Commit Graph

418 Commits

Author SHA1 Message Date
44231386e4 Fix T72250: Select Boundary Loop
Edge Index display were not showing up after performing
"Select Boundary Loops" when in face selection mode. The operation
tagged the mesh that the selection was changed, but in the end this
didn't do anything within the depsgraph.

The fix changes this to recalc the geometry of the object. What also
syncs the selectmode flags. A better solution would be to update the
select flags only. But that could be done as future work when we have a
performance problems.
2020-01-13 10:48:43 +01:00
c128b30bd1 Edit Mesh: pass in Mesh instead of BMEditMesh to EDBM_update_generic
This avoids a list lookup in Main (recently added), passing in a mesh
instead of an edit-mesh, since the mesh links to the edit-mesh.
2020-01-07 22:14:36 +11:00
9d7abce359 BMesh: remove BMEditMesh.ob use for select mirror 2020-01-07 14:45:01 +11:00
6992fc0b3b Add 'EDBM_selectmode_disable_multi' and use in knifeproject
As a followup to rB6f4e595e9ba9 and as per @campbellbarton suggestion,
this adds EDBM_selectmode_disable_multi, similar to
EDBM_mesh_deselect_all_multi & EDBM_mesh_deselect_all, so other similar
uses don't need to be done in a loop.

Also, selected_objects isn't a reliable way to handle this case - since
objects can be in edit-mode & not selected, use
BKE_view_layer_array_from_bases_in_edit_mode_unique_data instead

Differential Revision: https://developer.blender.org/D6317
2019-11-27 15:55:32 +01:00
ace5677ef0 Cleanup: spelling, repeated words 2019-11-25 00:55:11 +11:00
383c4ba3d8 Fix excessive dependency graph evaluation while painting strokes
Particularly noticeable when vertex painting with a subsurf modifier.

In some cases every sculpt or paint stroke step would evaluate the dependency
graph. This should only happen for redraws. Now more selectively choose if the
dependency graph should be evaluated to initialize the view context. Doing it
in the view context evaluation is somewhat hidden, now it's more explicit.

Differential Revision: https://developer.blender.org/D5844
2019-09-18 18:19:27 +02:00
a9dbc2ef4a Edit Mesh: select interior faces now detects regions
The previous method only worked in simple cases where faces were
surrounded by non-manifold edges.

Now face regions surrounded by non-manifold edges are marked as interior.
Starting with regions most perpendicular to the surrounding geometry.

Resolves T68401
2019-09-09 01:48:25 +10:00
1efd857430 Object: Mode switching operator
Remove unused OBJECT_OT_mode_set_or_submode, add
OBJECT_OT_mode_set_with_submode which can switch to edit mode as well
as a sub-mode - currently only mesh select mode is supported
(others may be added later).
2019-09-06 04:44:12 +10:00
c25c3f73c4 Cleanup: reuse mesh select mode enum 2019-09-06 04:44:12 +10:00
Yevgeny Makarov
0381727663 Fix T55745: Checker de-select, inconsistent selection
With these changes, successive selections result in an even pattern.
2019-09-04 22:51:48 +10:00
6b5e2f61b9 Cleanup: unused warning 2019-08-29 13:22:10 +10:00
f93b69c17a Cleanup: split automerge logic into own file
This isn't closely related to selection & this file was over 5k lines.
2019-08-28 13:19:55 +10:00
d8baafd693 Edit Mesh: Poly build tool improvements
This commit changes the functionality of the Poly build tool to make it more suitable for retopology tasks:
  - Click and drag from a boundary edge extrudes a new quad
  - Click and drag on vertices tweaks the position
  - Ctrl + click adds geometry. There is a geometry preview in the gizmo. It also can automatically convert triangles to quads.
  - Shift + click deletes mesh elements (faces or vertices)
  - Updated preselection code. Different mesh elements take priority depending on the selected action.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D5573
2019-08-27 16:24:16 +02:00
21daeaa95a Cleanup: rename max_len -> alloc_len 2019-08-27 15:38:38 +10:00
13f54f65c4 Cleanup: struct member name wasn't descriptive 2019-08-27 15:07:51 +10:00
2b618b0f2d Cleanup: unused warning 2019-08-27 15:01:41 +10:00
e57b14feae Edit Mesh AutoMerge: Improve Split Edges & Faces option
Now all wire edges linked to the merged vertex are used for split faces.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D5603
2019-08-27 01:42:02 -03:00
6b189d2bcf Edit Mesh: New option "Split Edges & Faces" to "AutoMerge"
Ref T66423

Differential revision: https://developer.blender.org/D5562
2019-08-26 14:15:25 -03:00
4d320f4313 Edit Mesh Selection: Refactor: Redraw idmap buffer at runtime with only objects inside the rect
But in the future the selection code may also be used in object mode (eg for snapping).
So to avoid using too much VRAM resources, it is good to avoid drawing all objects in the viewport.

The solution was to create an array with only objects that are detected within the selection area.
If the selection operator is modal, objects already detected are not removed from the array until view3d is moved or orbited.
To detect the object, its BoundBox is tested.
Since the Select Engine does not have a dedicated depth texture, whenever a new object is "found" the depth of the objects in the array already drawn is redrawn.

Reviewers: campbellbarton, fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D5435
2019-08-15 10:31:54 -03:00
764cc75e1f Edit Mesh Selection: Move ED_view3d_select_ functions to bf_draw
It is easier to deal with private values of the DRW_select engine and gives room for improvement.

Reviewers: campbellbarton, fclem

Differential Revision: https://developer.blender.org/D5415
2019-08-07 12:43:31 -03:00
65b6d4a34d Edit Mesh Select: Remove redundant and deprecated FAKE_SELECT_MODE_... 2019-08-01 23:00:34 -03:00
651d8bfd98 3D View: Move selection API to a Selection engine.
This commit moves the API of selecting faces, vertices and edges to a DRW manager engine.

Reviewers: campbellbarton, fclem

Subscribers: jbakker, brecht

Differential Revision: https://developer.blender.org/D5090
2019-07-30 06:46:59 -03:00
a4bd3f7d7e Mesh Selection: Move Selection ID Context Utilities to ED_view3d.
This patch does not bring functional changes, but it is a good change if we want to use these utilities in areas other than those using BMesh (eg painting editors).

This is also a step to replace `ED_view3d_select_id_validate`. That function erroneously checks `V3D_INVALID_BACKBUF` which causes it to update unnecessarily.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D5072
2019-06-14 00:03:00 -03:00
Dalai Felinto
d5b813301a Fix T65330: Blender crash when double click on face
The fix itself is by Germano Cavalcante (mano-wii).

But since I was investigating this with him, I'm including here an
assert in EDBM_select_id_bm_elem_get to help catching this sooner
in the future
2019-05-31 18:41:18 -03:00
219e6a98c6 Fix show face-dot check
Match edit-mesh drawing.
2019-05-28 11:46:26 +10:00
7a308e65ef Cleanup: Fix warning in bf_editor_mesh
Declaration and implementation of EDBM_select_id_context_create got
out of sync leading to warning with msvc.
2019-05-27 09:12:11 -06:00
George Vogiatzis
352474ced8 Fix T65002: after hiding edit mode object, clicking in wireframe mode crashes
Differential Revision: https://developer.blender.org/D4926
2019-05-23 15:27:31 +02:00
d496236f4a Cleanup: move selection utilities into ED_select_buffer_utils 2019-05-20 13:19:24 +10:00
164b6c5b04 Cleanup: remove EDBM_backbuf API 2019-05-20 12:39:01 +10:00
ec02bc299e Edit Mesh Select: Fix/update to new logic. 2019-05-19 16:03:29 -03:00
4f6e252805 Fix T54686: objects don't occlude each other for edit-mesh select (part 2)
The previous fix 8a6414ed46, resolved selection picking but didn't
work for box/circle/lasso select.

- Add ED_select_buffer_utils.h for general select-buffer operations
  unrelated to edit-mesh.

- Circle select still needs to cache select-id's for each update.
2019-05-18 23:58:46 +10:00
eddda5194c Cleanup: remove unused argument 2019-05-18 23:55:58 +10:00
02319549c3 Fix T64759: Pick select selects an incorrect face in edit mode.
Bug introduced in T64759.
2019-05-17 13:02:57 -03:00
d7628d4b7f Mesh Select: use select context instead of static structs
This patch does not bring any functional change, but it does expose
some utilities that can be very useful to correct occlusion and
performance problems of Circle Select and similar.
Creating a selection context still makes it easier to track issues.
2019-05-17 15:02:19 +10:00
b019d8b2fe Fix edit-mesh face-dot drawing check
Since 8a6414ed46 the old logic no longer applies.
2019-05-16 21:17:10 +10:00
f30921fc68 Fix T64687: Loop select work only with edges
Regression in recent commit 8a6414ed46
2019-05-16 20:29:05 +10:00
4a766732e6 Fix unreported: Presselection cycle not working in multiple meshes editing. 2019-05-15 23:19:59 -03:00
e8ed78c884 ClangFormat: remove FAKE_SELECT_MODE_BEGIN from ForEachMacros
This isn't used for looping.
2019-05-16 09:40:15 +10:00
8a6414ed46 Fix T54686: objects don't occlude each other for edit-mesh select 2019-05-16 09:36:15 +10:00
c7f67d60fb Cleanup: comments (long lines) in editors 2019-04-29 19:29:41 +10:00
620b960d3d Cleanup: style, use braces for editors 2019-04-22 19:48:16 +10:00
41d4a19865 ClangFormat: format '#if 0' code in source/ 2019-04-17 08:24:14 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
adaa7688ee Fix T63467: Edge/vertex selection isnt working properly with X-ray set to 1
Edit mode shows the mesh elements in X-ray mode even if alpha is set to
1. Now the code takes this into account so that you can still select
visible mesh elements in X-ray edit mode.

view3d_draw_legacy need to be updated with the new XRAY flag macros to
avoid crashes. Additional cleanup of the XRAY macro flags were done.
2019-04-11 18:28:20 +02:00
b5d1e0ad1e Cleanup: spelling 2019-04-10 00:38:47 +10:00
cc74020b5a Fix T62114: Wireframe mode selection: selects backside objects when clicking frontside object in 3d-window
Now the depth order of objects when trying to select them is only used when not in X-ray mode.
Before, this was only the case in wireframe mode regardless of X-ray settings.

I've also unified the usage of V3D_XRAY and XRAY_FLAG as they were basically copies of each other.

Reviewed By: Clément

Differential Revision: http://developer.blender.org/D4504
2019-04-09 12:29:02 +02:00
40f8ddf829 3D View: move deselect all logic into an option
This removes `VIEW3D_OT_select_or_deselect_all`, adding a
deselect_all option to the `VIEW3D_OT_select` operator.

- Add utility functions to simplify de-selecting all.

- Return true from selection functions when they change the selection
  to avoid redundant updates.

- Use arrays of bases when passing objects between selection utility
  functions since some users require bases.

- Fix logical error in box selection that updated all objects after
  the first hit.
2019-03-26 20:25:25 +11:00
681661dbed GPU: Simplify select shaders.
The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`.
This commit allows the drawing of the mesh select ids to be done on a 32UI format texture.
This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion.

Differential Revision: https://developer.blender.org/D4350
2019-03-15 17:02:48 -03:00
eb8e656b2b Cleanup: spelling 2019-03-08 17:48:49 +11:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00