 +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
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2005-03-27 21:27:12 +00:00
|
|
|
static int meshDM_getNumVerts(DerivedMesh *dm)
|
|
|
|
{
|
|
|
|
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
|
2005-07-18 19:58:23 +00:00
|
|
|
Mesh *me = mdm->me;
|
2005-03-27 21:27:12 +00:00
|
|
|
|
|
|
|
return me->totvert;
|
|
|
|
}
|
|
|
|
static int meshDM_getNumFaces(DerivedMesh *dm)
|
|
|
|
{
|
|
|
|
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
|
2005-07-18 19:58:23 +00:00
|
|
|
Mesh *me = mdm->me;
|
2005-03-27 21:27:12 +00:00
|
|
|
|
|
|
|
return me->totface;
|
|
|
|
}
|
|
|
|
|
2005-07-17 17:41:03 +00:00
|
|
|
static void meshDM_release(DerivedMesh *dm)
|
|
|
|
{
|
|
|
|
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
|
|
|
|
|
2005-08-23 21:04:17 +00:00
|
|
|
if (mdm->wpaintMCol) MEM_freeN(mdm->wpaintMCol);
|
2005-07-17 20:12:16 +00:00
|
|
|
if (mdm->freeNors) MEM_freeN(mdm->nors);
|
2005-07-19 02:36:21 +00:00
|
|
|
if (mdm->freeVerts) MEM_freeN(mdm->verts);
|
2005-07-17 17:41:03 +00:00
|
|
|
MEM_freeN(mdm);
|
|
|
|
}
|
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
static DerivedMesh *getMeshDerivedMesh(Mesh *me, Object *ob, float (*vertCos)[3])
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
2005-07-17 17:41:03 +00:00
|
|
|
MeshDerivedMesh *mdm = MEM_callocN(sizeof(*mdm), "mdm");
|
2005-03-27 20:34:18 +00:00
|
|
|
|
2005-07-17 04:17:33 +00:00
|
|
|
mdm->dm.getMinMax = meshDM_getMinMax;
|
|
|
|
|
2005-07-16 21:03:28 +00:00
|
|
|
mdm->dm.convertToDispListMesh = meshDM_convertToDispListMesh;
|
2005-03-27 21:27:12 +00:00
|
|
|
mdm->dm.getNumVerts = meshDM_getNumVerts;
|
|
|
|
mdm->dm.getNumFaces = meshDM_getNumFaces;
|
|
|
|
|
2005-07-18 19:58:23 +00:00
|
|
|
mdm->dm.getVertCos = meshDM_getVertCos;
|
2005-07-17 01:18:59 +00:00
|
|
|
mdm->dm.getVertCo = meshDM_getVertCo;
|
|
|
|
mdm->dm.getVertNo = meshDM_getVertNo;
|
|
|
|
|
2005-03-27 20:34:18 +00:00
|
|
|
mdm->dm.drawVerts = meshDM_drawVerts;
|
|
|
|
|
2005-08-18 11:31:20 +00:00
|
|
|
mdm->dm.drawUVEdges = meshDM_drawUVEdges;
|
2005-03-27 20:34:18 +00:00
|
|
|
mdm->dm.drawEdges = meshDM_drawEdges;
|
2005-08-21 20:48:45 +00:00
|
|
|
mdm->dm.drawLooseEdges = meshDM_drawLooseEdges;
|
2005-08-18 11:31:20 +00:00
|
|
|
|
2005-03-27 20:34:18 +00:00
|
|
|
mdm->dm.drawFacesSolid = meshDM_drawFacesSolid;
|
|
|
|
mdm->dm.drawFacesColored = meshDM_drawFacesColored;
|
2006-02-08 21:01:00 +00:00
|
|
|
mdm->dm.drawMappedFacesTex = meshDM_drawMappedFacesTex;
|
2005-09-18 13:27:12 +00:00
|
|
|
mdm->dm.drawMappedFaces = meshDM_drawMappedFaces;
|
2005-08-21 20:48:45 +00:00
|
|
|
|
|
|
|
mdm->dm.drawMappedEdges = meshDM_drawMappedEdges;
|
- 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
|
|
|
mdm->dm.drawMappedFaces = meshDM_drawMappedFaces;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
2005-07-17 17:41:03 +00:00
|
|
|
mdm->dm.release = meshDM_release;
|
2005-08-23 21:04:17 +00:00
|
|
|
|
|
|
|
/* Works in conjunction with hack during modifier calc */
|
2005-09-24 13:55:39 +00:00
|
|
|
if ((G.f & G_WEIGHTPAINT) && ob==(G.scene->basact?G.scene->basact->object:NULL)) {
|
2005-08-23 21:04:17 +00:00
|
|
|
mdm->wpaintMCol = MEM_dupallocN(me->mcol);
|
|
|
|
}
|
|
|
|
|
2005-03-27 20:34:18 +00:00
|
|
|
mdm->ob = ob;
|
2005-07-18 19:58:23 +00:00
|
|
|
mdm->me = me;
|
2005-07-19 00:21:01 +00:00
|
|
|
mdm->verts = me->mvert;
|
|
|
|
mdm->nors = NULL;
|
2005-07-17 20:12:16 +00:00
|
|
|
mdm->freeNors = 0;
|
2005-07-19 02:36:21 +00:00
|
|
|
mdm->freeVerts = 0;
|
2005-07-17 20:12:16 +00:00
|
|
|
|
2005-07-18 19:58:23 +00:00
|
|
|
if (vertCos) {
|
|
|
|
int i;
|
|
|
|
|
2005-10-26 17:36:02 +00:00
|
|
|
/* copy the original verts to preserve flag settings; if this is too
|
|
|
|
* costly, must at least use MEM_callocN to clear flags */
|
|
|
|
mdm->verts = MEM_dupallocN( me->mvert );
|
2005-07-18 19:58:23 +00:00
|
|
|
for (i=0; i<me->totvert; i++) {
|
2005-08-07 05:42:03 +00:00
|
|
|
VECCOPY(mdm->verts[i].co, vertCos[i]);
|
2005-07-18 19:58:23 +00:00
|
|
|
}
|
2005-07-17 20:12:16 +00:00
|
|
|
mesh_calc_normals(mdm->verts, me->totvert, me->mface, me->totface, &mdm->nors);
|
|
|
|
mdm->freeNors = 1;
|
2005-07-19 02:36:21 +00:00
|
|
|
mdm->freeVerts = 1;
|
2005-07-17 20:12:16 +00:00
|
|
|
} else {
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
// XXX this is kinda hacky because we shouldn't really be editing
|
|
|
|
// the mesh here, however, we can't just call mesh_build_faceNormals(ob)
|
|
|
|
// because in the case when a key is applied to a mesh the vertex normals
|
2005-08-07 02:30:29 +00:00
|
|
|
// would never be correctly computed.
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
mesh_calc_normals(mdm->verts, me->totvert, me->mface, me->totface, &mdm->nors);
|
2005-07-19 00:21:01 +00:00
|
|
|
mdm->freeNors = 1;
|
2005-07-17 20:12:16 +00:00
|
|
|
}
|
2005-03-27 20:34:18 +00:00
|
|
|
|
|
|
|
return (DerivedMesh*) mdm;
|
|
|
|
}
|
|
|
|
|
|
|
|
///
|
|
|
|
|
|
|
|
typedef struct {
|
|
|
|
DerivedMesh dm;
|
|
|
|
|
|
|
|
EditMesh *em;
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
float (*vertexCos)[3];
|
2005-08-03 04:04:05 +00:00
|
|
|
float (*vertexNos)[3];
|
|
|
|
float (*faceNos)[3];
|
2005-03-27 20:34:18 +00:00
|
|
|
} EditMeshDerivedMesh;
|
|
|
|
|
- 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 emDM_foreachMappedVert(DerivedMesh *dm, void (*func)(void *userData, int index, float *co, float *no_f, short *no_s), void *userData)
|
2005-03-28 07:10:32 +00:00
|
|
|
{
|
2005-08-03 04:04:05 +00:00
|
|
|
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) 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
|
|
|
EditVert *eve;
|
- 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
|
|
|
int i;
|
2005-08-03 04:04:05 +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
|
|
|
for (i=0,eve= emdm->em->verts.first; eve; i++,eve=eve->next) {
|
|
|
|
if (emdm->vertexCos) {
|
|
|
|
func(userData, i, emdm->vertexCos[i], emdm->vertexNos[i], NULL);
|
|
|
|
} else {
|
|
|
|
func(userData, i, eve->co, eve->no, 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
|
|
|
}
|
2005-08-03 04:04:05 +00:00
|
|
|
}
|
2005-03-28 07:10:32 +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 emDM_foreachMappedEdge(DerivedMesh *dm, void (*func)(void *userData, int index, float *v0co, float *v1co), void *userData)
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
|
|
|
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) 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
|
|
|
EditEdge *eed;
|
- 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
|
|
|
int i;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
if (emdm->vertexCos) {
|
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
|
|
|
EditVert *eve, *preveve;
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +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 (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
|
|
|
|
eve->prev = (EditVert*) i++;
|
- 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
|
|
|
for(i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next)
|
|
|
|
func(userData, i, emdm->vertexCos[(int) eed->v1->prev], emdm->vertexCos[(int) eed->v2->prev]);
|
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 (preveve=NULL, eve=emdm->em->verts.first; eve; preveve=eve, eve= eve->next)
|
|
|
|
eve->prev = preveve;
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
} else {
|
- 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
|
|
|
for(i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next)
|
|
|
|
func(userData, i, eed->v1->co, eed->v2->co);
|
2005-03-27 20:34:18 +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 emDM_drawMappedEdges(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index), void *userData)
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
|
|
|
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
|
|
|
|
EditEdge *eed;
|
- 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
|
|
|
int i;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
if (emdm->vertexCos) {
|
|
|
|
EditVert *eve, *preveve;
|
|
|
|
|
|
|
|
for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
|
|
|
|
eve->prev = (EditVert*) i++;
|
|
|
|
|
|
|
|
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
|
|
|
for(i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
|
|
|
|
if(!setDrawOptions || setDrawOptions(userData, i)) {
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
glVertex3fv(emdm->vertexCos[(int) eed->v1->prev]);
|
|
|
|
glVertex3fv(emdm->vertexCos[(int) eed->v2->prev]);
|
|
|
|
}
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
glEnd();
|
|
|
|
|
|
|
|
for (preveve=NULL, eve=emdm->em->verts.first; eve; preveve=eve, eve= eve->next)
|
|
|
|
eve->prev = preveve;
|
|
|
|
} else {
|
|
|
|
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
|
|
|
for(i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
|
|
|
|
if(!setDrawOptions || setDrawOptions(userData, i)) {
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
glVertex3fv(eed->v1->co);
|
|
|
|
glVertex3fv(eed->v2->co);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
glEnd();
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
}
|
2005-08-14 10:35:58 +00:00
|
|
|
static void emDM_drawEdges(DerivedMesh *dm, int drawLooseEdges)
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +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
|
|
|
emDM_drawMappedEdges(dm, NULL, NULL);
|
2005-03-27 20:34:18 +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 emDM_drawMappedEdgesInterp(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index), void (*setDrawInterpOptions)(void *userData, int index, float t), void *userData)
|
2005-03-28 06:46:21 +00:00
|
|
|
{
|
|
|
|
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
|
|
|
|
EditEdge *eed;
|
- 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
|
|
|
int i;
|
2005-03-28 06:46:21 +00:00
|
|
|
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
if (emdm->vertexCos) {
|
|
|
|
EditVert *eve, *preveve;
|
|
|
|
|
|
|
|
for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
|
|
|
|
eve->prev = (EditVert*) i++;
|
|
|
|
|
|
|
|
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
|
|
|
for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
|
|
|
|
if(!setDrawOptions || setDrawOptions(userData, i)) {
|
|
|
|
setDrawInterpOptions(userData, i, 0.0);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
glVertex3fv(emdm->vertexCos[(int) eed->v1->prev]);
|
- 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
|
|
|
setDrawInterpOptions(userData, i, 1.0);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
glVertex3fv(emdm->vertexCos[(int) eed->v2->prev]);
|
|
|
|
}
|
2005-03-28 06:46:21 +00:00
|
|
|
}
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
glEnd();
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
for (preveve=NULL, eve=emdm->em->verts.first; eve; preveve=eve, eve= eve->next)
|
|
|
|
eve->prev = preveve;
|
|
|
|
} else {
|
|
|
|
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
|
|
|
for (i=0,eed= emdm->em->edges.first; eed; i++,eed= eed->next) {
|
|
|
|
if(!setDrawOptions || setDrawOptions(userData, i)) {
|
|
|
|
setDrawInterpOptions(userData, i, 0.0);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
glVertex3fv(eed->v1->co);
|
- 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
|
|
|
setDrawInterpOptions(userData, i, 1.0);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
glVertex3fv(eed->v2->co);
|
|
|
|
}
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
glEnd();
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
|
|
|
}
|
2005-07-23 07:45:39 +00:00
|
|
|
static void emDM__calcFaceCent(EditFace *efa, float cent[3], float (*vertexCos)[3])
|
|
|
|
{
|
|
|
|
if (vertexCos) {
|
|
|
|
VECCOPY(cent, vertexCos[(int) efa->v1->prev]);
|
|
|
|
VecAddf(cent, cent, vertexCos[(int) efa->v2->prev]);
|
|
|
|
VecAddf(cent, cent, vertexCos[(int) efa->v3->prev]);
|
|
|
|
if (efa->v4) VecAddf(cent, cent, vertexCos[(int) efa->v4->prev]);
|
|
|
|
} else {
|
|
|
|
VECCOPY(cent, efa->v1->co);
|
|
|
|
VecAddf(cent, cent, efa->v2->co);
|
|
|
|
VecAddf(cent, cent, efa->v3->co);
|
|
|
|
if (efa->v4) VecAddf(cent, cent, efa->v4->co);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (efa->v4) {
|
2005-08-07 05:42:03 +00:00
|
|
|
VecMulf(cent, 0.25f);
|
2005-07-23 07:45:39 +00:00
|
|
|
} else {
|
2005-08-07 05:42:03 +00:00
|
|
|
VecMulf(cent, 0.33333333333f);
|
2005-07-23 07:45:39 +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 emDM_foreachMappedFaceCenter(DerivedMesh *dm, void (*func)(void *userData, int index, float *co, float *no), void *userData)
|
2005-07-23 07:45:39 +00:00
|
|
|
{
|
|
|
|
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
|
|
|
|
EditVert *eve, *preveve;
|
|
|
|
EditFace *efa;
|
|
|
|
float cent[3];
|
- 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
|
|
|
int i;
|
2005-07-23 07:45:39 +00:00
|
|
|
|
|
|
|
if (emdm->vertexCos) {
|
|
|
|
for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
|
|
|
|
eve->prev = (EditVert*) i++;
|
|
|
|
}
|
|
|
|
|
- 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
|
|
|
for(i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
|
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
|
|
|
emDM__calcFaceCent(efa, cent, emdm->vertexCos);
|
- 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
|
|
|
func(userData, i, cent, emdm->vertexCos?emdm->faceNos[i]:efa->n);
|
2005-07-23 07:45:39 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (emdm->vertexCos) {
|
|
|
|
for (preveve=NULL, eve=emdm->em->verts.first; eve; preveve=eve, eve= eve->next)
|
|
|
|
eve->prev = preveve;
|
|
|
|
}
|
|
|
|
}
|
2005-08-23 20:04:10 +00:00
|
|
|
static void emDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index, int *drawSmooth_r), void *userData, int useColors)
|
2005-03-28 05:58:43 +00:00
|
|
|
{
|
|
|
|
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
|
2005-03-28 06:46:21 +00:00
|
|
|
EditFace *efa;
|
- 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
|
|
|
int i;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
if (emdm->vertexCos) {
|
|
|
|
EditVert *eve, *preveve;
|
- 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
|
|
|
int drawSmooth = 1;
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
|
|
|
|
for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
|
|
|
|
eve->prev = (EditVert*) i++;
|
|
|
|
|
2005-08-03 04:04:05 +00:00
|
|
|
for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
|
- 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(!setDrawOptions || setDrawOptions(userData, i, &drawSmooth)) {
|
|
|
|
glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
|
2005-07-13 20:16:35 +00:00
|
|
|
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
|
2005-08-20 18:49:08 +00:00
|
|
|
if (!drawSmooth) {
|
2005-08-03 04:04:05 +00:00
|
|
|
glNormal3fv(emdm->faceNos[i]);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
glVertex3fv(emdm->vertexCos[(int) efa->v1->prev]);
|
|
|
|
glVertex3fv(emdm->vertexCos[(int) efa->v2->prev]);
|
|
|
|
glVertex3fv(emdm->vertexCos[(int) efa->v3->prev]);
|
|
|
|
if(efa->v4) glVertex3fv(emdm->vertexCos[(int) efa->v4->prev]);
|
- 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
|
|
|
} else {
|
|
|
|
glNormal3fv(emdm->vertexNos[(int) efa->v1->prev]);
|
|
|
|
glVertex3fv(emdm->vertexCos[(int) efa->v1->prev]);
|
|
|
|
glNormal3fv(emdm->vertexNos[(int) efa->v2->prev]);
|
|
|
|
glVertex3fv(emdm->vertexCos[(int) efa->v2->prev]);
|
|
|
|
glNormal3fv(emdm->vertexNos[(int) efa->v3->prev]);
|
|
|
|
glVertex3fv(emdm->vertexCos[(int) efa->v3->prev]);
|
|
|
|
if(efa->v4) {
|
|
|
|
glNormal3fv(emdm->vertexNos[(int) efa->v4->prev]);
|
|
|
|
glVertex3fv(emdm->vertexCos[(int) efa->v4->prev]);
|
|
|
|
}
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +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
|
|
|
glEnd();
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (preveve=NULL, eve=emdm->em->verts.first; eve; preveve=eve, eve= eve->next)
|
|
|
|
eve->prev = preveve;
|
|
|
|
} else {
|
- 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
|
|
|
int drawSmooth = 1;
|
|
|
|
|
|
|
|
for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
|
|
|
|
if(!setDrawOptions || setDrawOptions(userData, i, &drawSmooth)) {
|
|
|
|
glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
|
|
|
|
|
|
|
|
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
|
2005-08-20 18:49:08 +00:00
|
|
|
if (!drawSmooth) {
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
glNormal3fv(efa->n);
|
|
|
|
glVertex3fv(efa->v1->co);
|
|
|
|
glVertex3fv(efa->v2->co);
|
|
|
|
glVertex3fv(efa->v3->co);
|
|
|
|
if(efa->v4) glVertex3fv(efa->v4->co);
|
- 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
|
|
|
} else {
|
|
|
|
glNormal3fv(efa->v1->no);
|
|
|
|
glVertex3fv(efa->v1->co);
|
|
|
|
glNormal3fv(efa->v2->no);
|
|
|
|
glVertex3fv(efa->v2->co);
|
|
|
|
glNormal3fv(efa->v3->no);
|
|
|
|
glVertex3fv(efa->v3->co);
|
|
|
|
if(efa->v4) {
|
|
|
|
glNormal3fv(efa->v4->no);
|
|
|
|
glVertex3fv(efa->v4->co);
|
|
|
|
}
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +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
|
|
|
glEnd();
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2005-03-27 20:34:18 +00:00
|
|
|
|
2005-07-17 04:17:33 +00:00
|
|
|
static void emDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
|
|
|
|
{
|
|
|
|
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
|
|
|
|
EditVert *eve;
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
int i;
|
2005-07-17 04:17:33 +00:00
|
|
|
|
2005-07-18 17:33:51 +00:00
|
|
|
if (emdm->em->verts.first) {
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
for (i=0,eve= emdm->em->verts.first; eve; i++,eve= eve->next) {
|
|
|
|
if (emdm->vertexCos) {
|
|
|
|
DO_MINMAX(emdm->vertexCos[i], min_r, max_r);
|
|
|
|
} else {
|
|
|
|
DO_MINMAX(eve->co, min_r, max_r);
|
|
|
|
}
|
2005-07-18 17:33:51 +00:00
|
|
|
}
|
|
|
|
} else {
|
|
|
|
min_r[0] = min_r[1] = min_r[2] = max_r[0] = max_r[1] = max_r[2] = 0.0;
|
2005-07-17 04:17:33 +00:00
|
|
|
}
|
|
|
|
}
|
2005-03-27 21:27:12 +00:00
|
|
|
static int emDM_getNumVerts(DerivedMesh *dm)
|
|
|
|
{
|
|
|
|
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
|
|
|
|
|
|
|
|
return BLI_countlist(&emdm->em->verts);
|
|
|
|
}
|
|
|
|
static int emDM_getNumFaces(DerivedMesh *dm)
|
|
|
|
{
|
|
|
|
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
|
|
|
|
|
|
|
|
return BLI_countlist(&emdm->em->faces);
|
|
|
|
}
|
|
|
|
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
static void emDM_release(DerivedMesh *dm)
|
|
|
|
{
|
|
|
|
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
|
|
|
|
|
2005-08-03 04:04:05 +00:00
|
|
|
if (emdm->vertexCos) {
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
MEM_freeN(emdm->vertexCos);
|
2005-08-03 04:04:05 +00:00
|
|
|
MEM_freeN(emdm->vertexNos);
|
|
|
|
MEM_freeN(emdm->faceNos);
|
|
|
|
}
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
|
|
|
|
MEM_freeN(emdm);
|
|
|
|
}
|
|
|
|
|
|
|
|
static DerivedMesh *getEditMeshDerivedMesh(EditMesh *em, float (*vertexCos)[3])
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
2005-07-17 17:41:03 +00:00
|
|
|
EditMeshDerivedMesh *emdm = MEM_callocN(sizeof(*emdm), "emdm");
|
2005-03-27 20:34:18 +00:00
|
|
|
|
2005-07-17 04:17:33 +00:00
|
|
|
emdm->dm.getMinMax = emDM_getMinMax;
|
|
|
|
|
2005-03-27 21:27:12 +00:00
|
|
|
emdm->dm.getNumVerts = emDM_getNumVerts;
|
|
|
|
emdm->dm.getNumFaces = emDM_getNumFaces;
|
- 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
|
|
|
emdm->dm.foreachMappedVert = emDM_foreachMappedVert;
|
|
|
|
emdm->dm.foreachMappedEdge = emDM_foreachMappedEdge;
|
|
|
|
emdm->dm.foreachMappedFaceCenter = emDM_foreachMappedFaceCenter;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
emdm->dm.drawEdges = emDM_drawEdges;
|
- 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
|
|
|
emdm->dm.drawMappedEdges = emDM_drawMappedEdges;
|
|
|
|
emdm->dm.drawMappedEdgesInterp = emDM_drawMappedEdgesInterp;
|
|
|
|
emdm->dm.drawMappedFaces = emDM_drawMappedFaces;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
emdm->dm.release = emDM_release;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
|
|
|
emdm->em = em;
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
emdm->vertexCos = vertexCos;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
2005-08-03 04:04:05 +00:00
|
|
|
if (vertexCos) {
|
|
|
|
EditVert *eve, *preveve;
|
|
|
|
EditFace *efa;
|
|
|
|
int totface = BLI_countlist(&em->faces);
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i=0,eve=em->verts.first; eve; eve= eve->next)
|
|
|
|
eve->prev = (EditVert*) i++;
|
|
|
|
|
|
|
|
emdm->vertexNos = MEM_callocN(sizeof(*emdm->vertexNos)*i, "emdm_vno");
|
|
|
|
emdm->faceNos = MEM_mallocN(sizeof(*emdm->faceNos)*totface, "emdm_vno");
|
|
|
|
|
|
|
|
for(i=0, efa= em->faces.first; efa; i++, efa=efa->next) {
|
|
|
|
float *v1 = vertexCos[(int) efa->v1->prev];
|
|
|
|
float *v2 = vertexCos[(int) efa->v2->prev];
|
|
|
|
float *v3 = vertexCos[(int) efa->v3->prev];
|
|
|
|
float *no = emdm->faceNos[i];
|
|
|
|
|
|
|
|
if(efa->v4) {
|
|
|
|
float *v4 = vertexCos[(int) efa->v3->prev];
|
|
|
|
|
|
|
|
CalcNormFloat4(v1, v2, v3, v4, no);
|
|
|
|
VecAddf(emdm->vertexNos[(int) efa->v4->prev], emdm->vertexNos[(int) efa->v4->prev], no);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
CalcNormFloat(v1, v2, v3, no);
|
|
|
|
}
|
|
|
|
|
|
|
|
VecAddf(emdm->vertexNos[(int) efa->v1->prev], emdm->vertexNos[(int) efa->v1->prev], no);
|
|
|
|
VecAddf(emdm->vertexNos[(int) efa->v2->prev], emdm->vertexNos[(int) efa->v2->prev], no);
|
|
|
|
VecAddf(emdm->vertexNos[(int) efa->v3->prev], emdm->vertexNos[(int) efa->v3->prev], no);
|
|
|
|
}
|
|
|
|
|
|
|
|
for(i=0, eve= em->verts.first; eve; i++, eve=eve->next) {
|
|
|
|
float *no = emdm->vertexNos[i];
|
|
|
|
|
|
|
|
if (Normalise(no)==0.0) {
|
|
|
|
VECCOPY(no, vertexCos[i]);
|
|
|
|
Normalise(no);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (preveve=NULL, eve=emdm->em->verts.first; eve; preveve=eve, eve= eve->next)
|
|
|
|
eve->prev = preveve;
|
|
|
|
}
|
|
|
|
|
2005-03-27 20:34:18 +00:00
|
|
|
return (DerivedMesh*) emdm;
|
|
|
|
}
|
|
|
|
|
|
|
|
///
|
|
|
|
|
|
|
|
typedef struct {
|
|
|
|
DerivedMesh dm;
|
|
|
|
|
|
|
|
DispListMesh *dlm;
|
|
|
|
} SSDerivedMesh;
|
|
|
|
|
- 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 ssDM_foreachMappedVert(DerivedMesh *dm, void (*func)(void *userData, int index, float *co, float *no_f, short *no_s), void *userData)
|
2005-08-07 05:42:03 +00:00
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
DispListMesh *dlm = ssdm->dlm;
|
- 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
|
|
|
int i, index=-1;
|
2005-08-07 05:42:03 +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
|
|
|
for (i=0; i<dlm->totvert; i++) {
|
|
|
|
MVert *mv = &dlm->mvert[i];
|
|
|
|
|
2005-11-23 19:19:44 +00:00
|
|
|
if (mv->flag&ME_VERT_STEPINDEX) {
|
|
|
|
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
|
|
|
|
|
|
|
func(userData, index, mv->co, NULL, mv->no);
|
2005-08-07 05:42:03 +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 ssDM_foreachMappedEdge(DerivedMesh *dm, void (*func)(void *userData, int index, float *v0co, float *v1co), void *userData)
|
2005-08-07 05:42:03 +00:00
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
DispListMesh *dlm = ssdm->dlm;
|
- 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
|
|
|
int i, index=-1;
|
2005-08-07 05:42:03 +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
|
|
|
for (i=0; i<dlm->totedge; i++) {
|
|
|
|
MEdge *med = &dlm->medge[i];
|
2005-08-07 05:42:03 +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
|
|
|
if (med->flag&ME_EDGE_STEPINDEX) index++;
|
|
|
|
|
|
|
|
if (index!=-1) {
|
|
|
|
func(userData, index, dlm->mvert[med->v1].co, dlm->mvert[med->v2].co);
|
2005-08-07 05:42:03 +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 ssDM_drawMappedEdges(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index), void *userData)
|
2005-08-07 05:42:03 +00:00
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
DispListMesh *dlm = ssdm->dlm;
|
- 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
|
|
|
int i, index=-1;
|
2005-08-07 05:42:03 +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
|
|
|
glBegin(GL_LINES);
|
|
|
|
for(i=0; i<dlm->totedge; i++) {
|
|
|
|
MEdge *med = &dlm->medge[i];
|
2005-08-07 05:42:03 +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
|
|
|
if (med->flag&ME_EDGE_STEPINDEX) index++;
|
|
|
|
|
|
|
|
if (index!=-1 && (!setDrawOptions || setDrawOptions(userData, index))) {
|
|
|
|
glVertex3fv(dlm->mvert[med->v1].co);
|
|
|
|
glVertex3fv(dlm->mvert[med->v2].co);
|
2005-08-07 05:42:03 +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
|
|
|
glEnd();
|
2005-08-07 05:42:03 +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 ssDM_foreachMappedFaceCenter(DerivedMesh *dm, void (*func)(void *userData, int index, float *co, float *no), void *userData)
|
2005-08-07 05:42:03 +00:00
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
DispListMesh *dlm = ssdm->dlm;
|
- 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
|
|
|
int i, index=-1;
|
2005-08-07 05:42:03 +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
|
|
|
for (i=0; i<dlm->totface; i++) {
|
|
|
|
MFace *mf = &dlm->mface[i];
|
2005-08-07 05:42:03 +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
|
|
|
if (mf->flag&ME_FACE_STEPINDEX) index++;
|
2005-08-07 05:42:03 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
if(index!=-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
|
|
|
float cent[3];
|
|
|
|
float no[3];
|
2005-08-07 05:42:03 +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
|
|
|
VECCOPY(cent, dlm->mvert[mf->v1].co);
|
|
|
|
VecAddf(cent, cent, dlm->mvert[mf->v2].co);
|
|
|
|
VecAddf(cent, cent, dlm->mvert[mf->v3].co);
|
2005-08-07 05:42:03 +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
|
|
|
if (mf->v4) {
|
|
|
|
CalcNormFloat4(dlm->mvert[mf->v1].co, dlm->mvert[mf->v2].co, dlm->mvert[mf->v3].co, dlm->mvert[mf->v4].co, no);
|
|
|
|
VecAddf(cent, cent, dlm->mvert[mf->v4].co);
|
|
|
|
VecMulf(cent, 0.25f);
|
|
|
|
} else {
|
|
|
|
CalcNormFloat(dlm->mvert[mf->v1].co, dlm->mvert[mf->v2].co, dlm->mvert[mf->v3].co, no);
|
|
|
|
VecMulf(cent, 0.33333333333f);
|
2005-08-07 05:42:03 +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
|
|
|
func(userData, index, cent, no);
|
2005-08-07 05:42:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2005-08-18 11:31:20 +00:00
|
|
|
static void ssDM_drawVerts(DerivedMesh *dm)
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
2005-08-14 10:35:58 +00:00
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
DispListMesh *dlm = ssdm->dlm;
|
2005-08-18 11:31:20 +00:00
|
|
|
MVert *mvert= dlm->mvert;
|
2005-08-14 10:35:58 +00:00
|
|
|
int i;
|
|
|
|
|
2005-08-18 11:31:20 +00:00
|
|
|
bglBegin(GL_POINTS);
|
|
|
|
for (i=0; i<dlm->totvert; i++) {
|
|
|
|
bglVertex3fv(mvert[i].co);
|
|
|
|
}
|
|
|
|
bglEnd();
|
|
|
|
}
|
|
|
|
static void ssDM_drawUVEdges(DerivedMesh *dm)
|
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
DispListMesh *dlm = ssdm->dlm;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (dlm->tface) {
|
2005-08-14 10:35:58 +00:00
|
|
|
glBegin(GL_LINES);
|
2005-08-18 11:31:20 +00:00
|
|
|
for (i=0; i<dlm->totface; i++) {
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
TFace *tf = &dlm->tface[i];
|
2005-08-18 11:31:20 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
if (!(tf->flag&TF_HIDE)) {
|
|
|
|
glVertex2fv(tf->uv[0]);
|
|
|
|
glVertex2fv(tf->uv[1]);
|
2005-08-18 11:31:20 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glVertex2fv(tf->uv[1]);
|
|
|
|
glVertex2fv(tf->uv[2]);
|
2005-08-18 11:31:20 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
if (!dlm->mface[i].v4) {
|
|
|
|
glVertex2fv(tf->uv[2]);
|
|
|
|
glVertex2fv(tf->uv[0]);
|
|
|
|
} else {
|
|
|
|
glVertex2fv(tf->uv[2]);
|
|
|
|
glVertex2fv(tf->uv[3]);
|
2005-08-18 11:31:20 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glVertex2fv(tf->uv[3]);
|
|
|
|
glVertex2fv(tf->uv[0]);
|
2005-08-18 11:31:20 +00:00
|
|
|
}
|
2005-08-14 10:35:58 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
}
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
2005-08-21 20:48:45 +00:00
|
|
|
static void ssDM_drawLooseEdges(DerivedMesh *dm)
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
DispListMesh *dlm = ssdm->dlm;
|
2005-08-18 11:31:20 +00:00
|
|
|
MVert *mvert = dlm->mvert;
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
MEdge *medge= dlm->medge;
|
2005-03-27 20:34:18 +00:00
|
|
|
int i;
|
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glBegin(GL_LINES);
|
|
|
|
for (i=0; i<dlm->totedge; i++, medge++) {
|
2005-08-21 20:48:45 +00:00
|
|
|
if (medge->flag&ME_LOOSEEDGE) {
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glVertex3fv(mvert[medge->v1].co);
|
|
|
|
glVertex3fv(mvert[medge->v2].co);
|
- 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
|
|
|
}
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glEnd();
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
2005-08-14 10:35:58 +00:00
|
|
|
static void ssDM_drawEdges(DerivedMesh *dm, int drawLooseEdges)
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
DispListMesh *dlm = ssdm->dlm;
|
|
|
|
MVert *mvert= dlm->mvert;
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
MEdge *medge= dlm->medge;
|
2005-03-27 20:34:18 +00:00
|
|
|
int i;
|
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glBegin(GL_LINES);
|
|
|
|
for (i=0; i<dlm->totedge; i++, medge++) {
|
|
|
|
if ((medge->flag&ME_EDGEDRAW) && (drawLooseEdges || !(medge->flag&ME_LOOSEEDGE))) {
|
|
|
|
glVertex3fv(mvert[medge->v1].co);
|
|
|
|
glVertex3fv(mvert[medge->v2].co);
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
|
|
|
}
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glEnd();
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
2005-07-13 20:16:35 +00:00
|
|
|
static void ssDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int))
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
DispListMesh *dlm = ssdm->dlm;
|
2005-03-28 08:17:51 +00:00
|
|
|
float *nors = dlm->nors;
|
2005-07-13 20:16:35 +00:00
|
|
|
int glmode=-1, shademodel=-1, matnr=-1, drawCurrentMat=1;
|
2005-03-27 20:34:18 +00:00
|
|
|
int i;
|
|
|
|
|
|
|
|
#define PASSVERT(ind) { \
|
|
|
|
if (shademodel==GL_SMOOTH) \
|
|
|
|
glNormal3sv(dlm->mvert[(ind)].no); \
|
|
|
|
glVertex3fv(dlm->mvert[(ind)].co); \
|
|
|
|
}
|
|
|
|
|
|
|
|
glBegin(glmode=GL_QUADS);
|
|
|
|
for (i=0; i<dlm->totface; i++) {
|
|
|
|
MFace *mf= &dlm->mface[i];
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
int new_glmode = mf->v4?GL_QUADS:GL_TRIANGLES;
|
|
|
|
int new_shademodel = (mf->flag&ME_SMOOTH)?GL_SMOOTH:GL_FLAT;
|
|
|
|
int new_matnr = mf->mat_nr+1;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
if(new_glmode!=glmode || new_shademodel!=shademodel || new_matnr!=matnr) {
|
|
|
|
glEnd();
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
drawCurrentMat = setMaterial(matnr=new_matnr);
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
glShadeModel(shademodel=new_shademodel);
|
|
|
|
glBegin(glmode=new_glmode);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (drawCurrentMat) {
|
|
|
|
if (shademodel==GL_FLAT)
|
|
|
|
glNormal3fv(&nors[i*3]);
|
|
|
|
|
|
|
|
PASSVERT(mf->v1);
|
|
|
|
PASSVERT(mf->v2);
|
|
|
|
PASSVERT(mf->v3);
|
|
|
|
if (mf->v4)
|
|
|
|
PASSVERT(mf->v4);
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
#undef PASSVERT
|
|
|
|
}
|
|
|
|
static void ssDM_drawFacesColored(DerivedMesh *dm, int useTwoSided, unsigned char *vcols1, unsigned char *vcols2)
|
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
DispListMesh *dlm = ssdm->dlm;
|
|
|
|
int i, lmode;
|
|
|
|
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
|
|
if (vcols2) {
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
} else {
|
|
|
|
useTwoSided = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
#define PASSVERT(vidx, fidx) { \
|
|
|
|
unsigned char *col= &colbase[fidx*4]; \
|
|
|
|
glColor3ub(col[3], col[2], col[1]); \
|
|
|
|
glVertex3fv(dlm->mvert[(vidx)].co); \
|
|
|
|
}
|
|
|
|
|
|
|
|
glBegin(lmode= GL_QUADS);
|
|
|
|
for (i=0; i<dlm->totface; i++) {
|
|
|
|
MFace *mf= &dlm->mface[i];
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
int nmode= mf->v4?GL_QUADS:GL_TRIANGLES;
|
|
|
|
unsigned char *colbase= &vcols1[i*16];
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
if (nmode!=lmode) {
|
|
|
|
glEnd();
|
|
|
|
glBegin(lmode= nmode);
|
|
|
|
}
|
|
|
|
|
|
|
|
PASSVERT(mf->v1, 0);
|
|
|
|
PASSVERT(mf->v2, 1);
|
|
|
|
PASSVERT(mf->v3, 2);
|
|
|
|
if (mf->v4)
|
|
|
|
PASSVERT(mf->v4, 3);
|
|
|
|
|
|
|
|
if (useTwoSided) {
|
|
|
|
unsigned char *colbase= &vcols2[i*16];
|
|
|
|
|
2005-03-27 20:34:18 +00:00
|
|
|
if (mf->v4)
|
|
|
|
PASSVERT(mf->v4, 3);
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
PASSVERT(mf->v3, 2);
|
|
|
|
PASSVERT(mf->v2, 1);
|
|
|
|
PASSVERT(mf->v1, 0);
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
if (vcols2)
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
|
|
|
|
#undef PASSVERT
|
|
|
|
}
|
2006-02-08 21:01:00 +00:00
|
|
|
|
|
|
|
static void ssDM_drawMappedFacesTex(DerivedMesh *dm, int (*setDrawParams)(void *userData, int index, int matnr), void *userData)
|
2005-03-29 07:51:00 +00:00
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
DispListMesh *dlm = ssdm->dlm;
|
|
|
|
MVert *mvert= dlm->mvert;
|
|
|
|
MFace *mface= dlm->mface;
|
|
|
|
TFace *tface = dlm->tface;
|
|
|
|
float *nors = dlm->nors;
|
2006-02-08 21:01:00 +00:00
|
|
|
int a, index=-1;
|
2005-03-29 07:51:00 +00:00
|
|
|
|
|
|
|
for (a=0; a<dlm->totface; a++) {
|
|
|
|
MFace *mf= &mface[a];
|
2005-04-14 13:46:05 +00:00
|
|
|
TFace *tf = tface?&tface[a]:NULL;
|
2005-08-18 11:31:20 +00:00
|
|
|
int flag;
|
2005-03-29 07:51:00 +00:00
|
|
|
unsigned char *cp= NULL;
|
|
|
|
|
2006-02-08 21:01:00 +00:00
|
|
|
if (mf->flag&ME_FACE_STEPINDEX) index++;
|
|
|
|
|
|
|
|
flag = setDrawParams(userData, index, mf->mat_nr);
|
2005-08-18 11:31:20 +00:00
|
|
|
|
|
|
|
if (flag==0) {
|
|
|
|
continue;
|
|
|
|
} else if (flag==1) {
|
2005-04-14 13:46:05 +00:00
|
|
|
if (tf) {
|
|
|
|
cp= (unsigned char*) tf->col;
|
2005-03-29 07:51:00 +00:00
|
|
|
} else if (dlm->mcol) {
|
|
|
|
cp= (unsigned char*) &dlm->mcol[a*4];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(mf->flag&ME_SMOOTH)) {
|
|
|
|
glNormal3fv(&nors[a*3]);
|
|
|
|
}
|
|
|
|
|
|
|
|
glBegin(mf->v4?GL_QUADS:GL_TRIANGLES);
|
2005-04-14 13:46:05 +00:00
|
|
|
if (tf) glTexCoord2fv(tf->uv[0]);
|
2005-03-29 07:51:00 +00:00
|
|
|
if (cp) glColor3ub(cp[3], cp[2], cp[1]);
|
|
|
|
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v1].no);
|
|
|
|
glVertex3fv((mvert+mf->v1)->co);
|
|
|
|
|
2005-04-14 13:46:05 +00:00
|
|
|
if (tf) glTexCoord2fv(tf->uv[1]);
|
2005-03-29 07:51:00 +00:00
|
|
|
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
|
|
|
|
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v2].no);
|
|
|
|
glVertex3fv((mvert+mf->v2)->co);
|
|
|
|
|
2005-04-14 13:46:05 +00:00
|
|
|
if (tf) glTexCoord2fv(tf->uv[2]);
|
2005-03-29 07:51:00 +00:00
|
|
|
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
|
|
|
|
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v3].no);
|
|
|
|
glVertex3fv((mvert+mf->v3)->co);
|
|
|
|
|
|
|
|
if(mf->v4) {
|
2005-04-14 13:46:05 +00:00
|
|
|
if (tf) glTexCoord2fv(tf->uv[3]);
|
2005-03-29 07:51:00 +00:00
|
|
|
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
|
|
|
|
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v4].no);
|
|
|
|
glVertex3fv((mvert+mf->v4)->co);
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
}
|
|
|
|
}
|
2005-08-23 20:04:10 +00:00
|
|
|
static void ssDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *userData, int index, int *drawSmooth_r), void *userData, int useColors)
|
- 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
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
DispListMesh *dlm = ssdm->dlm;
|
|
|
|
MVert *mvert= dlm->mvert;
|
|
|
|
MFace *mface= dlm->mface;
|
|
|
|
float *nors = dlm->nors;
|
2005-08-20 18:14:04 +00:00
|
|
|
int i, index=-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
|
|
|
|
|
|
|
for (i=0; i<dlm->totface; i++) {
|
|
|
|
MFace *mf = &mface[i];
|
|
|
|
int drawSmooth = 1;
|
|
|
|
|
|
|
|
if (mf->flag&ME_FACE_STEPINDEX) index++;
|
2005-03-29 07:51:00 +00:00
|
|
|
|
- added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
|
|
|
if (index!=-1 && (!setDrawOptions || setDrawOptions(userData, index, &drawSmooth))) {
|
2005-08-23 20:04:10 +00:00
|
|
|
unsigned char *cp = NULL;
|
|
|
|
|
|
|
|
if (useColors) {
|
|
|
|
if (dlm->tface) {
|
|
|
|
cp= (unsigned char*) dlm->tface[i].col;
|
|
|
|
} else if (dlm->mcol) {
|
|
|
|
cp= (unsigned char*) &dlm->mcol[i*4];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-08-20 18:14:04 +00:00
|
|
|
glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
|
|
|
|
glBegin(mf->v4?GL_QUADS:GL_TRIANGLES);
|
2005-08-23 20:04:10 +00:00
|
|
|
|
2005-08-20 18:14:04 +00:00
|
|
|
if (!drawSmooth) {
|
- 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
|
|
|
glNormal3fv(&nors[i*3]);
|
|
|
|
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[3], cp[2], cp[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
|
|
|
glVertex3fv(mvert[mf->v1].co);
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
|
- 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
|
|
|
glVertex3fv(mvert[mf->v2].co);
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
|
- 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
|
|
|
glVertex3fv(mvert[mf->v3].co);
|
2005-08-23 20:04:10 +00:00
|
|
|
if(mf->v4) {
|
|
|
|
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
|
|
|
|
glVertex3fv(mvert[mf->v4].co);
|
|
|
|
}
|
- 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
|
|
|
} else {
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[3], cp[2], cp[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
|
|
|
glNormal3sv(mvert[mf->v1].no);
|
|
|
|
glVertex3fv(mvert[mf->v1].co);
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
|
- 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
|
|
|
glNormal3sv(mvert[mf->v2].no);
|
|
|
|
glVertex3fv(mvert[mf->v2].co);
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
|
- 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
|
|
|
glNormal3sv(mvert[mf->v3].no);
|
|
|
|
glVertex3fv(mvert[mf->v3].co);
|
|
|
|
if(mf->v4) {
|
2005-08-23 20:04:10 +00:00
|
|
|
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
|
- 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
|
|
|
glNormal3sv(mvert[mf->v4].no);
|
|
|
|
glVertex3fv(mvert[mf->v4].co);
|
|
|
|
}
|
|
|
|
}
|
2005-08-23 20:04:10 +00:00
|
|
|
|
2005-08-20 18:14:04 +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
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2005-07-17 04:17:33 +00:00
|
|
|
static void ssDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
|
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
int i;
|
|
|
|
|
2005-07-18 17:33:51 +00:00
|
|
|
if (ssdm->dlm->totvert) {
|
|
|
|
for (i=0; i<ssdm->dlm->totvert; i++) {
|
|
|
|
DO_MINMAX(ssdm->dlm->mvert[i].co, min_r, max_r);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
min_r[0] = min_r[1] = min_r[2] = max_r[0] = max_r[1] = max_r[2] = 0.0;
|
2005-07-17 04:17:33 +00:00
|
|
|
}
|
|
|
|
}
|
2005-07-17 17:41:03 +00:00
|
|
|
|
2005-07-18 19:58:23 +00:00
|
|
|
static void ssDM_getVertCos(DerivedMesh *dm, float (*cos_r)[3])
|
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i=0; i<ssdm->dlm->totvert; i++) {
|
|
|
|
cos_r[i][0] = ssdm->dlm->mvert[i].co[0];
|
|
|
|
cos_r[i][1] = ssdm->dlm->mvert[i].co[1];
|
|
|
|
cos_r[i][2] = ssdm->dlm->mvert[i].co[2];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-03-27 21:27:12 +00:00
|
|
|
static int ssDM_getNumVerts(DerivedMesh *dm)
|
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
|
|
|
|
return ssdm->dlm->totvert;
|
|
|
|
}
|
|
|
|
static int ssDM_getNumFaces(DerivedMesh *dm)
|
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
|
|
|
|
return ssdm->dlm->totface;
|
|
|
|
}
|
|
|
|
|
2005-08-07 02:30:29 +00:00
|
|
|
static DispListMesh *ssDM_convertToDispListMesh(DerivedMesh *dm, int allowShared)
|
2005-03-27 22:42:57 +00:00
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
|
2005-08-07 02:30:29 +00:00
|
|
|
if (allowShared) {
|
|
|
|
return displistmesh_copyShared(ssdm->dlm);
|
|
|
|
} else {
|
|
|
|
return displistmesh_copy(ssdm->dlm);
|
|
|
|
}
|
2005-03-27 22:42:57 +00:00
|
|
|
}
|
|
|
|
|
2005-03-28 21:49:49 +00:00
|
|
|
static void ssDM_release(DerivedMesh *dm)
|
|
|
|
{
|
|
|
|
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
|
|
|
|
|
2005-03-29 16:43:39 +00:00
|
|
|
displistmesh_free(ssdm->dlm);
|
2005-03-28 21:49:49 +00:00
|
|
|
|
|
|
|
MEM_freeN(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
|
|
|
DerivedMesh *derivedmesh_from_displistmesh(DispListMesh *dlm, float (*vertexCos)[3])
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
2005-07-17 17:41:03 +00:00
|
|
|
SSDerivedMesh *ssdm = MEM_callocN(sizeof(*ssdm), "ssdm");
|
2005-03-27 20:34:18 +00:00
|
|
|
|
2005-07-17 04:17:33 +00:00
|
|
|
ssdm->dm.getMinMax = ssDM_getMinMax;
|
|
|
|
|
2005-03-27 21:27:12 +00:00
|
|
|
ssdm->dm.getNumVerts = ssDM_getNumVerts;
|
|
|
|
ssdm->dm.getNumFaces = ssDM_getNumFaces;
|
2005-03-27 22:42:57 +00:00
|
|
|
ssdm->dm.convertToDispListMesh = ssDM_convertToDispListMesh;
|
2005-03-27 21:27:12 +00:00
|
|
|
|
2005-07-18 19:58:23 +00:00
|
|
|
ssdm->dm.getVertCos = ssDM_getVertCos;
|
|
|
|
|
2005-03-27 20:34:18 +00:00
|
|
|
ssdm->dm.drawVerts = ssDM_drawVerts;
|
|
|
|
|
2005-08-18 11:31:20 +00:00
|
|
|
ssdm->dm.drawUVEdges = ssDM_drawUVEdges;
|
2005-03-27 20:34:18 +00:00
|
|
|
ssdm->dm.drawEdges = ssDM_drawEdges;
|
2005-08-21 20:48:45 +00:00
|
|
|
ssdm->dm.drawLooseEdges = ssDM_drawLooseEdges;
|
2005-08-18 11:31:20 +00:00
|
|
|
|
2005-03-27 20:34:18 +00:00
|
|
|
ssdm->dm.drawFacesSolid = ssDM_drawFacesSolid;
|
|
|
|
ssdm->dm.drawFacesColored = ssDM_drawFacesColored;
|
2006-02-08 21:01:00 +00:00
|
|
|
ssdm->dm.drawMappedFacesTex = ssDM_drawMappedFacesTex;
|
- 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
|
|
|
ssdm->dm.drawMappedFaces = ssDM_drawMappedFaces;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
2005-08-07 05:42:03 +00:00
|
|
|
/* EM functions */
|
|
|
|
|
- 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
|
|
|
ssdm->dm.foreachMappedVert = ssDM_foreachMappedVert;
|
|
|
|
ssdm->dm.foreachMappedEdge = ssDM_foreachMappedEdge;
|
|
|
|
ssdm->dm.foreachMappedFaceCenter = ssDM_foreachMappedFaceCenter;
|
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
|
|
|
ssdm->dm.drawMappedEdges = ssDM_drawMappedEdges;
|
|
|
|
ssdm->dm.drawMappedEdgesInterp = NULL; // no way to implement this one
|
2005-08-07 05:42:03 +00:00
|
|
|
|
2005-03-28 21:49:49 +00:00
|
|
|
ssdm->dm.release = ssDM_release;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
|
|
|
ssdm->dlm = dlm;
|
2005-08-07 05:42:03 +00:00
|
|
|
|
|
|
|
if (vertexCos) {
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i=0; i<dlm->totvert; i++) {
|
|
|
|
VECCOPY(dlm->mvert[i].co, vertexCos[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (dlm->nors && !dlm->dontFreeNors) {
|
|
|
|
MEM_freeN(dlm->nors);
|
|
|
|
dlm->nors = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
mesh_calc_normals(dlm->mvert, dlm->totvert, dlm->mface, dlm->totface, &dlm->nors);
|
|
|
|
}
|
2005-03-27 20:34:18 +00:00
|
|
|
|
|
|
|
return (DerivedMesh*) ssdm;
|
|
|
|
}
|
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
/***/
|
2005-03-27 20:34:18 +00:00
|
|
|
|
2005-07-26 00:45:19 +00:00
|
|
|
DerivedMesh *mesh_create_derived_for_modifier(Object *ob, ModifierData *md)
|
|
|
|
{
|
|
|
|
Mesh *me = ob->data;
|
2005-08-03 04:04:05 +00:00
|
|
|
ModifierTypeInfo *mti = modifierType_getInfo(md->type);
|
2005-07-26 00:45:19 +00:00
|
|
|
DerivedMesh *dm;
|
|
|
|
|
|
|
|
if (!(md->mode&eModifierMode_Realtime)) return NULL;
|
|
|
|
if (mti->isDisabled && mti->isDisabled(md)) return NULL;
|
|
|
|
|
|
|
|
if (mti->type==eModifierTypeType_OnlyDeform) {
|
|
|
|
int numVerts;
|
|
|
|
float (*deformedVerts)[3] = mesh_getVertexCos(me, &numVerts);
|
|
|
|
|
|
|
|
mti->deformVerts(md, ob, NULL, deformedVerts, numVerts);
|
|
|
|
|
|
|
|
dm = getMeshDerivedMesh(me, ob, deformedVerts);
|
|
|
|
MEM_freeN(deformedVerts);
|
|
|
|
} else {
|
|
|
|
dm = mti->applyModifier(md, ob, NULL, NULL, 0, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
return dm;
|
|
|
|
}
|
|
|
|
|
2005-07-20 04:44:02 +00:00
|
|
|
static void mesh_calc_modifiers(Object *ob, float (*inputVertexCos)[3], DerivedMesh **deform_r, DerivedMesh **final_r, int useRenderParams, int useDeform)
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
2005-07-20 04:44:02 +00:00
|
|
|
Mesh *me = ob->data;
|
2005-08-11 03:31:33 +00:00
|
|
|
ModifierData *md= modifiers_getVirtualModifierList(ob);
|
|
|
|
float (*deformedVerts)[3] = NULL;
|
2005-07-19 20:14:17 +00:00
|
|
|
DerivedMesh *dm;
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
int numVerts = me->totvert;
|
2005-11-23 12:49:22 +00:00
|
|
|
int fluidsimMeshUsed = 0;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-10 22:05:52 +00:00
|
|
|
modifiers_clearErrors(ob);
|
2005-08-04 07:25:43 +00:00
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
if (deform_r) *deform_r = NULL;
|
|
|
|
*final_r = NULL;
|
|
|
|
|
2005-11-23 12:49:22 +00:00
|
|
|
/* replace original mesh by fluidsim surface mesh for fluidsim domain objects */
|
|
|
|
if((G.obedit!=ob) && (ob->fluidsimFlag & OB_FLUIDSIM_ENABLE)) {
|
|
|
|
if(ob->fluidsimSettings->type & OB_FLUIDSIM_DOMAIN) {
|
|
|
|
loadFluidsimMesh(ob,useRenderParams);
|
|
|
|
fluidsimMeshUsed = 1;
|
|
|
|
/* might have changed... */
|
|
|
|
me = ob->data;
|
|
|
|
numVerts = me->totvert;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-07-20 18:15:40 +00:00
|
|
|
if (useDeform) {
|
2005-09-26 15:34:21 +00:00
|
|
|
if(do_ob_key(ob)) /* shape key makes deform verts */
|
|
|
|
deformedVerts = mesh_getVertexCos(me, &numVerts);
|
|
|
|
|
2005-07-19 20:14:17 +00:00
|
|
|
/* Apply all leading deforming modifiers */
|
|
|
|
for (; md; md=md->next) {
|
2005-08-03 04:04:05 +00:00
|
|
|
ModifierTypeInfo *mti = modifierType_getInfo(md->type);
|
2005-07-19 20:14:17 +00:00
|
|
|
|
|
|
|
if (!(md->mode&(1<<useRenderParams))) continue;
|
2005-07-20 07:11:26 +00:00
|
|
|
if (mti->isDisabled && mti->isDisabled(md)) continue;
|
2005-07-19 20:14:17 +00:00
|
|
|
|
|
|
|
if (mti->type==eModifierTypeType_OnlyDeform) {
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
if (!deformedVerts) deformedVerts = mesh_getVertexCos(me, &numVerts);
|
|
|
|
mti->deformVerts(md, ob, NULL, deformedVerts, numVerts);
|
2005-07-19 20:14:17 +00:00
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Result of all leading deforming modifiers is cached for
|
|
|
|
* places that wish to use the original mesh but with deformed
|
|
|
|
* coordinates (vpaint, etc.)
|
|
|
|
*/
|
2005-07-19 00:21:01 +00:00
|
|
|
if (deform_r) *deform_r = getMeshDerivedMesh(me, ob, deformedVerts);
|
|
|
|
} else {
|
2005-12-03 17:45:35 +00:00
|
|
|
if(!fluidsimMeshUsed) {
|
|
|
|
// default behaviour for meshes
|
|
|
|
deformedVerts = inputVertexCos;
|
|
|
|
} else {
|
|
|
|
// the fluid sim mesh might have more vertices than the original
|
|
|
|
// one, so inputVertexCos shouldnt be used
|
|
|
|
deformedVerts = mesh_getVertexCos(me, &numVerts);
|
|
|
|
}
|
2005-07-19 00:21:01 +00:00
|
|
|
}
|
|
|
|
|
2005-09-23 14:42:14 +00:00
|
|
|
|
2005-07-19 20:14:17 +00:00
|
|
|
/* Now apply all remaining modifiers. If useDeform is off then skip
|
2005-07-20 04:44:02 +00:00
|
|
|
* OnlyDeform ones.
|
2005-07-19 20:14:17 +00:00
|
|
|
*/
|
|
|
|
dm = NULL;
|
|
|
|
for (; md; md=md->next) {
|
2005-08-03 04:04:05 +00:00
|
|
|
ModifierTypeInfo *mti = modifierType_getInfo(md->type);
|
2005-07-19 20:14:17 +00:00
|
|
|
|
|
|
|
if (!(md->mode&(1<<useRenderParams))) continue;
|
|
|
|
if (mti->type==eModifierTypeType_OnlyDeform && !useDeform) continue;
|
- added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-10 22:05:52 +00:00
|
|
|
if ((mti->flags&eModifierTypeFlag_RequiresOriginalData) && dm) {
|
|
|
|
modifier_setError(md, "Internal error, modifier requires original data (bad stack position).");
|
|
|
|
continue;
|
|
|
|
}
|
2005-07-20 07:11:26 +00:00
|
|
|
if (mti->isDisabled && mti->isDisabled(md)) continue;
|
2005-07-19 20:14:17 +00:00
|
|
|
|
|
|
|
/* How to apply modifier depends on (a) what we already have as
|
|
|
|
* a result of previous modifiers (could be a DerivedMesh or just
|
|
|
|
* deformed vertices) and (b) what type the modifier is.
|
|
|
|
*/
|
|
|
|
|
|
|
|
if (mti->type==eModifierTypeType_OnlyDeform) {
|
|
|
|
/* No existing verts to deform, need to build them. */
|
|
|
|
if (!deformedVerts) {
|
|
|
|
if (dm) {
|
|
|
|
/* Deforming a derived mesh, read the vertex locations out of the mesh and
|
2005-07-21 21:19:38 +00:00
|
|
|
* deform them. Once done with this run of deformers verts will be written back.
|
2005-07-19 20:14:17 +00:00
|
|
|
*/
|
|
|
|
numVerts = dm->getNumVerts(dm);
|
|
|
|
deformedVerts = MEM_mallocN(sizeof(*deformedVerts)*numVerts, "dfmv");
|
|
|
|
dm->getVertCos(dm, deformedVerts);
|
|
|
|
} else {
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
deformedVerts = mesh_getVertexCos(me, &numVerts);
|
2005-07-19 20:14:17 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
mti->deformVerts(md, ob, dm, deformedVerts, numVerts);
|
2005-07-19 20:14:17 +00:00
|
|
|
} else {
|
|
|
|
/* There are 4 cases here (have deform? have dm?) but they all are handled
|
|
|
|
* by the modifier apply function, which will also free the DerivedMesh if
|
|
|
|
* it exists.
|
|
|
|
*/
|
2005-07-26 02:44:59 +00:00
|
|
|
DerivedMesh *ndm = mti->applyModifier(md, ob, dm, deformedVerts, useRenderParams, !inputVertexCos);
|
2005-07-19 20:14:17 +00:00
|
|
|
|
2005-07-26 02:44:59 +00:00
|
|
|
if (ndm) {
|
2005-08-03 04:04:05 +00:00
|
|
|
if (dm) dm->release(dm);
|
|
|
|
|
2005-07-26 02:44:59 +00:00
|
|
|
dm = ndm;
|
|
|
|
|
|
|
|
if (deformedVerts) {
|
|
|
|
if (deformedVerts!=inputVertexCos) {
|
|
|
|
MEM_freeN(deformedVerts);
|
|
|
|
}
|
|
|
|
deformedVerts = NULL;
|
2005-07-19 20:14:17 +00:00
|
|
|
}
|
2005-07-26 02:44:59 +00:00
|
|
|
}
|
2005-07-19 20:14:17 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Yay, we are done. If we have a DerivedMesh and deformed vertices need to apply
|
|
|
|
* these back onto the DerivedMesh. If we have no DerivedMesh then we need to build
|
|
|
|
* one.
|
|
|
|
*/
|
|
|
|
if (dm && deformedVerts) {
|
2005-08-07 02:30:29 +00:00
|
|
|
DispListMesh *dlm = dm->convertToDispListMesh(dm, 0);
|
2005-07-19 20:14:17 +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
|
|
|
*final_r = derivedmesh_from_displistmesh(dlm, deformedVerts);
|
2005-07-19 20:14:17 +00:00
|
|
|
} else if (dm) {
|
|
|
|
*final_r = dm;
|
2005-07-19 00:21:01 +00:00
|
|
|
} else {
|
|
|
|
*final_r = getMeshDerivedMesh(me, ob, deformedVerts);
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
if (deformedVerts && deformedVerts!=inputVertexCos) {
|
|
|
|
MEM_freeN(deformedVerts);
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
2005-11-23 12:49:22 +00:00
|
|
|
// restore mesh in any case
|
|
|
|
if(fluidsimMeshUsed) ob->data = ob->fluidsimSettings->orgMesh;
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
|
|
|
|
2005-10-09 16:57:49 +00:00
|
|
|
static float (*editmesh_getVertexCos(EditMesh *em, int *numVerts_r))[3]
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
{
|
|
|
|
int i, numVerts = *numVerts_r = BLI_countlist(&em->verts);
|
|
|
|
float (*cos)[3];
|
|
|
|
EditVert *eve;
|
|
|
|
|
|
|
|
cos = MEM_mallocN(sizeof(*cos)*numVerts, "vertexcos");
|
|
|
|
for (i=0,eve=em->verts.first; i<numVerts; i++,eve=eve->next) {
|
|
|
|
VECCOPY(cos[i], eve->co);
|
|
|
|
}
|
|
|
|
|
2005-10-09 16:59:10 +00:00
|
|
|
return cos;
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static void editmesh_calc_modifiers(DerivedMesh **cage_r, DerivedMesh **final_r)
|
|
|
|
{
|
|
|
|
Object *ob = G.obedit;
|
|
|
|
EditMesh *em = G.editMesh;
|
2005-08-04 07:25:43 +00:00
|
|
|
ModifierData *md;
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
float (*deformedVerts)[3] = NULL;
|
|
|
|
DerivedMesh *dm;
|
2006-02-08 21:01:00 +00:00
|
|
|
int i, numVerts = 0, cageIndex = modifiers_getCageIndex(ob, NULL);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
|
- added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-10 22:05:52 +00:00
|
|
|
modifiers_clearErrors(ob);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
|
2005-08-04 07:25:43 +00:00
|
|
|
if (cage_r && cageIndex==-1) {
|
2005-08-03 04:04:05 +00:00
|
|
|
*cage_r = getEditMeshDerivedMesh(em, NULL);
|
|
|
|
}
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
|
|
|
|
dm = NULL;
|
2005-08-04 07:25:43 +00:00
|
|
|
for (i=0,md= ob->modifiers.first; md; i++,md=md->next) {
|
2005-08-03 04:04:05 +00:00
|
|
|
ModifierTypeInfo *mti = modifierType_getInfo(md->type);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
|
2005-07-27 20:16:41 +00:00
|
|
|
if (!(md->mode&eModifierMode_Realtime)) continue;
|
2005-07-23 19:15:08 +00:00
|
|
|
if (!(md->mode&eModifierMode_Editmode)) continue;
|
- added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-10 22:05:52 +00:00
|
|
|
if ((mti->flags&eModifierTypeFlag_RequiresOriginalData) && dm) {
|
|
|
|
modifier_setError(md, "Internal error, modifier requires original data (bad stack position).");
|
|
|
|
continue;
|
|
|
|
}
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
if (mti->isDisabled && mti->isDisabled(md)) continue;
|
|
|
|
if (!(mti->flags&eModifierTypeFlag_SupportsEditmode)) continue;
|
|
|
|
|
|
|
|
/* How to apply modifier depends on (a) what we already have as
|
|
|
|
* a result of previous modifiers (could be a DerivedMesh or just
|
|
|
|
* deformed vertices) and (b) what type the modifier is.
|
|
|
|
*/
|
|
|
|
|
|
|
|
if (mti->type==eModifierTypeType_OnlyDeform) {
|
|
|
|
/* No existing verts to deform, need to build them. */
|
|
|
|
if (!deformedVerts) {
|
|
|
|
if (dm) {
|
|
|
|
/* Deforming a derived mesh, read the vertex locations out of the mesh and
|
|
|
|
* deform them. Once done with this run of deformers verts will be written back.
|
|
|
|
*/
|
|
|
|
numVerts = dm->getNumVerts(dm);
|
|
|
|
deformedVerts = MEM_mallocN(sizeof(*deformedVerts)*numVerts, "dfmv");
|
|
|
|
dm->getVertCos(dm, deformedVerts);
|
|
|
|
} else {
|
|
|
|
deformedVerts = editmesh_getVertexCos(em, &numVerts);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
mti->deformVertsEM(md, ob, em, dm, deformedVerts, numVerts);
|
|
|
|
} else {
|
|
|
|
/* There are 4 cases here (have deform? have dm?) but they all are handled
|
|
|
|
* by the modifier apply function, which will also free the DerivedMesh if
|
|
|
|
* it exists.
|
|
|
|
*/
|
2005-08-03 04:04:05 +00:00
|
|
|
DerivedMesh *ndm = mti->applyModifierEM(md, ob, em, dm, deformedVerts);
|
|
|
|
|
|
|
|
if (ndm) {
|
|
|
|
if (dm && (!cage_r || dm!=*cage_r)) dm->release(dm);
|
|
|
|
|
|
|
|
dm = ndm;
|
|
|
|
|
|
|
|
if (deformedVerts) {
|
|
|
|
MEM_freeN(deformedVerts);
|
|
|
|
deformedVerts = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
|
2005-08-04 07:25:43 +00:00
|
|
|
if (cage_r && i==cageIndex) {
|
2005-08-03 04:04:05 +00:00
|
|
|
if (dm && deformedVerts) {
|
2005-08-07 05:42:03 +00:00
|
|
|
DispListMesh *dlm;
|
|
|
|
|
- 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
|
|
|
dlm = dm->convertToDispListMesh(dm, 0);
|
2005-08-07 05:42:03 +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
|
|
|
*cage_r = derivedmesh_from_displistmesh(dlm, deformedVerts);
|
2005-08-03 04:04:05 +00:00
|
|
|
} else if (dm) {
|
|
|
|
*cage_r = dm;
|
|
|
|
} else {
|
|
|
|
*cage_r = getEditMeshDerivedMesh(em, deformedVerts?MEM_dupallocN(deformedVerts):NULL);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Yay, we are done. If we have a DerivedMesh and deformed vertices need to apply
|
|
|
|
* these back onto the DerivedMesh. If we have no DerivedMesh then we need to build
|
|
|
|
* one.
|
|
|
|
*/
|
|
|
|
if (dm && deformedVerts) {
|
2005-08-07 02:30:29 +00:00
|
|
|
DispListMesh *dlm = dm->convertToDispListMesh(dm, 0);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
|
2005-08-03 04:04:05 +00:00
|
|
|
if (!cage_r || dm!=*cage_r) dm->release(dm);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +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
|
|
|
*final_r = derivedmesh_from_displistmesh(dlm, deformedVerts);
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
MEM_freeN(deformedVerts);
|
|
|
|
} else if (dm) {
|
|
|
|
*final_r = dm;
|
|
|
|
} else {
|
|
|
|
*final_r = getEditMeshDerivedMesh(em, deformedVerts);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
/***/
|
|
|
|
|
2005-08-23 20:04:10 +00:00
|
|
|
|
|
|
|
/* Something of a hack, at the moment deal with weightpaint
|
|
|
|
* by tucking into colors during modifier eval, only in
|
|
|
|
* wpaint mode. Works ok but need to make sure recalc
|
|
|
|
* happens on enter/exit wpaint.
|
|
|
|
*/
|
|
|
|
|
|
|
|
static void weight_to_rgb(float input, float *fr, float *fg, float *fb)
|
|
|
|
{
|
|
|
|
float blend;
|
|
|
|
|
|
|
|
blend= ((input/2.0f)+0.5f);
|
|
|
|
|
|
|
|
if (input<=0.25f){ // blue->cyan
|
|
|
|
*fr= 0.0f;
|
|
|
|
*fg= blend*input*4.0f;
|
|
|
|
*fb= blend;
|
|
|
|
}
|
|
|
|
else if (input<=0.50f){ // cyan->green
|
|
|
|
*fr= 0.0f;
|
|
|
|
*fg= blend;
|
|
|
|
*fb= blend*(1.0f-((input-0.25f)*4.0f));
|
|
|
|
}
|
|
|
|
else if (input<=0.75){ // green->yellow
|
|
|
|
*fr= blend * ((input-0.50f)*4.0f);
|
|
|
|
*fg= blend;
|
|
|
|
*fb= 0.0f;
|
|
|
|
}
|
|
|
|
else if (input<=1.0){ // yellow->red
|
|
|
|
*fr= blend;
|
|
|
|
*fg= blend * (1.0f-((input-0.75f)*4.0f));
|
|
|
|
*fb= 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
static void calc_weightpaint_vert_color(Object *ob, int vert, unsigned char *col)
|
|
|
|
{
|
|
|
|
Mesh *me = ob->data;
|
|
|
|
float fr, fg, fb, input = 0.0f;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (me->dvert) {
|
|
|
|
for (i=0; i<me->dvert[vert].totweight; i++)
|
|
|
|
if (me->dvert[vert].dw[i].def_nr==ob->actdef-1)
|
|
|
|
input+=me->dvert[vert].dw[i].weight;
|
|
|
|
}
|
|
|
|
|
|
|
|
CLAMP(input, 0.0f, 1.0f);
|
|
|
|
|
|
|
|
weight_to_rgb(input, &fr, &fg, &fb);
|
|
|
|
|
|
|
|
col[3] = (unsigned char)(fr * 255.0f);
|
|
|
|
col[2] = (unsigned char)(fg * 255.0f);
|
|
|
|
col[1] = (unsigned char)(fb * 255.0f);
|
|
|
|
col[0] = 255;
|
|
|
|
}
|
|
|
|
static unsigned char *calc_weightpaint_colors(Object *ob)
|
|
|
|
{
|
|
|
|
Mesh *me = ob->data;
|
|
|
|
MFace *mf = me->mface;
|
|
|
|
unsigned char *wtcol;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
wtcol = MEM_callocN (sizeof (unsigned char) * me->totface*4*4, "weightmap");
|
|
|
|
|
|
|
|
memset(wtcol, 0x55, sizeof (unsigned char) * me->totface*4*4);
|
|
|
|
for (i=0; i<me->totface; i++, mf++){
|
|
|
|
calc_weightpaint_vert_color(ob, mf->v1, &wtcol[(i*4 + 0)*4]);
|
|
|
|
calc_weightpaint_vert_color(ob, mf->v2, &wtcol[(i*4 + 1)*4]);
|
|
|
|
calc_weightpaint_vert_color(ob, mf->v3, &wtcol[(i*4 + 2)*4]);
|
|
|
|
if (mf->v4)
|
|
|
|
calc_weightpaint_vert_color(ob, mf->v4, &wtcol[(i*4 + 3)*4]);
|
|
|
|
}
|
|
|
|
|
|
|
|
return wtcol;
|
|
|
|
}
|
|
|
|
|
- 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 clear_mesh_caches(Object *ob)
|
2005-07-19 02:36:21 +00:00
|
|
|
{
|
|
|
|
Mesh *me= ob->data;
|
|
|
|
|
|
|
|
/* also serves as signal to remake texspace */
|
|
|
|
if (me->bb) {
|
|
|
|
MEM_freeN(me->bb);
|
|
|
|
me->bb = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
freedisplist(&ob->disp);
|
|
|
|
|
|
|
|
if (ob->derivedFinal) {
|
|
|
|
ob->derivedFinal->release(ob->derivedFinal);
|
|
|
|
ob->derivedFinal= NULL;
|
|
|
|
}
|
|
|
|
if (ob->derivedDeform) {
|
|
|
|
ob->derivedDeform->release(ob->derivedDeform);
|
|
|
|
ob->derivedDeform= NULL;
|
|
|
|
}
|
- 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
|
|
|
}
|
2005-07-19 02:36:21 +00:00
|
|
|
|
- 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 mesh_build_data(Object *ob)
|
|
|
|
{
|
2005-08-23 20:04:10 +00:00
|
|
|
Mesh *me = ob->data;
|
- 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
|
|
|
float min[3], max[3];
|
|
|
|
|
|
|
|
clear_mesh_caches(ob);
|
|
|
|
|
2005-10-09 18:38:40 +00:00
|
|
|
if(ob!=G.obedit) {
|
|
|
|
if( (G.f & G_WEIGHTPAINT) && ob==(G.scene->basact?G.scene->basact->object:NULL)) {
|
|
|
|
MCol *mcol = me->mcol;
|
|
|
|
TFace *tface = me->tface;
|
2005-08-23 20:04:10 +00:00
|
|
|
|
2005-10-09 18:38:40 +00:00
|
|
|
me->tface = NULL;
|
|
|
|
me->mcol = (MCol*) calc_weightpaint_colors(ob);
|
2005-08-23 20:04:10 +00:00
|
|
|
|
2005-10-09 18:38:40 +00:00
|
|
|
mesh_calc_modifiers(ob, NULL, &ob->derivedDeform, &ob->derivedFinal, 0, 1);
|
2005-08-23 20:04:10 +00:00
|
|
|
|
2005-10-09 18:38:40 +00:00
|
|
|
MEM_freeN(me->mcol);
|
|
|
|
me->mcol = mcol;
|
|
|
|
me->tface = tface;
|
|
|
|
} else {
|
|
|
|
mesh_calc_modifiers(ob, NULL, &ob->derivedDeform, &ob->derivedFinal, 0, 1);
|
|
|
|
}
|
2005-07-23 07:45:39 +00:00
|
|
|
|
2005-10-09 18:38:40 +00:00
|
|
|
INIT_MINMAX(min, max);
|
2005-07-19 02:36:21 +00:00
|
|
|
|
2005-10-09 18:38:40 +00:00
|
|
|
ob->derivedFinal->getMinMax(ob->derivedFinal, min, max);
|
2005-07-19 02:36:21 +00:00
|
|
|
|
2005-10-09 18:38:40 +00:00
|
|
|
boundbox_set_from_min_max(mesh_get_bb(ob->data), min, max);
|
|
|
|
}
|
- 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 editmesh_build_data(void)
|
|
|
|
{
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
float min[3], max[3];
|
|
|
|
|
- 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
|
|
|
EditMesh *em = G.editMesh;
|
|
|
|
|
|
|
|
clear_mesh_caches(G.obedit);
|
|
|
|
|
|
|
|
if (em->derivedFinal) {
|
|
|
|
if (em->derivedFinal!=em->derivedCage) {
|
|
|
|
em->derivedFinal->release(em->derivedFinal);
|
|
|
|
}
|
|
|
|
em->derivedFinal = NULL;
|
|
|
|
}
|
|
|
|
if (em->derivedCage) {
|
|
|
|
em->derivedCage->release(em->derivedCage);
|
|
|
|
em->derivedCage = NULL;
|
|
|
|
}
|
|
|
|
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
editmesh_calc_modifiers(&em->derivedCage, &em->derivedFinal);
|
- 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
|
|
|
|
2005-08-03 04:04:05 +00:00
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
|
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
|
|
|
em->derivedFinal->getMinMax(em->derivedFinal, min, max);
|
|
|
|
|
|
|
|
boundbox_set_from_min_max(mesh_get_bb(G.obedit->data), min, max);
|
2005-07-19 02:36:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void makeDispListMesh(Object *ob)
|
|
|
|
{
|
- 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 (ob==G.obedit) {
|
|
|
|
editmesh_build_data();
|
|
|
|
} else {
|
|
|
|
mesh_build_data(ob);
|
2005-07-22 22:01:39 +00:00
|
|
|
|
|
|
|
build_particle_system(ob);
|
- 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
|
|
|
}
|
2005-07-19 02:36:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/***/
|
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
DerivedMesh *mesh_get_derived_final(Object *ob, int *needsFree_r)
|
2005-03-27 20:34:18 +00:00
|
|
|
{
|
2005-07-19 02:36:21 +00:00
|
|
|
if (!ob->derivedFinal) {
|
- 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
|
|
|
mesh_build_data(ob);
|
2005-07-19 00:21:01 +00:00
|
|
|
}
|
2005-07-13 20:16:35 +00:00
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
*needsFree_r = 0;
|
2005-07-19 02:36:21 +00:00
|
|
|
return ob->derivedFinal;
|
2005-07-19 00:21:01 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
DerivedMesh *mesh_get_derived_deform(Object *ob, int *needsFree_r)
|
|
|
|
{
|
|
|
|
if (!ob->derivedDeform) {
|
- 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
|
|
|
mesh_build_data(ob);
|
2005-03-28 21:49:49 +00:00
|
|
|
}
|
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
*needsFree_r = 0;
|
|
|
|
return ob->derivedDeform;
|
2005-03-28 21:49:49 +00:00
|
|
|
}
|
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
DerivedMesh *mesh_create_derived_render(Object *ob)
|
2005-07-16 21:03:28 +00:00
|
|
|
{
|
2005-07-19 00:21:01 +00:00
|
|
|
DerivedMesh *final;
|
2005-07-16 21:03:28 +00:00
|
|
|
|
2005-07-20 04:44:02 +00:00
|
|
|
mesh_calc_modifiers(ob, NULL, NULL, &final, 1, 1);
|
2005-07-16 21:03:28 +00:00
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
return final;
|
2005-07-16 21:03:28 +00:00
|
|
|
}
|
|
|
|
|
2005-07-20 04:44:02 +00:00
|
|
|
DerivedMesh *mesh_create_derived_no_deform(Object *ob, float (*vertCos)[3])
|
2005-07-17 01:18:59 +00:00
|
|
|
{
|
2005-07-19 00:21:01 +00:00
|
|
|
DerivedMesh *final;
|
2005-07-17 01:18:59 +00:00
|
|
|
|
2005-07-20 04:44:02 +00:00
|
|
|
mesh_calc_modifiers(ob, vertCos, NULL, &final, 0, 0);
|
2005-07-17 01:18:59 +00:00
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
return final;
|
2005-07-17 01:18:59 +00:00
|
|
|
}
|
|
|
|
|
2005-07-20 04:44:02 +00:00
|
|
|
DerivedMesh *mesh_create_derived_no_deform_render(Object *ob, float (*vertCos)[3])
|
2005-03-28 21:49:49 +00:00
|
|
|
{
|
2005-07-19 00:21:01 +00:00
|
|
|
DerivedMesh *final;
|
2005-03-28 21:49:49 +00:00
|
|
|
|
2005-07-20 04:44:02 +00:00
|
|
|
mesh_calc_modifiers(ob, vertCos, NULL, &final, 1, 0);
|
2005-04-04 12:22:33 +00:00
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
return final;
|
|
|
|
}
|
2005-04-04 03:38:21 +00:00
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
/***/
|
|
|
|
|
- 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
|
|
|
DerivedMesh *editmesh_get_derived_cage_and_final(DerivedMesh **final_r, int *cageNeedsFree_r, int *finalNeedsFree_r)
|
2005-07-19 00:21:01 +00:00
|
|
|
{
|
- 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
|
|
|
*cageNeedsFree_r = *finalNeedsFree_r = 0;
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- 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 (!G.editMesh->derivedCage)
|
|
|
|
editmesh_build_data();
|
2005-03-27 20:34:18 +00:00
|
|
|
|
- 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
|
|
|
*final_r = G.editMesh->derivedFinal;
|
|
|
|
return G.editMesh->derivedCage;
|
2005-03-27 20:34:18 +00:00
|
|
|
}
|
2005-03-28 05:58:43 +00:00
|
|
|
|
2005-07-19 00:21:01 +00:00
|
|
|
DerivedMesh *editmesh_get_derived_cage(int *needsFree_r)
|
2005-03-28 05:58:43 +00:00
|
|
|
{
|
2005-07-17 01:18:59 +00:00
|
|
|
*needsFree_r = 0;
|
2005-03-29 16:43:39 +00:00
|
|
|
|
- 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 (!G.editMesh->derivedCage)
|
|
|
|
editmesh_build_data();
|
2005-03-28 05:58:43 +00:00
|
|
|
|
- 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
|
|
|
return G.editMesh->derivedCage;
|
2005-03-28 05:58:43 +00:00
|
|
|
}
|
2005-08-06 20:44:59 +00:00
|
|
|
|
|
|
|
DerivedMesh *editmesh_get_derived_base(void)
|
|
|
|
{
|
|
|
|
return getEditMeshDerivedMesh(G.editMesh, NULL);
|
|
|
|
}
|
2005-09-18 13:27:12 +00:00
|
|
|
|
2005-09-23 14:42:14 +00:00
|
|
|
|
2005-11-12 10:35:14 +00:00
|
|
|
/* ********* For those who don't grasp derived stuff! (ton) :) *************** */
|
|
|
|
|
|
|
|
static void make_vertexcosnos__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
|
|
|
|
{
|
|
|
|
float *vec = userData;
|
|
|
|
|
|
|
|
vec+= 6*index;
|
|
|
|
VECCOPY(vec, co);
|
|
|
|
vec+= 3;
|
|
|
|
if(no_f) {
|
|
|
|
VECCOPY(vec, no_f);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
VECCOPY(vec, no_s);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* always returns original amount me->totvert of vertices and normals, but fully deformed and subsurfered */
|
|
|
|
/* this is needed for all code using vertexgroups (no subsurf support) */
|
|
|
|
/* it stores the normals as floats, but they can still be scaled as shorts (32767 = unit) */
|
|
|
|
/* in use now by vertex/weight paint and particle generating */
|
|
|
|
|
|
|
|
float *mesh_get_mapped_verts_nors(Object *ob)
|
|
|
|
{
|
|
|
|
Mesh *me= ob->data;
|
2005-11-12 14:39:14 +00:00
|
|
|
DerivedMesh *dm;
|
2005-11-12 10:35:14 +00:00
|
|
|
float *vertexcosnos;
|
|
|
|
int needsFree;
|
|
|
|
|
|
|
|
/* lets prevent crashing... */
|
|
|
|
if(ob->type!=OB_MESH || me->totvert==0)
|
|
|
|
return NULL;
|
|
|
|
|
|
|
|
dm= mesh_get_derived_final(ob, &needsFree);
|
|
|
|
vertexcosnos= MEM_mallocN(6*sizeof(float)*me->totvert, "vertexcosnos map");
|
|
|
|
|
2005-11-23 19:19:44 +00:00
|
|
|
if(dm->foreachMappedVert) {
|
2005-11-12 10:35:14 +00:00
|
|
|
dm->foreachMappedVert(dm, make_vertexcosnos__mapFunc, vertexcosnos);
|
2005-11-23 19:19:44 +00:00
|
|
|
}
|
2005-11-12 10:35:14 +00:00
|
|
|
else {
|
|
|
|
float *fp= vertexcosnos;
|
|
|
|
int a;
|
|
|
|
|
|
|
|
for(a=0; a< me->totvert; a++, fp+=6) {
|
|
|
|
dm->getVertCo(dm, a, fp);
|
|
|
|
dm->getVertNo(dm, a, fp+3);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (needsFree) dm->release(dm);
|
|
|
|
return vertexcosnos;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2005-11-09 07:56:26 +00:00
|
|
|
/* ************************* fluidsim bobj file handling **************************** */
|
2005-09-18 13:27:12 +00:00
|
|
|
|
2005-11-09 11:10:15 +00:00
|
|
|
#ifdef WIN32
|
|
|
|
#ifndef snprintf
|
|
|
|
#define snprintf _snprintf
|
|
|
|
#endif
|
|
|
|
#endif
|
2005-09-18 13:27:12 +00:00
|
|
|
|
2005-11-09 11:10:15 +00:00
|
|
|
/* write .bobj.gz file for a mesh object */
|
2005-09-18 13:27:12 +00:00
|
|
|
void writeBobjgz(char *filename, struct Object *ob)
|
|
|
|
{
|
2005-09-28 16:20:57 +00:00
|
|
|
// const int debugBobjWrite = 0; // now handled by global debug level
|
|
|
|
char debugStrBuffer[256];
|
2005-09-18 13:27:12 +00:00
|
|
|
int wri,i,j;
|
|
|
|
float wrf;
|
|
|
|
gzFile gzf;
|
|
|
|
DispListMesh *dlm = NULL;
|
|
|
|
DerivedMesh *dm;
|
|
|
|
float vec[3];
|
|
|
|
float rotmat[3][3];
|
|
|
|
MFace *mface = NULL;
|
|
|
|
|
|
|
|
if(!ob->data || (ob->type!=OB_MESH)) {
|
2005-09-28 16:20:57 +00:00
|
|
|
snprintf(debugStrBuffer,256,"Writing GZ_BOBJ Invalid object %s ...\n", ob->id.name);
|
|
|
|
elbeemDebugOut(debugStrBuffer);
|
2005-09-18 13:27:12 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
if((ob->size[0]<0.0) || (ob->size[0]<0.0) || (ob->size[0]<0.0) ) {
|
2005-09-28 16:20:57 +00:00
|
|
|
snprintf(debugStrBuffer,256,"\nfluidSim::writeBobjgz:: Warning object %s has negative scaling - check triangle ordering...?\n\n", ob->id.name);
|
|
|
|
elbeemDebugOut(debugStrBuffer);
|
2005-09-18 13:27:12 +00:00
|
|
|
}
|
|
|
|
|
2005-09-28 16:20:57 +00:00
|
|
|
snprintf(debugStrBuffer,256,"Writing GZ_BOBJ '%s' ... ",filename); elbeemDebugOut(debugStrBuffer);
|
2005-09-18 13:27:12 +00:00
|
|
|
gzf = gzopen(filename, "wb9");
|
|
|
|
if (!gzf) {
|
2005-09-28 16:20:57 +00:00
|
|
|
snprintf(debugStrBuffer,256,"writeBobjgz::error - Unable to open file for writing '%s'\n", filename);
|
|
|
|
elbeemDebugOut(debugStrBuffer);
|
2005-09-18 13:27:12 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
dm = mesh_create_derived_render(ob);
|
|
|
|
dlm = dm->convertToDispListMesh(dm, 1);
|
|
|
|
mface = dlm->mface;
|
|
|
|
|
2005-09-28 16:20:57 +00:00
|
|
|
if(sizeof(wri)!=4) { snprintf(debugStrBuffer,256,"Writing GZ_BOBJ, Invalid int size %d...\n", wri); elbeemDebugOut(debugStrBuffer); return; } // paranoia check
|
2005-09-18 13:27:12 +00:00
|
|
|
wri = dlm->totvert;
|
|
|
|
gzwrite(gzf, &wri, sizeof(wri));
|
|
|
|
for(i=0; i<wri;i++) {
|
|
|
|
VECCOPY(vec, dlm->mvert[i].co); /* get transformed point */
|
|
|
|
Mat4MulVecfl(ob->obmat, vec);
|
|
|
|
for(j=0; j<3; j++) {
|
|
|
|
wrf = vec[j];
|
|
|
|
gzwrite(gzf, &wrf, sizeof( wrf ));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// should be the same as Vertices.size
|
|
|
|
wri = dlm->totvert;
|
|
|
|
gzwrite(gzf, &wri, sizeof(wri));
|
|
|
|
EulToMat3(ob->rot, rotmat);
|
|
|
|
for(i=0; i<wri;i++) {
|
|
|
|
VECCOPY(vec, dlm->mvert[i].no);
|
|
|
|
// FIXME divide? mv->no[0]= (short)(no[0]*32767.0);
|
|
|
|
Mat3MulVecfl(rotmat, vec);
|
|
|
|
Normalise(vec);
|
|
|
|
for(j=0; j<3; j++) {
|
2005-09-23 14:42:14 +00:00
|
|
|
wrf = vec[j];
|
2005-09-18 13:27:12 +00:00
|
|
|
gzwrite(gzf, &wrf, sizeof( wrf ));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* compute no. of triangles */
|
|
|
|
wri = 0;
|
|
|
|
for(i=0; i<dlm->totface; i++) {
|
|
|
|
wri++;
|
|
|
|
if(mface[i].v4) { wri++; }
|
|
|
|
}
|
|
|
|
gzwrite(gzf, &wri, sizeof(wri));
|
|
|
|
for(i=0; i<dlm->totface; i++) {
|
|
|
|
|
|
|
|
int face[4];
|
|
|
|
face[0] = mface[i].v1;
|
|
|
|
face[1] = mface[i].v2;
|
|
|
|
face[2] = mface[i].v3;
|
|
|
|
face[3] = mface[i].v4;
|
2005-09-28 16:20:57 +00:00
|
|
|
//snprintf(debugStrBuffer,256,"F %s %d = %d,%d,%d,%d \n",ob->id.name, i, face[0],face[1],face[2],face[3] ); elbeemDebugOut(debugStrBuffer);
|
2005-09-18 13:27:12 +00:00
|
|
|
|
|
|
|
gzwrite(gzf, &(face[0]), sizeof( face[0] ));
|
|
|
|
gzwrite(gzf, &(face[1]), sizeof( face[1] ));
|
|
|
|
gzwrite(gzf, &(face[2]), sizeof( face[2] ));
|
|
|
|
if(face[3]) {
|
|
|
|
gzwrite(gzf, &(face[0]), sizeof( face[0] ));
|
|
|
|
gzwrite(gzf, &(face[2]), sizeof( face[2] ));
|
|
|
|
gzwrite(gzf, &(face[3]), sizeof( face[3] ));
|
|
|
|
}
|
|
|
|
}
|
2005-11-09 07:56:26 +00:00
|
|
|
|
|
|
|
snprintf(debugStrBuffer,256,"Done. #Vertices: %d, #Triangles: %d\n", dlm->totvert, dlm->totface );
|
|
|
|
elbeemDebugOut(debugStrBuffer);
|
2005-09-18 13:27:12 +00:00
|
|
|
|
|
|
|
gzclose( gzf );
|
|
|
|
if(dlm) displistmesh_free(dlm);
|
|
|
|
dm->release(dm);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* read .bobj.gz file into a fluidsimDerivedMesh struct */
|
|
|
|
Mesh* readBobjgz(char *filename, Mesh *orgmesh) //, fluidsimDerivedMesh *fsdm)
|
|
|
|
{
|
|
|
|
int wri,i,j;
|
2005-09-28 16:20:57 +00:00
|
|
|
char debugStrBuffer[256];
|
2005-09-18 13:27:12 +00:00
|
|
|
float wrf;
|
|
|
|
Mesh *newmesh;
|
2005-11-09 07:56:26 +00:00
|
|
|
const int debugBobjRead = 1;
|
2005-09-18 13:27:12 +00:00
|
|
|
// init data from old mesh (materials,flags)
|
|
|
|
MFace *origMFace = &((MFace*) orgmesh->mface)[0];
|
2005-11-09 07:56:26 +00:00
|
|
|
int mat_nr = -1;
|
|
|
|
int flag = -1;
|
2005-09-18 13:27:12 +00:00
|
|
|
MFace *fsface = NULL;
|
|
|
|
int gotBytes;
|
2005-09-23 14:42:14 +00:00
|
|
|
gzFile gzf;
|
2005-09-18 13:27:12 +00:00
|
|
|
|
|
|
|
if(!orgmesh) return NULL;
|
2005-11-09 07:56:26 +00:00
|
|
|
if(!origMFace) return NULL;
|
|
|
|
mat_nr = origMFace->mat_nr;
|
|
|
|
flag = origMFace->flag;
|
2005-09-18 13:27:12 +00:00
|
|
|
|
|
|
|
// similar to copy_mesh
|
|
|
|
newmesh = MEM_dupallocN(orgmesh);
|
2005-09-23 14:42:14 +00:00
|
|
|
newmesh->mat= orgmesh->mat;
|
2005-09-18 13:27:12 +00:00
|
|
|
|
|
|
|
newmesh->mvert= NULL;
|
|
|
|
newmesh->medge= NULL;
|
|
|
|
newmesh->mface= NULL;
|
|
|
|
newmesh->tface= NULL;
|
|
|
|
newmesh->dface= NULL;
|
|
|
|
|
2005-09-23 14:42:14 +00:00
|
|
|
newmesh->dvert = NULL;
|
2005-09-18 13:27:12 +00:00
|
|
|
|
2005-09-23 14:42:14 +00:00
|
|
|
newmesh->mcol= NULL;
|
|
|
|
newmesh->msticky= NULL;
|
2005-09-18 13:27:12 +00:00
|
|
|
newmesh->texcomesh= NULL;
|
|
|
|
|
2005-09-23 14:42:14 +00:00
|
|
|
newmesh->key= NULL;
|
2005-09-18 13:27:12 +00:00
|
|
|
newmesh->totface = 0;
|
|
|
|
newmesh->totvert = 0;
|
|
|
|
newmesh->totedge = 0;
|
2005-09-23 14:42:14 +00:00
|
|
|
newmesh->medge = NULL;
|
2005-09-18 13:27:12 +00:00
|
|
|
|
|
|
|
|
2005-09-28 16:20:57 +00:00
|
|
|
snprintf(debugStrBuffer,256,"Reading '%s' GZ_BOBJ... ",filename); elbeemDebugOut(debugStrBuffer);
|
2005-09-18 13:27:12 +00:00
|
|
|
gzf = gzopen(filename, "rb");
|
2005-09-23 14:42:14 +00:00
|
|
|
// gzf = fopen(filename, "rb");
|
|
|
|
// debug: fread(b,c,1,a) = gzread(a,b,c)
|
2005-09-18 13:27:12 +00:00
|
|
|
if (!gzf) {
|
2005-09-28 16:20:57 +00:00
|
|
|
//snprintf(debugStrBuffer,256,"readBobjgz::error - Unable to open file for reading '%s'\n", filename); // DEBUG
|
2005-09-18 13:27:12 +00:00
|
|
|
MEM_freeN(newmesh);
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
2005-09-28 16:20:57 +00:00
|
|
|
//if(sizeof(wri)!=4) { snprintf(debugStrBuffer,256,"Reading GZ_BOBJ, Invalid int size %d...\n", wri); return NULL; } // paranoia check
|
2005-09-18 13:27:12 +00:00
|
|
|
gotBytes = gzread(gzf, &wri, sizeof(wri));
|
|
|
|
newmesh->totvert = wri;
|
2005-09-23 14:42:14 +00:00
|
|
|
newmesh->mvert = MEM_callocN(sizeof(MVert)*newmesh->totvert, "fluidsimDerivedMesh_bobjvertices");
|
2005-09-28 16:20:57 +00:00
|
|
|
if(debugBobjRead){ snprintf(debugStrBuffer,256,"#vertices %d ", newmesh->totvert); elbeemDebugOut(debugStrBuffer); } //DEBUG
|
2005-09-18 13:27:12 +00:00
|
|
|
for(i=0; i<newmesh->totvert;i++) {
|
2005-09-28 16:20:57 +00:00
|
|
|
//if(debugBobjRead) snprintf(debugStrBuffer,256,"V %d = ",i);
|
2005-09-18 13:27:12 +00:00
|
|
|
for(j=0; j<3; j++) {
|
|
|
|
gotBytes = gzread(gzf, &wrf, sizeof( wrf ));
|
|
|
|
newmesh->mvert[i].co[j] = wrf;
|
2005-09-28 16:20:57 +00:00
|
|
|
//if(debugBobjRead) snprintf(debugStrBuffer,256,"%25.20f ", wrf);
|
2005-09-18 13:27:12 +00:00
|
|
|
}
|
2005-09-28 16:20:57 +00:00
|
|
|
//if(debugBobjRead) snprintf(debugStrBuffer,256,"\n");
|
2005-09-18 13:27:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// should be the same as Vertices.size
|
|
|
|
gotBytes = gzread(gzf, &wri, sizeof(wri));
|
|
|
|
if(wri != newmesh->totvert) {
|
|
|
|
// complain #vertices has to be equal to #normals, reset&abort
|
|
|
|
MEM_freeN(newmesh->mvert);
|
|
|
|
MEM_freeN(newmesh);
|
2005-09-28 16:20:57 +00:00
|
|
|
snprintf(debugStrBuffer,256,"Reading GZ_BOBJ, #normals=%d, #vertices=%d, aborting...\n", wri,newmesh->totvert );
|
2005-09-18 13:27:12 +00:00
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
for(i=0; i<newmesh->totvert;i++) {
|
|
|
|
for(j=0; j<3; j++) {
|
|
|
|
gotBytes = gzread(gzf, &wrf, sizeof( wrf ));
|
|
|
|
newmesh->mvert[i].no[j] = wrf*32767.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* compute no. of triangles */
|
|
|
|
gotBytes = gzread(gzf, &wri, sizeof(wri));
|
|
|
|
newmesh->totface = wri;
|
2005-09-23 14:42:14 +00:00
|
|
|
newmesh->mface = MEM_callocN(sizeof(MFace)*newmesh->totface, "fluidsimDerivedMesh_bobjfaces");
|
2005-09-28 16:20:57 +00:00
|
|
|
if(debugBobjRead){ snprintf(debugStrBuffer,256,"#faces %d ", newmesh->totface); elbeemDebugOut(debugStrBuffer); } //DEBUG
|
2005-09-18 13:27:12 +00:00
|
|
|
fsface = newmesh->mface;
|
|
|
|
for(i=0; i<newmesh->totface; i++) {
|
|
|
|
int face[4];
|
|
|
|
|
|
|
|
gotBytes = gzread(gzf, &(face[0]), sizeof( face[0] ));
|
|
|
|
gotBytes = gzread(gzf, &(face[1]), sizeof( face[1] ));
|
|
|
|
gotBytes = gzread(gzf, &(face[2]), sizeof( face[2] ));
|
|
|
|
face[3] = 0;
|
|
|
|
|
|
|
|
fsface[i].v1 = face[0];
|
|
|
|
fsface[i].v2 = face[1];
|
|
|
|
fsface[i].v3 = face[2];
|
|
|
|
fsface[i].v4 = face[3];
|
2005-09-23 14:42:14 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// correct triangles with v3==0 for blender, cycle verts
|
|
|
|
for(i=0; i<newmesh->totface; i++) {
|
|
|
|
if(!fsface[i].v3) {
|
|
|
|
int temp = fsface[i].v1;
|
|
|
|
fsface[i].v1 = fsface[i].v2;
|
|
|
|
fsface[i].v2 = fsface[i].v3;
|
|
|
|
fsface[i].v3 = temp;
|
|
|
|
}
|
2005-09-18 13:27:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
gzclose( gzf );
|
|
|
|
for(i=0;i<newmesh->totface;i++) {
|
|
|
|
fsface[i].mat_nr = mat_nr;
|
|
|
|
fsface[i].flag = flag;
|
2005-09-23 14:42:14 +00:00
|
|
|
fsface[i].edcode = ME_V1V2 | ME_V2V3 | ME_V3V1;
|
2005-09-28 16:20:57 +00:00
|
|
|
//snprintf(debugStrBuffer,256,"%d : %d,%d,%d\n", i,fsface[i].mat_nr, fsface[i].flag, fsface[i].edcode );
|
2005-09-18 13:27:12 +00:00
|
|
|
}
|
|
|
|
|
2005-09-28 16:20:57 +00:00
|
|
|
snprintf(debugStrBuffer,256," (%d,%d) done\n", newmesh->totvert,newmesh->totface); elbeemDebugOut(debugStrBuffer); //DEBUG
|
2005-09-18 13:27:12 +00:00
|
|
|
return newmesh;
|
|
|
|
}
|
|
|
|
|
2005-11-09 07:56:26 +00:00
|
|
|
|
|
|
|
/* ***************************** fluidsim derived mesh ***************************** */
|
|
|
|
|
2005-11-23 12:49:22 +00:00
|
|
|
/* check which file to load, and replace old mesh of the object with it */
|
|
|
|
/* this replacement is undone at the end of mesh_calc_modifiers */
|
|
|
|
void loadFluidsimMesh(Object *srcob, int useRenderParams)
|
2005-11-12 10:35:14 +00:00
|
|
|
{
|
2005-11-09 07:56:26 +00:00
|
|
|
Mesh *mesh = NULL;
|
2005-11-23 19:19:44 +00:00
|
|
|
float *bbStart = NULL, *bbSize = NULL;
|
|
|
|
float lastBB[3];
|
2005-11-09 07:56:26 +00:00
|
|
|
int displaymode = 0;
|
2006-01-05 15:49:27 +00:00
|
|
|
int curFrame = G.scene->r.cfra - 1 /*G.scene->r.sfra*/; /* start with 0 at start frame */
|
2005-11-09 07:56:26 +00:00
|
|
|
char targetDir[FILE_MAXFILE+FILE_MAXDIR], targetFile[FILE_MAXFILE+FILE_MAXDIR];
|
|
|
|
char debugStrBuffer[256];
|
2005-11-23 12:49:22 +00:00
|
|
|
//snprintf(debugStrBuffer,256,"loadFluidsimMesh call (obid '%s', rp %d)\n", srcob->id.name, useRenderParams); // debug
|
2005-11-09 07:56:26 +00:00
|
|
|
|
|
|
|
if((!srcob)||(!srcob->fluidsimSettings)) {
|
2005-11-23 12:49:22 +00:00
|
|
|
snprintf(debugStrBuffer,256,"DEBUG - Invalid loadFluidsimMesh call, rp %d, dm %d)\n", useRenderParams, displaymode); // debug
|
|
|
|
elbeemDebugOut(debugStrBuffer); // debug
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// make sure the original mesh data pointer is stored
|
|
|
|
if(!srcob->fluidsimSettings->orgMesh) {
|
|
|
|
srcob->fluidsimSettings->orgMesh = srcob->data;
|
2005-11-09 07:56:26 +00:00
|
|
|
}
|
2005-11-23 12:49:22 +00:00
|
|
|
|
|
|
|
// free old mesh, if there is one (todo, check if it's still valid?)
|
|
|
|
if(srcob->fluidsimSettings->meshSurface) {
|
|
|
|
Mesh *freeFsMesh = srcob->fluidsimSettings->meshSurface;
|
|
|
|
|
|
|
|
// similar to free_mesh(...) , but no things like unlink...
|
|
|
|
if(freeFsMesh->mvert) MEM_freeN(freeFsMesh->mvert);
|
|
|
|
if(freeFsMesh->medge) MEM_freeN(freeFsMesh->medge);
|
|
|
|
if(freeFsMesh->mface) MEM_freeN(freeFsMesh->mface);
|
|
|
|
MEM_freeN(freeFsMesh);
|
|
|
|
|
|
|
|
if(srcob->data == srcob->fluidsimSettings->meshSurface)
|
|
|
|
srcob->data = srcob->fluidsimSettings->orgMesh;
|
|
|
|
srcob->fluidsimSettings->meshSurface = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// init bounding box
|
|
|
|
bbStart = srcob->fluidsimSettings->bbStart;
|
|
|
|
bbSize = srcob->fluidsimSettings->bbSize;
|
|
|
|
lastBB[0] = bbSize[0]; // TEST
|
|
|
|
lastBB[1] = bbSize[1];
|
|
|
|
lastBB[2] = bbSize[2];
|
|
|
|
fluidsimGetAxisAlignedBB(srcob->fluidsimSettings->orgMesh, srcob->obmat, bbStart, bbSize);
|
|
|
|
// check free fsmesh... TODO
|
2005-11-09 07:56:26 +00:00
|
|
|
|
|
|
|
if(!useRenderParams) {
|
|
|
|
displaymode = srcob->fluidsimSettings->guiDisplayMode;
|
|
|
|
} else {
|
|
|
|
displaymode = srcob->fluidsimSettings->renderDisplayMode;
|
|
|
|
}
|
|
|
|
|
2005-11-23 12:49:22 +00:00
|
|
|
snprintf(debugStrBuffer,256,"loadFluidsimMesh call (obid '%s', rp %d, dm %d)\n", srcob->id.name, useRenderParams, displaymode); // debug
|
2005-11-09 07:56:26 +00:00
|
|
|
elbeemDebugOut(debugStrBuffer); // debug
|
|
|
|
|
|
|
|
strncpy(targetDir, srcob->fluidsimSettings->surfdataPath, FILE_MAXDIR);
|
|
|
|
// use preview or final mesh?
|
2005-11-23 12:49:22 +00:00
|
|
|
if(displaymode==1) {
|
|
|
|
// just display original object
|
|
|
|
srcob->data = srcob->fluidsimSettings->orgMesh;
|
|
|
|
return;
|
|
|
|
} else if(displaymode==2) {
|
2005-11-09 07:56:26 +00:00
|
|
|
strcat(targetDir,"fluidsurface_preview_#");
|
2005-11-23 12:49:22 +00:00
|
|
|
} else { // 3
|
2005-11-09 07:56:26 +00:00
|
|
|
strcat(targetDir,"fluidsurface_final_#");
|
|
|
|
}
|
|
|
|
BLI_convertstringcode(targetDir, G.sce, curFrame); // fixed #frame-no
|
|
|
|
strcpy(targetFile,targetDir);
|
|
|
|
strcat(targetFile, ".bobj.gz");
|
|
|
|
|
2005-11-23 12:49:22 +00:00
|
|
|
snprintf(debugStrBuffer,256,"loadFluidsimMesh call (obid '%s', rp %d, dm %d) '%s' \n", srcob->id.name, useRenderParams, displaymode, targetFile); // debug
|
2005-11-09 07:56:26 +00:00
|
|
|
elbeemDebugOut(debugStrBuffer); // debug
|
|
|
|
|
2005-11-23 12:49:22 +00:00
|
|
|
mesh = readBobjgz(targetFile, srcob->fluidsimSettings->orgMesh );
|
2005-11-09 07:56:26 +00:00
|
|
|
if(!mesh) {
|
|
|
|
// display org. object upon failure
|
2005-11-23 12:49:22 +00:00
|
|
|
srcob->data = srcob->fluidsimSettings->orgMesh;
|
|
|
|
return;
|
2005-11-09 07:56:26 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if((mesh)&&(mesh->totvert>0)) {
|
|
|
|
make_edges(mesh, 0); // 0 = make all edges draw
|
|
|
|
}
|
2005-11-23 12:49:22 +00:00
|
|
|
srcob->fluidsimSettings->meshSurface = mesh;
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srcob->data = mesh;
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return;
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|
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}
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|
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/* helper function */
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|
|
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/* init axis aligned BB for mesh object */
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|
|
|
void fluidsimGetAxisAlignedBB(struct Mesh *mesh, float obmat[][4],
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|
|
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/*RET*/ float start[3], /*RET*/ float size[3] )
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|
|
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{
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|
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|
float bbsx=0.0, bbsy=0.0, bbsz=0.0;
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|
|
|
float bbex=1.0, bbey=1.0, bbez=1.0;
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|
|
|
int i;
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|
|
|
float vec[3];
|
2005-11-09 07:56:26 +00:00
|
|
|
|
2005-11-23 12:49:22 +00:00
|
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|
VECCOPY(vec, mesh->mvert[0].co);
|
|
|
|
Mat4MulVecfl(obmat, vec);
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|
|
|
bbsx = vec[0]; bbsy = vec[1]; bbsz = vec[2];
|
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|
|
bbex = vec[0]; bbey = vec[1]; bbez = vec[2];
|
2005-11-09 07:56:26 +00:00
|
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|
|
2005-11-23 12:49:22 +00:00
|
|
|
for(i=1; i<mesh->totvert;i++) {
|
|
|
|
VECCOPY(vec, mesh->mvert[i].co);
|
|
|
|
Mat4MulVecfl(obmat, vec);
|
2005-11-09 07:56:26 +00:00
|
|
|
|
2005-11-23 12:49:22 +00:00
|
|
|
if(vec[0] < bbsx){ bbsx= vec[0]; }
|
|
|
|
if(vec[1] < bbsy){ bbsy= vec[1]; }
|
|
|
|
if(vec[2] < bbsz){ bbsz= vec[2]; }
|
|
|
|
if(vec[0] > bbex){ bbex= vec[0]; }
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|
|
|
if(vec[1] > bbey){ bbey= vec[1]; }
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|
|
|
if(vec[2] > bbez){ bbez= vec[2]; }
|
|
|
|
}
|
|
|
|
|
|
|
|
// return values...
|
|
|
|
if(start) {
|
|
|
|
start[0] = bbsx;
|
|
|
|
start[1] = bbsy;
|
|
|
|
start[2] = bbsz;
|
|
|
|
}
|
|
|
|
if(size) {
|
|
|
|
size[0] = bbex-bbsx;
|
|
|
|
size[1] = bbey-bbsy;
|
|
|
|
size[2] = bbez-bbsz;
|
|
|
|
}
|
2005-11-09 07:56:26 +00:00
|
|
|
}
|
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|
|
|
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|
|