- Mesh Rip back (Vkey). For those who keep wondering how
it works: just put mouse cursor somewhere close to the
selection, press V and mouse mouse away from it. Feels
like real rip!
- Made extrude sorta work, no menu/options yet though.
But it does transform!
- Added an short event->mval[2] with region coords,
easier coding for the guys :)
- Fill operator standard delivers 'beauty' now
still is mirror transform. This commits adds the remaining operators:
* UV mapping operators (U key menu): cube, sphere, cylinder, etc.
* Hide/Show operators.
And solves most XXX's, including:
* Fix bad includes and calls into space image.
* Aspect ratio correction.
* Create UVs if they don't exist yet on unwrap.
* Assign image to UVs.
* Drawing proportional edit circle.
Edit Mesh: Knife Cut back.
I've put it for now under ALT+CTRL+LMB, modeless direct cutting.
Options for polyline input and snapping is for later. At least
this works cool :)
Editmesh ops:
- MESH_OT_select_multi_loop
(based on selection it makes loops)
- MESH_OT_select_linked
added boolean 'limit' for linked limited by seams
- MESH_OT_select_linked_pick
same as above
The 'limit' option used to work only for facemode,
with a toolsettings option.
So it had no own hotkey... i made it work for
edges & vertices too, need to find hotkey later.
Sanitized the 'tweak' event.
Original idea was to have WM event system generating it
automatically. However, I first tested it via a handler
and operator, to check what kind of configurations would
be useful. It appeared to not work nice, also because
that inserting a tweak operator in a keymap is confusing.
Now 'tweaks' are generated automatically, and can be
catched by keymaps as any event. The current definition
of tweak is:
- if Left/Middle/Rightmouse pressed
if event wasn't handled by window queue (modal handlers)
start checking mousepositions
- while mousepositions are checked
- escape on any event other than mouse
- on mouse events:
- add tweak event if mousemove > 10 pixels
- stop checking for tweak if mousebutton released
- Tweak events have a define indicating mousebutton used
EVT_TWEAK_L, EVT_TWEAK_M, EVT_TWEAK_R
- In keymap definitions you can use _S or _A to map to
action or select mouse userdef.
- Event value in keymap should be KM_ANY for all tweaks,
or use one of the eight directions:
EVT_GESTURE_E, _SE, _S, _SW, _W, _NW, _N, _NE
- And of course you can add modifier checks in keymaps for it.
- Because tweaks are a result of mouse events, the handlers get
both to evaluate. That means that RMB-select + tweak will work
correctly.
In case you don't want both to be handled, for example the
CTRL+LMB 'extrude' and CTRL+LMB-tweak 'lasso select', you will
need to set the first acting on a EVT_RELEASE, this event only
gets passed on when tweak fails.
The current system allows all options, configurable, we had in 2.48,
and many more! A diagram of what's possible is on the todo. :)
Also in this commit: lasso select editmesh failed with 'zbuffer
occluded select'. Also circle-select failed.
Committed two posemode operators. Hide/Unhide.
For people who want to check on adding operators, only
check the changes in armature directory, rest is to
get things to work, and a small bugfix :)
Paint mode (VPaint WPaint) was too easy to enter, I made the
operators having a more designated poll() to check stuff.
Now CTRL+TAB hotkeys will work in editmode for select type,
and outside editmode for wpaint or posemode.
Also fixed select type operator to so it works for facemode.
Rather then having a hard coded popup menu with events that call other operators exec functions, operator names are given to the toolbox where it displays the operator name and shortcut.
This means the real operator is registered rather then the one that called it.
Im not sure about the location for the operator though, at the moment its called VIEW3D_OT_editmesh_face_toolbox() in view3d_header.c since the image editor toolbox is in the header file too.
In a way it makes sense because this menu should eventually be in the header.
- Change shortcut to Ctrl+F as it is in 2.4x
- Added a number of operators that were not being registered - MESH_OT_fill_mesh, beauty_fill, convert_quads_to_tris, convert_tris_to_quads, edge_flip, mesh_set_smooth_faces, mesh_set_solid_faces
- Renamed redundant MESH_OT_mesh_set_smooth_faces() to MESH_OT_faces_shade_smooth(), same for solid.
- Renamed MESH_OT_mesh_selection_mode_menu to MESH_OT_mesh_selection_type since the operator doesnt have to be accessed from a menu.
Shaul, you might want to look over this, using enums means WM_menu_invoke can be used instead of writing an invoke function for each operator.
Added error messages to WM_menu_invoke if no enum "type" property is found.
Edit Mesh
Added the two other 'select similar' ops, for edge and face.
For testing fun I've put these ones as first keys using the
modifier order feature. So it's now:
SHIFT+G : similar vertex
CTRL+SHIFT+G: similar edge
SHIFT+CTRL+G: similar face
Not very useful here; but I think this can work well to map
a double amount of options under mouseclicks. Power user
config stuff!
Edit Mesh
- "Select Similar" for vertices back.
(Put under Jkey for now)
- renamed operator righthand_faces to consistant_normals
gave it boolean property for 'inside'.
Edit Mesh:
- Added back "Edge Shortest Path select"
It now also does regular selection, more fun!
It's mapped to CTRL+click now, and makes or clears selections
between current and previously activated edge.
Seam/Sharp/etc marking is a toolsetting mode still. These
options cannot become properties easily, because the tool
uses the properties of selected edge to clear...
- Removed a whole bunch of G.f flags, related to mesh drawing.
It's all now local in me->drawflags. Here's the list of
removed old globals:
G_DRAWEDGES
G_DRAWFACES
G_DRAWNORMALS
G_DRAW_VNORMALS
G_ALLEDGES
G_HIDDENEDGES
G_DRAWCREASES
G_DRAWSEAMS
G_DRAWSHARP
G_DRAWBWEIGHTS
G_DRAW_EDGELEN
G_DRAW_FACEAREA
G_DRAW_EDGEANG
Edit mesh:
- fixed compile, shul only committed the function declaration, not
the code for 'make fgon'.
- Put the Fgon option under:
ALT+F: make fgon
SHIFT+ALT+F: clear fgon
(note, SHIFT+F = fill :)
- Fixed loop select to use two booleans, as Martin pointed me
correctly at! Using 1 variable was lazy coding.
- Edit mesh: Add ctrl+click add vertex or extrude.
I've made it not move the 3d cursor in that case.
Also found out tweak events conflicted with existing
keymap definitions; on tweak failure (= no mousemove)
it now passes on the mouse event as 'mouse down' for
the remaining keymaps to check.
These then actually respond to mouse-up instead of down...
The location in the keymaps where tweaks get generated
remains important. Examples:
1 - 'select' mouse-handler, operator return pass-through
2 - tweak handler checks, and makes tweak event
3 - grabber responds to tweak event
1 - ctrl+mouse tweak handler checks, makes tweak event,
or passes event on
2 - if tweak event, it runs lasso
3 - else when passed on, ctrl+click extrude happens
In the first case, select works on mouse-down, immediate.
In the second case, extrude happens on mouse-release, even
though the keymap defined mouse-press.
This will make designing nice balanced keymaps still not
simple; especially because you can't tell operators to
pass on the key... although we can add the convention that
select-mouse operators always pass on to enable tweaks.
Still a good reason to wait with custom keymaps
when this is fully settled!
- Made WM_cursor_wait() work without context or pointers,
like old waitcursor(). Only use when operations entirely
block UI. It will set waitcursor for all open windows.
- Cleanup in mesh tools, removing old cruft, and prepare
for more goodies for shul to work on!
Simple toolbox-style menu system. Brecht will review it
though, and/or check on way to use it for menus.
I tried to avoid uiBlock and rna stuff all over. :)
Quick image test:
http://www.blender.org/bf/rt.jpg
Examples you can read in:
- editors/screen/screen_ops.c:testing123() (press F5)
- editors/object/object_edit.c:object_add_primitive_invoke()
(press SHIFT+A)
Concept is simple:
uiMenuBegin(): returns a handle.
uiMenuEnd(): puts it all to work.
In between you can add items like:
uiMenuItemVal(): a name, icon, retval (use uiMenuFunc())
uiMenuItemO(): an operator + icon
uiMenuItemEnumO(): an operator, property name, value
Sublevels go easy too:
uiMenuLevel(): creates item for sublevel, with function pointer.
Inside that function you can use all menu calls again.
Levels can go as deep you want.
uiMenuLevelEnumO(): creates operator sublevel for an enum
Python operator api was using WM_operator_name_call() which was confusing things too much.
Added WM_operator_call_py() which ended up being a very small function and split out operator creation into wm_operator_create()
Python operator now runs the poll() function and raises an error if it fails.
Eventually there should be error messages for poll that python can use to give the exact reason for failing (eg - library linked data, no active object...)
- Added shift+d duplicate for object and editmode mesh.
Note it uses WM_operator_name_call(), which is fine now,
but in future might put again 2 undo's and operators on
the stack.
Will have to spend some time on how Macros will work!
- added itterator CTX_selected_editable_objects()
(named it first "edible" but that was too funny!)
Also cleaned object_edit.c to use this correctly.
- added CTX_wm_view3d(), especially for hybrid tools
that *can* use view3d, but don't have to.
- moved debug -d print for operators to the real invoke call
- Finished adding primitives in Mesh editmode.
For test pleasure: hotkeys CTRL 0-9 add them.
More fun for testers:
- F3: gives menu of all registered ops. You can use
it too, it then execs it again, and makes it the
last executed operator.
- F4: executes last registered operator without menu.
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.
Put back Armature/Pose code, including 'heat weight'.
I've added reeb.h to get things compile, but Martin will
cleanup files and put back?
Now where to put all vertexgroup code.... I guess mesh?
Note for msvc: yep, another new dir to add! :)
- Edit mode Mesh undo/redo back
(undo for editmodes needed recode, todo for curve/lattice/etc)
- Added border select for edit mesh
- Added Akey (de)select all for edit mesh
- Added notifiers for mode changes.
This is also the first trial to dynamically add/remove
keymap handlers, based on modes. For that reason the Object
keymap was split in 2, modal and non-modal. On TABkey, the
view3d listener removes and adds maps.
The view3d keymap still handles generic mouse/border selection.
Internally it will verify modes.
The modes are not re-implemented still... have to move this
to scene context.