Evil commit! Nothing really changed except;

- EditVlak -> EditFace
- variables called 'evl' -> 'efa'
- functions with 'vlak' in it now have 'face'

Just thought was nice starter for editmesh recode...
This commit is contained in:
2004-09-18 20:15:37 +00:00
parent a2ea84903e
commit 131e5908a6
15 changed files with 1504 additions and 1602 deletions

View File

@@ -1724,7 +1724,7 @@ static void drawmeshsolid(Object *ob, float *nors)
MVert *mvert;
TFace *tface;
MFace *mface;
EditVlak *evl;
EditFace *efa;
float *extverts=0, *v1, *v2, *v3, *v4;
int glmode, setsmooth=0, a, start, end, matnr= -1, vertexpaint, i;
short no[3], *n1, *n2, *n3, *n4 = NULL;
@@ -1758,36 +1758,36 @@ static void drawmeshsolid(Object *ob, float *nors)
if(ob==G.obedit || (G.obedit && ob->data==G.obedit->data)) {
evl= em->faces.first;
while(evl) {
if(evl->v1->h==0 && evl->v2->h==0 && evl->v3->h==0) {
efa= em->faces.first;
while(efa) {
if(efa->v1->h==0 && efa->v2->h==0 && efa->v3->h==0) {
if(evl->mat_nr!=matnr) {
matnr= evl->mat_nr;
if(efa->mat_nr!=matnr) {
matnr= efa->mat_nr;
set_gl_material(matnr+1);
}
if(evl->v4 && evl->v4->h==0) {
if(efa->v4 && efa->v4->h==0) {
glBegin(GL_QUADS);
glNormal3fv(evl->n);
glVertex3fv(evl->v1->co);
glVertex3fv(evl->v2->co);
glVertex3fv(evl->v3->co);
glVertex3fv(evl->v4->co);
glNormal3fv(efa->n);
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
glVertex3fv(efa->v4->co);
glEnd();
}
else {
glBegin(GL_TRIANGLES);
glNormal3fv(evl->n);
glVertex3fv(evl->v1->co);
glVertex3fv(evl->v2->co);
glVertex3fv(evl->v3->co);
glNormal3fv(efa->n);
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
glEnd();
}
}
evl= evl->next;
efa= efa->next;
}
glDisable(GL_LIGHTING);
@@ -2380,7 +2380,7 @@ static void drawmeshwire(Object *ob)
DispList *dl;
Material *ma;
EditEdge *eed;
EditVlak *evl;
EditFace *efa;
float fvec[3], cent[3], *f1, *f2, *f3, *f4, *extverts=NULL;
int a, start, end, test, ok, handles=0;
@@ -2400,47 +2400,47 @@ static void drawmeshwire(Object *ob)
glEnable(GL_BLEND);
glDepthMask(0); // disable write in zbuffer, needed for nice transp
evl= em->faces.first;
while(evl) {
if(evl->v1->h==0 && evl->v2->h==0 && evl->v3->h==0 && (evl->v4==NULL || evl->v4->h==0)) {
efa= em->faces.first;
while(efa) {
if(efa->v1->h==0 && efa->v2->h==0 && efa->v3->h==0 && (efa->v4==NULL || efa->v4->h==0)) {
if(1) {
if(vlakselectedAND(evl, 1)) glColor4ub(col2[0], col2[1], col2[2], col2[3]);
if(faceselectedAND(efa, 1)) glColor4ub(col2[0], col2[1], col2[2], col2[3]);
else glColor4ub(col1[0], col1[1], col1[2], col1[3]);
glBegin(evl->v4?GL_QUADS:GL_TRIANGLES);
glVertex3fv(evl->v1->co);
glVertex3fv(evl->v2->co);
glVertex3fv(evl->v3->co);
if(evl->v4) glVertex3fv(evl->v4->co);
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
if(efa->v4) glVertex3fv(efa->v4->co);
glEnd();
} else {
if(vlakselectedAND(evl, 1)) glColor4ub(col2[0], col2[1], col2[2], col2[3]);
if(faceselectedAND(efa, 1)) glColor4ub(col2[0], col2[1], col2[2], col2[3]);
else glColor4ub(col1[0], col1[1], col1[2], col1[3]);
if(evl->v4 && evl->v4->h==0) {
if(efa->v4 && efa->v4->h==0) {
CalcCent4f(cent, evl->v1->co, evl->v2->co, evl->v3->co, evl->v4->co);
CalcCent4f(cent, efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co);
glBegin(GL_QUADS);
VecMidf(fvec, cent, evl->v1->co); glVertex3fv(fvec);
VecMidf(fvec, cent, evl->v2->co); glVertex3fv(fvec);
VecMidf(fvec, cent, evl->v3->co); glVertex3fv(fvec);
VecMidf(fvec, cent, evl->v4->co); glVertex3fv(fvec);
VecMidf(fvec, cent, efa->v1->co); glVertex3fv(fvec);
VecMidf(fvec, cent, efa->v2->co); glVertex3fv(fvec);
VecMidf(fvec, cent, efa->v3->co); glVertex3fv(fvec);
VecMidf(fvec, cent, efa->v4->co); glVertex3fv(fvec);
glEnd();
}
else {
CalcCent3f(cent, evl->v1->co, evl->v2->co, evl->v3->co);
CalcCent3f(cent, efa->v1->co, efa->v2->co, efa->v3->co);
glBegin(GL_TRIANGLES);
VecMidf(fvec, cent, evl->v1->co); glVertex3fv(fvec);
VecMidf(fvec, cent, evl->v2->co); glVertex3fv(fvec);
VecMidf(fvec, cent, evl->v3->co); glVertex3fv(fvec);
VecMidf(fvec, cent, efa->v1->co); glVertex3fv(fvec);
VecMidf(fvec, cent, efa->v2->co); glVertex3fv(fvec);
VecMidf(fvec, cent, efa->v3->co); glVertex3fv(fvec);
glEnd();
}
}
}
evl= evl->next;
efa= efa->next;
}
glDisable(GL_BLEND);
glDepthMask(1); // restore write in zbuffer
@@ -2545,20 +2545,20 @@ static void drawmeshwire(Object *ob)
glBegin(GL_LINES);
evl= em->faces.first;
while(evl) {
if(evl->v1->h==0 && evl->v2->h==0 && evl->v3->h==0) {
if(evl->v4) CalcCent4f(fvec, evl->v1->co, evl->v2->co, evl->v3->co, evl->v4->co);
else CalcCent3f(fvec, evl->v1->co, evl->v2->co, evl->v3->co);
efa= em->faces.first;
while(efa) {
if(efa->v1->h==0 && efa->v2->h==0 && efa->v3->h==0) {
if(efa->v4) CalcCent4f(fvec, efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co);
else CalcCent3f(fvec, efa->v1->co, efa->v2->co, efa->v3->co);
glVertex3fv(fvec);
fvec[0]+= editbutsize*evl->n[0];
fvec[1]+= editbutsize*evl->n[1];
fvec[2]+= editbutsize*evl->n[2];
fvec[0]+= editbutsize*efa->n[0];
fvec[1]+= editbutsize*efa->n[1];
fvec[2]+= editbutsize*efa->n[2];
glVertex3fv(fvec);
}
evl= evl->next;
efa= efa->next;
}
glEnd();