2009-01-01 13:15:35 +00:00
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/**
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* $Id:
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*
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* ***** BEGIN GPL 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.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2009 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <stdlib.h>
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#include <math.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_space_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_windowmanager_types.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "BLI_editVert.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_utildefines.h"
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#include "RNA_access.h"
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#include "RNA_define.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "ED_screen.h"
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#include "ED_mesh.h"
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2009-01-05 15:19:31 +00:00
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#include "ED_view3d.h"
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2009-01-01 13:15:35 +00:00
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#include "mesh_intern.h"
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/* ************************** registration **********************************/
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void ED_operatortypes_mesh(void)
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{
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WM_operatortype_append(MESH_OT_de_select_all);
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2009-01-13 02:09:58 +00:00
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WM_operatortype_append(MESH_OT_select_more);
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WM_operatortype_append(MESH_OT_select_less);
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WM_operatortype_append(MESH_OT_selectswap_mesh);
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WM_operatortype_append(MESH_OT_select_non_manifold);
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WM_operatortype_append(MESH_OT_selectconnected_mesh_all);
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WM_operatortype_append(MESH_OT_selectconnected_mesh);
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WM_operatortype_append(MESH_OT_hide_mesh);
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WM_operatortype_append(MESH_OT_reveal_mesh);
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WM_operatortype_append(MESH_OT_righthandfaces);
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WM_operatortype_append(MESH_OT_select_linked_flat_faces);
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WM_operatortype_append(MESH_OT_select_sharp_edges);
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2.5
Editmesh: add primitive basics back. Had to clean up a load of
crap there... but it's sorta in control, so I think Shul can
pick it up again.
Test: ctrl+0 adds plane, or ctrl+9 adds grid.
Notes for Shul:
- i've added a transform function, which gets correctly passed
on to the add_prim function, should work for all object
transforms. Only the code inside add_prim might be needed
to check (it uses 4x4 mat now, not a 3x3)
- The old code with buttons has been ifdeffed out, check for
user input and make it rna properties, which get read
in the exec(), and handed over to the add_prim. Set them
default now to the values from old buttons.
- Operator naming is preferred lower case, I gave this
a new name.
- check a bit on formatting code, but don't use the old code
as example! Look also at ED_keymap_mesh() for example.
2009-01-14 19:26:11 +00:00
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WM_operatortype_append(MESH_OT_add_primitive_plane);
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WM_operatortype_append(MESH_OT_add_primitive_grid);
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2009-01-13 02:09:58 +00:00
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2009-01-01 13:15:35 +00:00
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}
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/* note mesh keymap also for other space? */
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void ED_keymap_mesh(wmWindowManager *wm)
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{
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ListBase *keymap= WM_keymap_listbase(wm, "EditMesh", 0, 0);
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2.5
Editmesh: add primitive basics back. Had to clean up a load of
crap there... but it's sorta in control, so I think Shul can
pick it up again.
Test: ctrl+0 adds plane, or ctrl+9 adds grid.
Notes for Shul:
- i've added a transform function, which gets correctly passed
on to the add_prim function, should work for all object
transforms. Only the code inside add_prim might be needed
to check (it uses 4x4 mat now, not a 3x3)
- The old code with buttons has been ifdeffed out, check for
user input and make it rna properties, which get read
in the exec(), and handed over to the add_prim. Set them
default now to the values from old buttons.
- Operator naming is preferred lower case, I gave this
a new name.
- check a bit on formatting code, but don't use the old code
as example! Look also at ED_keymap_mesh() for example.
2009-01-14 19:26:11 +00:00
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/* selecting */
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2009-01-01 13:15:35 +00:00
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WM_keymap_add_item(keymap, "MESH_OT_de_select_all", AKEY, KM_PRESS, 0, 0);
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2009-01-13 02:09:58 +00:00
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WM_keymap_add_item(keymap, "MESH_OT_select_more", PADPLUSKEY, KM_PRESS, KM_CTRL, 0);
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WM_keymap_add_item(keymap, "MESH_OT_select_less", PADMINUS, KM_PRESS, KM_CTRL, 0);
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WM_keymap_add_item(keymap, "MESH_OT_selectswap_mesh", IKEY, KM_PRESS, KM_CTRL, 0);
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WM_keymap_add_item(keymap, "MESH_OT_select_non_manifold", MKEY, KM_PRESS, (KM_CTRL|KM_SHIFT|KM_ALT), 0);
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WM_keymap_add_item(keymap, "MESH_OT_selectconnected_mesh_all", LKEY, KM_PRESS, KM_CTRL, 0);
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WM_keymap_add_item(keymap, "MESH_OT_selectconnected_mesh", LKEY, KM_PRESS, 0, 0);
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2.5
Editmesh: add primitive basics back. Had to clean up a load of
crap there... but it's sorta in control, so I think Shul can
pick it up again.
Test: ctrl+0 adds plane, or ctrl+9 adds grid.
Notes for Shul:
- i've added a transform function, which gets correctly passed
on to the add_prim function, should work for all object
transforms. Only the code inside add_prim might be needed
to check (it uses 4x4 mat now, not a 3x3)
- The old code with buttons has been ifdeffed out, check for
user input and make it rna properties, which get read
in the exec(), and handed over to the add_prim. Set them
default now to the values from old buttons.
- Operator naming is preferred lower case, I gave this
a new name.
- check a bit on formatting code, but don't use the old code
as example! Look also at ED_keymap_mesh() for example.
2009-01-14 19:26:11 +00:00
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RNA_float_set(WM_keymap_add_item(keymap, "MESH_OT_select_linked_flat_faces", FKEY, KM_PRESS, (KM_CTRL|KM_SHIFT|KM_ALT), 0)->ptr,"fsharpness",135.0);
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RNA_float_set(WM_keymap_add_item(keymap, "MESH_OT_select_sharp_edges", SKEY, KM_PRESS, (KM_CTRL|KM_SHIFT|KM_ALT), 0)->ptr,"fsharpness",135.0);
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2009-01-13 02:09:58 +00:00
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2.5
Editmesh: add primitive basics back. Had to clean up a load of
crap there... but it's sorta in control, so I think Shul can
pick it up again.
Test: ctrl+0 adds plane, or ctrl+9 adds grid.
Notes for Shul:
- i've added a transform function, which gets correctly passed
on to the add_prim function, should work for all object
transforms. Only the code inside add_prim might be needed
to check (it uses 4x4 mat now, not a 3x3)
- The old code with buttons has been ifdeffed out, check for
user input and make it rna properties, which get read
in the exec(), and handed over to the add_prim. Set them
default now to the values from old buttons.
- Operator naming is preferred lower case, I gave this
a new name.
- check a bit on formatting code, but don't use the old code
as example! Look also at ED_keymap_mesh() for example.
2009-01-14 19:26:11 +00:00
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/* hide */
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2009-01-13 02:09:58 +00:00
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WM_keymap_add_item(keymap, "MESH_OT_hide_mesh", HKEY, KM_PRESS, 0, 0);
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RNA_boolean_set(WM_keymap_add_item(keymap, "MESH_OT_hide_mesh", HKEY, KM_PRESS, KM_SHIFT, 0)->ptr, "swap", 1);
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WM_keymap_add_item(keymap, "MESH_OT_reveal_mesh", HKEY, KM_PRESS, KM_ALT, 0);
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2.5
Editmesh: add primitive basics back. Had to clean up a load of
crap there... but it's sorta in control, so I think Shul can
pick it up again.
Test: ctrl+0 adds plane, or ctrl+9 adds grid.
Notes for Shul:
- i've added a transform function, which gets correctly passed
on to the add_prim function, should work for all object
transforms. Only the code inside add_prim might be needed
to check (it uses 4x4 mat now, not a 3x3)
- The old code with buttons has been ifdeffed out, check for
user input and make it rna properties, which get read
in the exec(), and handed over to the add_prim. Set them
default now to the values from old buttons.
- Operator naming is preferred lower case, I gave this
a new name.
- check a bit on formatting code, but don't use the old code
as example! Look also at ED_keymap_mesh() for example.
2009-01-14 19:26:11 +00:00
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/* tools */
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2009-01-13 02:09:58 +00:00
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RNA_int_set(WM_keymap_add_item(keymap, "MESH_OT_righthandfaces", NKEY, KM_PRESS, KM_CTRL|KM_SHIFT, 0)->ptr, "select", 2);
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RNA_int_set(WM_keymap_add_item(keymap, "MESH_OT_righthandfaces", NKEY, KM_PRESS, KM_CTRL, 0)->ptr, "select", 1);
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2.5
Editmesh: add primitive basics back. Had to clean up a load of
crap there... but it's sorta in control, so I think Shul can
pick it up again.
Test: ctrl+0 adds plane, or ctrl+9 adds grid.
Notes for Shul:
- i've added a transform function, which gets correctly passed
on to the add_prim function, should work for all object
transforms. Only the code inside add_prim might be needed
to check (it uses 4x4 mat now, not a 3x3)
- The old code with buttons has been ifdeffed out, check for
user input and make it rna properties, which get read
in the exec(), and handed over to the add_prim. Set them
default now to the values from old buttons.
- Operator naming is preferred lower case, I gave this
a new name.
- check a bit on formatting code, but don't use the old code
as example! Look also at ED_keymap_mesh() for example.
2009-01-14 19:26:11 +00:00
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/* add */
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WM_keymap_add_item(keymap, "MESH_OT_add_primitive_plane", ZEROKEY, KM_PRESS, KM_CTRL, 0);
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WM_keymap_add_item(keymap, "MESH_OT_add_primitive_grid", NINEKEY, KM_PRESS, KM_CTRL, 0);
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2009-01-13 02:09:58 +00:00
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2009-01-01 13:15:35 +00:00
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}
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