Just select a bunch of faces (selection should be valid flat poly) and
press FKEY. Works in fact as selection-group optimizing. Nice in solid
drawmode!
Further some small additional fixes in the whole debugging process.
Found old error in loopselect for triangles, subdivision code, and
selection still.
NOTE: subdivide still works on vertex level only.
- hide flags now save correctly in mesh, to restore after going in/out
editmode
- after an extrude, faces/edges could have wrong select flags
(only in vertex select mode)
- new rule for addfacelist(); this now copies edges too, if an example
is provided. That prevents a lot of awkward code, still testing if it
goes as desired though...
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
logical parts, and include files altered to denote internal and external
functions.
include/editmesh.h: internal calls for editmesh_xxx.c files
include/BIF_editmesh.h: external calls for these files
src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate
src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI)
src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI)
src/editmesh_mods.c: selecting, transforming (UI)
src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI)
src/editmesh_tools.c: other tools (extrude, spin, etc) (UI)
And a new file:
src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)
- EditVlak -> EditFace
- variables called 'evl' -> 'efa'
- functions with 'vlak' in it now have 'face'
Just thought was nice starter for editmesh recode...
- Made unified API for undo calls, to be found in space.c
BIF_undo_push(char *str)
BIF_undo(void)
BIF_redo(void)
These calls will do all undo levels, including editmode and vpaint.
The transition is work in progress, because mesh undo needs recode.
- New global hotkey CTR+Z for undo
Note: 'shaded draw mode' still is SHIFT+Z, the old CTRL+Z was to recalc
the lighting in shaded mode, which already became much more interactive,
like during/after any transform().
Recalc hotkey now is SHIFT+ALT+Z
CTRL+<any modifier>+Z is redo.
- For OSX users; the Apple-key ("Command") now maps to CTRL as well. This
disables the one-mouse-button hack for rightmouse btw, will be fixed in
next commit. At least we can use Apple-Z :)
- Old Ukey for undo is still there, as a training period... my preference is
to restore Ukey to "reload original data" as in past, and only use new
CTRL+Z for undo.
- Added undo_push() for all of editobject.c and editview.c. Meaning we can
start using/testing global undo in the 3d window. Please dont comment on
missing parts for now, first I want someone to volunteer to tackle all of
that.
- Since the global undo has a full 'file' in memory, it can save extremely
fast on exit to <temp dir>/quit.blend. That's default now when global undo
is enabled. It prints "Saved session recovery to ..." in console then.
- In file menu, a new option is added "Recover Last Session". Note that this
reads the undo-save, which is without UI.
- With such nice new features we then can also kill the disputed
Cancel/Confirm menu on Q-KEY.
- Added fix which initializes seam/normal theme color on saved themes.
They showed black now.... (Note: that's in usiblender.c!)
Wrong usage of B_NOP code in button events (xxxx | B_NOP), which is useles
since it is defined as -1.
Reminder for all: use a B_NOP if you want a button event not to be passed
on to the event queues.
http://www.loria.fr/~levy/Galleries/LSCM/index.htmlhttp://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf
Implementation Least Squares Conformal Maps parameterization, based on
chapter 2 of:
Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares
Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002,
July 2002.
Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define
where a mesh will be cut when executing LSCM unwrapping. Seams can be marked
and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark
the selected edges as seams.
Select Linked in Face Select Mode now only selects linked faces if no seams
separate them. So if seams are defined, this will now select the 'face group'
defined by the seams. Hotkey is still LKEY.
LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local
angles). Based on seams, the selected faces will be 'cut'. If multiple
'face groups' are selected, they will be unwrapped separately and packed in
the image rectangle in the UV Editor. Packing uses a simple and fast
algorithm, only designed to avoid having overlapping faces.
LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel.
Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then
executed, these UV's will stay in place, allowing to tweak the solution.
PKEY and ALT+PKEY will respectively pin and unpin selected UV's.
Face Select Mode Drawing Changes:
- Draw Seams option to enable disable drawing of seams
- Draw Faces option to enable drawing of selected faces in transparent purple
- Draw Hidden Edges option to enable drawing of edges of hidden faces
- Draw Edges option to enable drawing of edges of visible faces
The colors for these seams, faces and edges are themeable.
Edges in Mesh
- adds automatic when you use creases. For other situations; call the
void make_edges(Mesh *me) in mesh.c. Of course, once in editmode the
edges are automatically recreated.
- in F9 buttons you can add/remove edges too
- both for Mesh and DisplistMesh, so it speeds up drawing quite some in
wireframe
- render for edges can't work... edges have no material nor tface nor col..
so here still the faces are rendered in wire
Creases in Subsurf
- based on the code by Chris McFarlen
- main changes is that now edges are used, saving quite some data in file
- use SHIFT+E in editmode to set edges-sharpness. values go from 0-1
- in F9 buttons you can set draw-crease mode. It draws now blended from
wire color to edge-select color (as provided in Theme)
Known issue: setting sharpness on 1 cube (subdiv 2) gives weird results
with some values... Chris, can you check?
Further; code cleanups, changing 0 in NULL when needed, no warnings, etc etc
"inserting keys in editmode didnt work on newly created Meshes"
Found out the error was in code committed by Hos in december, when
he added feature to copy newly added vertices (or remove) when editing
vertex keys. In his commit he already noted "please test" :)
Error was that newly created meshes didn't give a correct first key. For keys
to work in 2.32 and 2.33 you have to leave editmode at least once, or
insert keys outside of editmode.
The fix was fairly simple, just checking for an empty first key.
Recalculate normals (mesh editmode) had some weak points, as demonstrated
in the bug report sample file. It appeared to be 2 aspects that could be
simply fixed:
- for calculation of the most outer face (to set normal outside) it used
a manhattan distance. making it real distance helped quite some
- but most important: the routine only took triangles into account, which
didn't work proper with very irregular quads, especially with non-flat
quads. It now calculates both trias in a quad individually.
messages and pupmenu()s. Edited spelling and grammar,
stylistic consistency, etc.
I added the guidelines and rationale that I used to the
CMS here:
http://www.blender3d.org/cms/Language_and_terminology.338.0.html
Next step is to get icons in there, to make it easier to see
at a glance what sort of message (and how much attention
should be paid to it, or if it can be dismissed with a flick
of the mouse, eg. boring remove doubles notifications)
mockup: http://mke3.net:9000/blender/ui/controls/error_ok_icons.png
Joining meshes could crash when 1 had vertexgroups, other not.
The first then should have been appended from other file, to make
it more complex. :)
Crash caused by reading NULL pointer.
friends with a group-malloc system would speedup. That wasn't...
While doing this I noticed such mess... so spent a while cleaning things
a bit:
- all malloc() replaced with MEM_mallocN()
(this except for vertices/edges/faces, for speed)
- unified free_xx names, this was too confusing! so now we have:
free_editvert()
free_editedge()
free_editvlak()
free_vertlist()
free_edgelist()
free_vlaklist()
and only very few calls to free() and alloc() themselves.
http://projects.blender.org/tracker/index.php?func=detail&aid=1145&group_id=9&atid=125
I changed the fbutton function to give the possibility to control the a1 and a2 parameters of the button.
This commit also fixes two things in the bevel function:
- The numbut didn't do anything because it wasn't recalculating the proper variable
- The display wasn't recalculated when pressing Ctrl or Shift (it's now done by recalculating after every keyboard event. I've done it this way since the event loops seems to skip CTRL and SHIFT events)
changed sprintf (var, "blahhh %"); to sprintf(var, "blahhh %%");
and initilized a questionable variable to NULL.
drawd should be looked at to see if there is ever a time it might not
be initalized and if so what would be a good default? 1?
I left this one, but if I had to guess I'd initalize it to 1.
Kent
- added mesh_set_smooth_flag, mesh_delete_material_index function
- isolated some globals
- got rid of reliance on meshdata in buttons_editing.c and material.c
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
of source that actually edit mesh *data* vs. areas that just edit
mesh object information.
* Created a MESH_MAX_VERTS macro in DNA_mesh_types.h
* fixed vert limit for converting displistmesh ==> mesh
* fixed vert limit when doing boolean operations
Short usage info:
In loopcut mode after selecting a 'reference edge' and you are selecting the % to cut press p to toggle non-proportional mode.
the base side of the reference edge will be indicated by a large pink vertex. This is the side that 0% is calculated from and the side that the non-proportional cut will mimic. To change the side of the base, press the Fkey
The header has always shown the % of the cut, but now in non-proportional mode, it will show the distance from the base side of the loop. It will also show which cut mode you are currently in.
Rotation Current;y goes like this in editmode...
alt-b : vertex loop select
alt-b : face loop select
alt-b : off
I also removed the console output for changing to small cursor.
This commit: selection code, loop cursor and menu option for 3d header committed.
Still to come will be activation code (perhaps shift-B rotation) after more discussion.
new features:
- after choosing a loop to cut you go into a second mode that lets you choose where exactly on the edge you want to cut.
the placement is in percentages, so 0% is one side of the edge, and 100% is the other side.
- holding CTRL snaps the placement to whole percentages. 1.00 instead of the standard 0.01 of a percentage.
- Pressing S while you place the cut turns on Smooth-subdivide for the cut (or as I like to call it: Loopcutsubdividesmooth :)
- the percentages and the ON/OFF for smooth cut can be seen in the view3D header.
fixes:
- loop takes into account hidden vertices, this solves bug #895.
- Cutpreviews are drawn correctly for triangular faces.
- renamed the function from loop -> loopoperations. I'm sure someone has a problem with the new name too, but BLAH! :D
- the parameters for the function are defines. loopoperations(LOOP_CUT) cuts, and loopoperation(LOOP_SELECT) selects (duh). this is changes in all the places the function gets called.
if people find new bugs, feel free to yell! :)
Roel
* If there are no selected edges when the function's
invoked, it now gives an error message and returns.
If anyone can think of a better message, please suggest it
(or just commit it ;)
yet (R.vn and R.vlr no longer exist, and were needed to get the image mapped
right). Works esp. well with Subsurfs. Sensitive to vertex normal issues
in Simple and Mesh modes.
-Also porting Simple Subdivide. Subdivides mesh at rendertime w/o changing
shape, for smooth displace and Radiosity.
-Removed an unused var from KnifeSubdivide.
Description:
Mesh editmode header/toolbox: Select -> Random...
Randomly selects a user-set percentage of vertices, adding to the current selection.
* Modified some menu entries to be consistent with the guidelines doc.
* Added 'Align Active Camera to View' in 3D View menu
controversial:
* "Select non-manifold geometry" via ctrl-alt-shift-M, or through
the menu or toolbox. Great for troubleshooting weirdness on a
subsurf, or for preparing a mesh for decimation or for rapid
prototyping.
* "Select more" via ctrl-PADPLUS, or through the menu or toolbox.
If a selected vert shares an edge with an unselected vert, the
unselected one gets selected too. Similar to PADPLUS in wings3d.
This is controversial because maybe it would be more useful to
select all of the verts that share a face (instead of just an
edge) with a selected vert -- what do *you* think?
* "Select less" via ctrl-PADMINUS, or through the menu or toolbox.
If a selected vert shares an edge with an unselected vert, the
selected one gets unselected too. Similar to PADMINUS in wings3d.
Also, selected non-manifold geometry becomes unselected. This is
controversial because of the non-manifold stuff ... is it needed?
What do *you* think?
- Moved a couple of undo_push_mesh after the action has been confirmed (mainly bevel, merge and mirror)
- Split mirror in two functions, interface and functionality
- Simplified the code of the merge function