* Fixed #5294 unselectable objects catching repeated selection clicks in front of other objects * Invisible objects stay invisible when other objects are edited
2486 lines
65 KiB
C
2486 lines
65 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* cursor/gestures/selecteren
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <string.h>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "IMB_imbuf.h"
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#include "PIL_time.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_group_types.h"
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#include "DNA_lattice_types.h"
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#include "DNA_meta_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.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_view3d_types.h"
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#include "DNA_userdef_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_editVert.h"
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#include "BKE_armature.h"
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#include "BKE_depsgraph.h"
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#include "BKE_global.h"
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#include "BKE_group.h"
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#include "BKE_lattice.h"
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#include "BKE_main.h"
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#include "BKE_mesh.h"
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#include "BKE_object.h" /* fly mode where_is_object to get camera location */
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#include "BKE_utildefines.h"
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#include "BIF_butspace.h"
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#include "BIF_editaction.h"
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#include "BIF_editarmature.h"
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#include "BIF_editgroup.h"
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#include "BIF_editmesh.h"
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#include "BIF_editoops.h"
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#include "BIF_editsima.h"
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#include "BIF_editview.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "BIF_interface.h"
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#include "BIF_mywindow.h"
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#include "BIF_previewrender.h" /* use only so fly mode can preview when its done */
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#include "BIF_space.h"
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#include "BIF_screen.h"
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#include "BIF_toolbox.h"
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#include "BDR_editobject.h" /* For headerprint */
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#include "BDR_sculptmode.h"
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#include "BDR_vpaint.h"
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#include "BDR_editface.h"
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#include "BDR_drawobject.h"
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#include "BDR_editcurve.h"
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#include "BSE_edit.h"
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#include "BSE_view.h" /* give_cursor() */
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#include "BSE_editipo.h"
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#include "BSE_drawview.h"
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#include "editmesh.h" /* borderselect uses it... */
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#include "blendef.h"
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#include "mydevice.h"
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#include "BIF_transform.h"
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#include "BIF_toets.h" /* persptoetsen */
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extern ListBase editNurb; /* originally from exports.h, memory from editcurve.c*/
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/* editmball.c */
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extern ListBase editelems;
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/* fly mode ises this */
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extern void setcameratoview3d(void);
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/* local prototypes */
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void EM_backbuf_checkAndSelectVerts(EditMesh *em, int select)
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{
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EditVert *eve;
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int index= em_wireoffs;
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for(eve= em->verts.first; eve; eve= eve->next, index++) {
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if(eve->h==0) {
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if(EM_check_backbuf(index)) {
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eve->f = select?(eve->f|1):(eve->f&~1);
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}
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}
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}
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}
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void EM_backbuf_checkAndSelectEdges(EditMesh *em, int select)
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{
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EditEdge *eed;
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int index= em_solidoffs;
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for(eed= em->edges.first; eed; eed= eed->next, index++) {
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if(eed->h==0) {
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if(EM_check_backbuf(index)) {
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EM_select_edge(eed, select);
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}
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}
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}
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}
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void EM_backbuf_checkAndSelectFaces(EditMesh *em, int select)
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{
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EditFace *efa;
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int index= 1;
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for(efa= em->faces.first; efa; efa= efa->next, index++) {
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if(efa->h==0) {
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if(EM_check_backbuf(index)) {
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EM_select_face_fgon(efa, select);
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}
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}
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}
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}
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void EM_backbuf_checkAndSelectTFaces(Mesh *me, int select)
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{
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MTFace *tface = me->mtface;
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int a;
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if (tface) {
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for(a=1; a<=me->totface; a++, tface++) {
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if(EM_check_backbuf(a)) {
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tface->flag = select?(tface->flag|TF_SELECT):(tface->flag&~TF_SELECT);
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}
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}
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}
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}
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void arrows_move_cursor(unsigned short event)
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{
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short mval[2];
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getmouseco_sc(mval);
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if(event==UPARROWKEY) {
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warp_pointer(mval[0], mval[1]+1);
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} else if(event==DOWNARROWKEY) {
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warp_pointer(mval[0], mval[1]-1);
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} else if(event==LEFTARROWKEY) {
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warp_pointer(mval[0]-1, mval[1]);
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} else if(event==RIGHTARROWKEY) {
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warp_pointer(mval[0]+1, mval[1]);
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}
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}
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/* simple API for object selection, rather than just using the flag
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* this takes into account the 'restrict selection in 3d view' flag.
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* deselect works always, the restriction just prevents selection */
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void select_base_v3d(Base *base, short mode)
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{
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if (base) {
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if (mode==BA_SELECT) {
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if (!(base->object->restrictflag & OB_RESTRICT_SELECT))
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if (mode==BA_SELECT) base->flag |= SELECT;
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}
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else if (mode==BA_DESELECT) {
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base->flag &= ~SELECT;
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}
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}
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}
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/* *********************** GESTURE AND LASSO ******************* */
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/* helper also for borderselect */
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static int edge_fully_inside_rect(rcti *rect, short x1, short y1, short x2, short y2)
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{
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return BLI_in_rcti(rect, x1, y1) && BLI_in_rcti(rect, x2, y2);
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}
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static int edge_inside_rect(rcti *rect, short x1, short y1, short x2, short y2)
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{
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int d1, d2, d3, d4;
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/* check points in rect */
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if(edge_fully_inside_rect(rect, x1, y1, x2, y2)) return 1;
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/* check points completely out rect */
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if(x1<rect->xmin && x2<rect->xmin) return 0;
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if(x1>rect->xmax && x2>rect->xmax) return 0;
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if(y1<rect->ymin && y2<rect->ymin) return 0;
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if(y1>rect->ymax && y2>rect->ymax) return 0;
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/* simple check lines intersecting. */
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d1= (y1-y2)*(x1- rect->xmin ) + (x2-x1)*(y1- rect->ymin );
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d2= (y1-y2)*(x1- rect->xmin ) + (x2-x1)*(y1- rect->ymax );
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d3= (y1-y2)*(x1- rect->xmax ) + (x2-x1)*(y1- rect->ymax );
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d4= (y1-y2)*(x1- rect->xmax ) + (x2-x1)*(y1- rect->ymin );
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if(d1<0 && d2<0 && d3<0 && d4<0) return 0;
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if(d1>0 && d2>0 && d3>0 && d4>0) return 0;
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return 1;
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}
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#define MOVES_GESTURE 50
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#define MOVES_LASSO 500
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static int lasso_inside(short mcords[][2], short moves, short sx, short sy)
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{
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/* we do the angle rule, define that all added angles should be about zero or 2*PI */
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float angletot=0.0, len, dot, ang, cross, fp1[2], fp2[2];
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int a;
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short *p1, *p2;
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if(sx==IS_CLIPPED)
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return 0;
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p1= mcords[moves-1];
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p2= mcords[0];
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/* first vector */
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fp1[0]= (float)(p1[0]-sx);
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fp1[1]= (float)(p1[1]-sy);
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len= sqrt(fp1[0]*fp1[0] + fp1[1]*fp1[1]);
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fp1[0]/= len;
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fp1[1]/= len;
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for(a=0; a<moves; a++) {
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/* second vector */
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fp2[0]= (float)(p2[0]-sx);
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fp2[1]= (float)(p2[1]-sy);
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len= sqrt(fp2[0]*fp2[0] + fp2[1]*fp2[1]);
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fp2[0]/= len;
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fp2[1]/= len;
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/* dot and angle and cross */
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dot= fp1[0]*fp2[0] + fp1[1]*fp2[1];
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ang= fabs(saacos(dot));
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cross= (float)((p1[1]-p2[1])*(p1[0]-sx) + (p2[0]-p1[0])*(p1[1]-sy));
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if(cross<0.0) angletot-= ang;
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else angletot+= ang;
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/* circulate */
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fp1[0]= fp2[0]; fp1[1]= fp2[1];
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p1= p2;
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p2= mcords[a+1];
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}
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if( fabs(angletot) > 4.0 ) return 1;
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return 0;
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}
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/* edge version for lasso select. we assume boundbox check was done */
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static int lasso_inside_edge(short mcords[][2], short moves, int x0, int y0, int x1, int y1)
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{
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short v1[2], v2[2];
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int a;
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if(x0==IS_CLIPPED || x1==IS_CLIPPED)
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return 0;
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v1[0] = x0, v1[1] = y0;
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v2[0] = x1, v2[1] = y1;
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/* check points in lasso */
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if(lasso_inside(mcords, moves, v1[0], v1[1])) return 1;
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if(lasso_inside(mcords, moves, v2[0], v2[1])) return 1;
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/* no points in lasso, so we have to intersect with lasso edge */
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if( IsectLL2Ds(mcords[0], mcords[moves-1], v1, v2) > 0) return 1;
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for(a=0; a<moves-1; a++) {
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if( IsectLL2Ds(mcords[a], mcords[a+1], v1, v2) > 0) return 1;
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}
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return 0;
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}
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/* warning; lasso select with backbuffer-check draws in backbuf with persp(PERSP_WIN)
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and returns with persp(PERSP_VIEW). After lasso select backbuf is not OK
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*/
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static void do_lasso_select_pose(Object *ob, short mcords[][2], short moves, short select)
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{
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bPoseChannel *pchan;
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float vec[3];
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short sco1[2], sco2[2];
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if(ob->type!=OB_ARMATURE || ob->pose==NULL) return;
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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VECCOPY(vec, pchan->pose_head);
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Mat4MulVecfl(ob->obmat, vec);
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project_short(vec, sco1);
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VECCOPY(vec, pchan->pose_tail);
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Mat4MulVecfl(ob->obmat, vec);
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project_short(vec, sco2);
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if(lasso_inside_edge(mcords, moves, sco1[0], sco1[1], sco2[0], sco2[1])) {
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if(select) pchan->bone->flag |= BONE_SELECTED;
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else pchan->bone->flag &= ~(BONE_ACTIVE|BONE_SELECTED);
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}
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}
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}
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static void do_lasso_select_objects(short mcords[][2], short moves, short select)
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{
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Base *base;
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for(base= G.scene->base.first; base; base= base->next) {
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if(base->lay & G.vd->lay) {
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project_short(base->object->obmat[3], &base->sx);
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if(lasso_inside(mcords, moves, base->sx, base->sy)) {
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if(select) select_base_v3d(base, BA_SELECT);
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else select_base_v3d(base, BA_DESELECT);
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base->object->flag= base->flag;
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}
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if(base->object->flag & OB_POSEMODE) {
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do_lasso_select_pose(base->object, mcords, moves, select);
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}
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}
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}
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}
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static void lasso_select_boundbox(rcti *rect, short mcords[][2], short moves)
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{
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short a;
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rect->xmin= rect->xmax= mcords[0][0];
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rect->ymin= rect->ymax= mcords[0][1];
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for(a=1; a<moves; a++) {
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if(mcords[a][0]<rect->xmin) rect->xmin= mcords[a][0];
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else if(mcords[a][0]>rect->xmax) rect->xmax= mcords[a][0];
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if(mcords[a][1]<rect->ymin) rect->ymin= mcords[a][1];
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else if(mcords[a][1]>rect->ymax) rect->ymax= mcords[a][1];
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}
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}
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static void do_lasso_select_mesh__doSelectVert(void *userData, EditVert *eve, int x, int y, int index)
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{
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struct { rcti *rect; short (*mcords)[2], moves, select, pass, done; } *data = userData;
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if (BLI_in_rcti(data->rect, x, y) && lasso_inside(data->mcords, data->moves, x, y)) {
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eve->f = data->select?(eve->f|1):(eve->f&~1);
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}
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}
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static void do_lasso_select_mesh__doSelectEdge(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index)
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{
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struct { rcti *rect; short (*mcords)[2], moves, select, pass, done; } *data = userData;
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if (EM_check_backbuf(em_solidoffs+index)) {
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if (data->pass==0) {
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if ( edge_fully_inside_rect(data->rect, x0, y0, x1, y1) &&
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lasso_inside(data->mcords, data->moves, x0, y0) &&
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lasso_inside(data->mcords, data->moves, x1, y1)) {
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EM_select_edge(eed, data->select);
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data->done = 1;
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}
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} else {
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if (lasso_inside_edge(data->mcords, data->moves, x0, y0, x1, y1)) {
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EM_select_edge(eed, data->select);
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}
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}
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}
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}
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static void do_lasso_select_mesh__doSelectFace(void *userData, EditFace *efa, int x, int y, int index)
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{
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struct { rcti *rect; short (*mcords)[2], moves, select, pass, done; } *data = userData;
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if (BLI_in_rcti(data->rect, x, y) && lasso_inside(data->mcords, data->moves, x, y)) {
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EM_select_face_fgon(efa, data->select);
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}
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}
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static void do_lasso_select_mesh(short mcords[][2], short moves, short select)
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{
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struct { rcti *rect; short (*mcords)[2], moves, select, pass, done; } data;
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EditMesh *em = G.editMesh;
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rcti rect;
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int bbsel;
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lasso_select_boundbox(&rect, mcords, moves);
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data.rect = ▭
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data.mcords = mcords;
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data.moves = moves;
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data.select = select;
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data.done = 0;
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data.pass = 0;
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bbsel= EM_mask_init_backbuf_border(mcords, moves, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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if(G.scene->selectmode & SCE_SELECT_VERTEX) {
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if (bbsel) {
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EM_backbuf_checkAndSelectVerts(em, select);
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} else {
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mesh_foreachScreenVert(do_lasso_select_mesh__doSelectVert, &data, 1);
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}
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}
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if(G.scene->selectmode & SCE_SELECT_EDGE) {
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/* Does both bbsel and non-bbsel versions (need screen cos for both) */
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data.pass = 0;
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mesh_foreachScreenEdge(do_lasso_select_mesh__doSelectEdge, &data, 0);
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if (data.done==0) {
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data.pass = 1;
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mesh_foreachScreenEdge(do_lasso_select_mesh__doSelectEdge, &data, 0);
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}
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}
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if(G.scene->selectmode & SCE_SELECT_FACE) {
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if (bbsel) {
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EM_backbuf_checkAndSelectFaces(em, select);
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} else {
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mesh_foreachScreenFace(do_lasso_select_mesh__doSelectFace, &data);
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}
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}
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|
EM_free_backbuf();
|
|
EM_selectmode_flush();
|
|
}
|
|
|
|
static void do_lasso_select_curve__doSelect(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y)
|
|
{
|
|
struct { short (*mcords)[2]; short moves; short select; } *data = userData;
|
|
|
|
if (lasso_inside(data->mcords, data->moves, x, y)) {
|
|
if (bp) {
|
|
bp->f1 = data->select?(bp->f1|1):(bp->f1&~1);
|
|
} else {
|
|
if (beztindex==0) {
|
|
bezt->f1 = data->select?(bezt->f1|1):(bezt->f1&~1);
|
|
} else if (beztindex==1) {
|
|
bezt->f2 = data->select?(bezt->f2|1):(bezt->f2&~1);
|
|
} else {
|
|
bezt->f3 = data->select?(bezt->f3|1):(bezt->f3&~1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
static void do_lasso_select_curve(short mcords[][2], short moves, short select)
|
|
{
|
|
struct { short (*mcords)[2]; short moves; short select; } data;
|
|
|
|
data.mcords = mcords;
|
|
data.moves = moves;
|
|
data.select = select;
|
|
|
|
nurbs_foreachScreenVert(do_lasso_select_curve__doSelect, &data);
|
|
}
|
|
|
|
static void do_lasso_select_lattice__doSelect(void *userData, BPoint *bp, int x, int y)
|
|
{
|
|
struct { short (*mcords)[2]; short moves; short select; } *data = userData;
|
|
|
|
if (lasso_inside(data->mcords, data->moves, x, y)) {
|
|
bp->f1 = data->select?(bp->f1|1):(bp->f1&~1);
|
|
}
|
|
}
|
|
static void do_lasso_select_lattice(short mcords[][2], short moves, short select)
|
|
{
|
|
struct { short (*mcords)[2]; short moves; short select; } data;
|
|
|
|
data.mcords = mcords;
|
|
data.moves = moves;
|
|
data.select = select;
|
|
|
|
lattice_foreachScreenVert(do_lasso_select_lattice__doSelect, &data);
|
|
}
|
|
|
|
static void do_lasso_select_armature(short mcords[][2], short moves, short select)
|
|
{
|
|
EditBone *ebone;
|
|
float vec[3];
|
|
short sco1[2], sco2[2], didpoint;
|
|
|
|
for (ebone=G.edbo.first; ebone; ebone=ebone->next) {
|
|
|
|
VECCOPY(vec, ebone->head);
|
|
Mat4MulVecfl(G.obedit->obmat, vec);
|
|
project_short(vec, sco1);
|
|
VECCOPY(vec, ebone->tail);
|
|
Mat4MulVecfl(G.obedit->obmat, vec);
|
|
project_short(vec, sco2);
|
|
|
|
didpoint= 0;
|
|
if(lasso_inside(mcords, moves, sco1[0], sco1[1])) {
|
|
if(select) ebone->flag |= BONE_ROOTSEL;
|
|
else ebone->flag &= ~BONE_ROOTSEL;
|
|
didpoint= 1;
|
|
}
|
|
if(lasso_inside(mcords, moves, sco2[0], sco2[1])) {
|
|
if(select) ebone->flag |= BONE_TIPSEL;
|
|
else ebone->flag &= ~BONE_TIPSEL;
|
|
didpoint= 1;
|
|
}
|
|
/* if one of points selected, we skip the bone itself */
|
|
if(didpoint==0 && lasso_inside_edge(mcords, moves, sco1[0], sco1[1], sco2[0], sco2[1])) {
|
|
if(select) ebone->flag |= BONE_TIPSEL|BONE_ROOTSEL|BONE_SELECTED;
|
|
else ebone->flag &= ~(BONE_ACTIVE|BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
|
|
}
|
|
}
|
|
countall(); /* abused for flushing selection */
|
|
}
|
|
|
|
static void do_lasso_select_facemode(short mcords[][2], short moves, short select)
|
|
{
|
|
Mesh *me;
|
|
rcti rect;
|
|
|
|
me= get_mesh(OBACT);
|
|
if(me==NULL || me->mtface==NULL) return;
|
|
if(me->totface==0) return;
|
|
|
|
em_vertoffs= me->totface+1; /* max index array */
|
|
|
|
lasso_select_boundbox(&rect, mcords, moves);
|
|
EM_mask_init_backbuf_border(mcords, moves, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
|
|
|
|
EM_backbuf_checkAndSelectTFaces(me, select);
|
|
|
|
EM_free_backbuf();
|
|
|
|
object_tface_flags_changed(OBACT, 0);
|
|
}
|
|
|
|
static void do_lasso_select(short mcords[][2], short moves, short select)
|
|
{
|
|
if(G.obedit==NULL) {
|
|
if(G.f & G_FACESELECT)
|
|
do_lasso_select_facemode(mcords, moves, select);
|
|
else if(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT|G_WEIGHTPAINT))
|
|
;
|
|
else
|
|
do_lasso_select_objects(mcords, moves, select);
|
|
}
|
|
else if(G.obedit->type==OB_MESH)
|
|
do_lasso_select_mesh(mcords, moves, select);
|
|
else if(G.obedit->type==OB_CURVE || G.obedit->type==OB_SURF)
|
|
do_lasso_select_curve(mcords, moves, select);
|
|
else if(G.obedit->type==OB_LATTICE)
|
|
do_lasso_select_lattice(mcords, moves, select);
|
|
else if(G.obedit->type==OB_ARMATURE)
|
|
do_lasso_select_armature(mcords, moves, select);
|
|
|
|
BIF_undo_push("Lasso select");
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
countall();
|
|
}
|
|
|
|
/* un-draws and draws again */
|
|
static void draw_lasso_select(short mcords[][2], short moves, short end)
|
|
{
|
|
int a;
|
|
|
|
setlinestyle(2);
|
|
/* clear draw */
|
|
if(moves>1) {
|
|
for(a=1; a<=moves-1; a++) {
|
|
sdrawXORline(mcords[a-1][0], mcords[a-1][1], mcords[a][0], mcords[a][1]);
|
|
}
|
|
sdrawXORline(mcords[moves-1][0], mcords[moves-1][1], mcords[0][0], mcords[0][1]);
|
|
}
|
|
if(!end) {
|
|
/* new draw */
|
|
for(a=1; a<=moves; a++) {
|
|
sdrawXORline(mcords[a-1][0], mcords[a-1][1], mcords[a][0], mcords[a][1]);
|
|
}
|
|
sdrawXORline(mcords[moves][0], mcords[moves][1], mcords[0][0], mcords[0][1]);
|
|
}
|
|
setlinestyle(0);
|
|
}
|
|
|
|
|
|
static char interpret_move(short mcord[][2], int count)
|
|
{
|
|
float x1, x2, y1, y2, d1, d2, inp, sq, mouse[MOVES_GESTURE][2];
|
|
int i, j, dir = 0;
|
|
|
|
if (count <= 10) return ('g');
|
|
|
|
/* from short to float (drawing is with shorts) */
|
|
for(j=0; j<count; j++) {
|
|
mouse[j][0]= mcord[j][0];
|
|
mouse[j][1]= mcord[j][1];
|
|
}
|
|
|
|
/* new method:
|
|
*
|
|
* starting from end points, calculate centre with maximum distance
|
|
* dependant at the angle s / g / r is defined
|
|
*/
|
|
|
|
|
|
/* filter */
|
|
|
|
for( j = 3 ; j > 0; j--){
|
|
x1 = mouse[1][0];
|
|
y1 = mouse[1][1];
|
|
for (i = 2; i < count; i++){
|
|
x2 = mouse[i-1][0];
|
|
y2 = mouse[i-1][1];
|
|
mouse[i-1][0] = ((x1 + mouse[i][0]) /4.0) + (x2 / 2.0);
|
|
mouse[i-1][1] = ((y1 + mouse[i][1]) /4.0) + (y2 / 2.0);
|
|
x1 = x2;
|
|
y1 = y2;
|
|
}
|
|
}
|
|
|
|
/* make overview of directions */
|
|
for (i = 0; i <= count - 2; i++){
|
|
x1 = mouse[i][0] - mouse[i + 1][0];
|
|
y1 = mouse[i][1] - mouse[i + 1][1];
|
|
|
|
if (x1 < -0.5){
|
|
if (y1 < -0.5) dir |= 32;
|
|
else if (y1 > 0.5) dir |= 128;
|
|
else dir |= 64;
|
|
} else if (x1 > 0.5){
|
|
if (y1 < -0.5) dir |= 8;
|
|
else if (y1 > 0.5) dir |= 2;
|
|
else dir |= 4;
|
|
} else{
|
|
if (y1 < -0.5) dir |= 16;
|
|
else if (y1 > 0.5) dir |= 1;
|
|
else dir |= 0;
|
|
}
|
|
}
|
|
|
|
/* move all crosses to the right */
|
|
for (i = 7; i>=0 ; i--){
|
|
if (dir & 128) dir = (dir << 1) + 1;
|
|
else break;
|
|
}
|
|
dir &= 255;
|
|
for (i = 7; i>=0 ; i--){
|
|
if ((dir & 1) == 0) dir >>= 1;
|
|
else break;
|
|
}
|
|
|
|
/* in theory: 1 direction: straight line
|
|
* multiple sequential directions: circle
|
|
* non-sequential, and 1 bit set in upper 4 bits: size
|
|
*/
|
|
switch(dir){
|
|
case 1:
|
|
return ('g');
|
|
break;
|
|
case 3:
|
|
case 7:
|
|
x1 = mouse[0][0] - mouse[count >> 1][0];
|
|
y1 = mouse[0][1] - mouse[count >> 1][1];
|
|
x2 = mouse[count >> 1][0] - mouse[count - 1][0];
|
|
y2 = mouse[count >> 1][1] - mouse[count - 1][1];
|
|
d1 = (x1 * x1) + (y1 * y1);
|
|
d2 = (x2 * x2) + (y2 * y2);
|
|
sq = sqrt(d1);
|
|
x1 /= sq;
|
|
y1 /= sq;
|
|
sq = sqrt(d2);
|
|
x2 /= sq;
|
|
y2 /= sq;
|
|
inp = (x1 * x2) + (y1 * y2);
|
|
/*printf("%f\n", inp);*/
|
|
if (inp > 0.9) return ('g');
|
|
else return ('r');
|
|
break;
|
|
case 15:
|
|
case 31:
|
|
case 63:
|
|
case 127:
|
|
case 255:
|
|
return ('r');
|
|
break;
|
|
default:
|
|
/* for size at least one of the higher bits has to be set */
|
|
if (dir < 16) return ('r');
|
|
else return ('s');
|
|
}
|
|
|
|
return (0);
|
|
}
|
|
|
|
|
|
/* return 1 to denote gesture did something, also does lasso */
|
|
int gesture(void)
|
|
{
|
|
unsigned short event=0;
|
|
int i= 1, end= 0, a;
|
|
short mcords[MOVES_LASSO][2]; /* the larger size */
|
|
short mval[2], val, timer=0, mousebut, lasso=0, maxmoves;
|
|
|
|
if (U.flag & USER_LMOUSESELECT) mousebut = R_MOUSE;
|
|
else mousebut = L_MOUSE;
|
|
|
|
/* check for lasso */
|
|
if(G.qual & LR_CTRLKEY) {
|
|
if(curarea->spacetype==SPACE_VIEW3D) {
|
|
if(G.obedit==NULL) {
|
|
if(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT|G_WEIGHTPAINT)) return 0;
|
|
}
|
|
lasso= 1;
|
|
}
|
|
}
|
|
|
|
glDrawBuffer(GL_FRONT);
|
|
persp(PERSP_WIN); /* ortho at pixel level */
|
|
|
|
getmouseco_areawin(mval);
|
|
|
|
mcords[0][0] = mval[0];
|
|
mcords[0][1] = mval[1];
|
|
|
|
if(lasso) maxmoves= MOVES_LASSO;
|
|
else maxmoves= MOVES_GESTURE;
|
|
|
|
while(get_mbut() & mousebut) {
|
|
|
|
if(qtest()) event= extern_qread(&val);
|
|
else if(i==1) {
|
|
/* not drawing yet... check for toolbox */
|
|
PIL_sleep_ms(10);
|
|
timer++;
|
|
if(timer>=10*U.tb_leftmouse) {
|
|
glDrawBuffer(GL_BACK); /* !! */
|
|
toolbox_n();
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
switch (event) {
|
|
case MOUSEY:
|
|
getmouseco_areawin(mval);
|
|
if( abs(mval[0]-mcords[i-1][0])>3 || abs(mval[1]-mcords[i-1][1])>3 ) {
|
|
mcords[i][0] = mval[0];
|
|
mcords[i][1] = mval[1];
|
|
|
|
if(i) {
|
|
if(lasso) draw_lasso_select(mcords, i, 0);
|
|
else sdrawXORline(mcords[i-1][0], mcords[i-1][1], mcords[i][0], mcords[i][1]);
|
|
bglFlush();
|
|
}
|
|
i++;
|
|
}
|
|
break;
|
|
case MOUSEX:
|
|
break;
|
|
case LEFTMOUSE:
|
|
break;
|
|
default:
|
|
if(event) end= 1; /* blender returns 0 */
|
|
break;
|
|
}
|
|
if (i == maxmoves || end == 1) break;
|
|
}
|
|
|
|
/* clear */
|
|
if(lasso) draw_lasso_select(mcords, i, 1);
|
|
else for(a=1; a<i; a++) {
|
|
sdrawXORline(mcords[a-1][0], mcords[a-1][1], mcords[a][0], mcords[a][1]);
|
|
}
|
|
|
|
persp(PERSP_VIEW);
|
|
glDrawBuffer(GL_BACK);
|
|
|
|
if (i > 2) {
|
|
if(lasso) do_lasso_select(mcords, i, (G.qual & LR_SHIFTKEY)==0);
|
|
else {
|
|
i = interpret_move(mcords, i);
|
|
|
|
if(i) {
|
|
if(curarea->spacetype==SPACE_IPO) transform_ipo(i);
|
|
else if(curarea->spacetype==SPACE_OOPS) transform_oops('g', 0);
|
|
else {
|
|
int context;
|
|
|
|
if(curarea->spacetype==SPACE_IMAGE) context= CTX_NONE;
|
|
else context= CTX_NONE;
|
|
|
|
if(i=='g') {
|
|
initTransform(TFM_TRANSLATION, context);
|
|
Transform();
|
|
}
|
|
else if(i=='r') {
|
|
initTransform(TFM_ROTATION, context);
|
|
Transform();
|
|
}
|
|
else {
|
|
initTransform(TFM_RESIZE, context);
|
|
Transform();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void mouse_cursor(void)
|
|
{
|
|
float dx, dy, fz, *fp = NULL, dvec[3], oldcurs[3];
|
|
short mval[2], mx, my, lr_click=0;
|
|
|
|
if(gesture()) return;
|
|
|
|
getmouseco_areawin(mval);
|
|
|
|
mx= mval[0];
|
|
my= mval[1];
|
|
|
|
fp= give_cursor();
|
|
|
|
if(G.obedit && ((G.qual & LR_CTRLKEY) || get_mbut()&R_MOUSE )) lr_click= 1;
|
|
VECCOPY(oldcurs, fp);
|
|
|
|
project_short_noclip(fp, mval);
|
|
|
|
initgrabz(fp[0], fp[1], fp[2]);
|
|
|
|
if(mval[0]!=IS_CLIPPED) {
|
|
|
|
window_to_3d(dvec, mval[0]-mx, mval[1]-my);
|
|
VecSubf(fp, fp, dvec);
|
|
|
|
}
|
|
else {
|
|
|
|
dx= ((float)(mx-(curarea->winx/2)))*G.vd->zfac/(curarea->winx/2);
|
|
dy= ((float)(my-(curarea->winy/2)))*G.vd->zfac/(curarea->winy/2);
|
|
|
|
fz= G.vd->persmat[0][3]*fp[0]+ G.vd->persmat[1][3]*fp[1]+ G.vd->persmat[2][3]*fp[2]+ G.vd->persmat[3][3];
|
|
fz= fz/G.vd->zfac;
|
|
|
|
fp[0]= (G.vd->persinv[0][0]*dx + G.vd->persinv[1][0]*dy+ G.vd->persinv[2][0]*fz)-G.vd->ofs[0];
|
|
fp[1]= (G.vd->persinv[0][1]*dx + G.vd->persinv[1][1]*dy+ G.vd->persinv[2][1]*fz)-G.vd->ofs[1];
|
|
fp[2]= (G.vd->persinv[0][2]*dx + G.vd->persinv[1][2]*dy+ G.vd->persinv[2][2]*fz)-G.vd->ofs[2];
|
|
}
|
|
|
|
allqueue(REDRAWVIEW3D, 1);
|
|
|
|
if(lr_click) {
|
|
if(G.obedit->type==OB_MESH) add_click_mesh();
|
|
else if ELEM(G.obedit->type, OB_CURVE, OB_SURF) addvert_Nurb(0);
|
|
else if (G.obedit->type==OB_ARMATURE) addvert_armature();
|
|
VECCOPY(fp, oldcurs);
|
|
}
|
|
|
|
}
|
|
|
|
void deselectall(void) /* is toggle */
|
|
{
|
|
Base *base;
|
|
int a=0, ok=0;
|
|
|
|
base= FIRSTBASE;
|
|
while(base) {
|
|
/* is there a visible selected object */
|
|
if TESTBASE(base) {
|
|
ok= a= 1;
|
|
break;
|
|
}
|
|
/* are there any objects in the view*/
|
|
if(base->lay & G.vd->lay)
|
|
ok=1;
|
|
|
|
base= base->next;
|
|
}
|
|
|
|
if (!ok) return;
|
|
|
|
base= FIRSTBASE;
|
|
while(base) {
|
|
if(base->lay & G.vd->lay) {
|
|
if(a)
|
|
select_base_v3d(base, BA_DESELECT);
|
|
else
|
|
select_base_v3d(base, BA_SELECT);
|
|
base->object->flag= base->flag;
|
|
}
|
|
base= base->next;
|
|
}
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
allqueue(REDRAWDATASELECT, 0);
|
|
allqueue(REDRAWNLA, 0);
|
|
|
|
countall();
|
|
BIF_undo_push("(De)select all");
|
|
}
|
|
|
|
/* inverts object selection */
|
|
void selectswap(void)
|
|
{
|
|
Base *base;
|
|
|
|
for(base= FIRSTBASE; base; base= base->next) {
|
|
if(base->lay & G.vd->lay) {
|
|
if TESTBASE(base)
|
|
select_base_v3d(base, BA_DESELECT);
|
|
else
|
|
select_base_v3d(base, BA_SELECT);
|
|
base->object->flag= base->flag;
|
|
}
|
|
}
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
allqueue(REDRAWDATASELECT, 0);
|
|
allqueue(REDRAWNLA, 0);
|
|
|
|
countall();
|
|
BIF_undo_push("Select Inverse");
|
|
}
|
|
|
|
|
|
/* selects all objects of a particular type, on currently visible layers */
|
|
void selectall_type(short obtype)
|
|
{
|
|
Base *base;
|
|
|
|
base= FIRSTBASE;
|
|
while(base) {
|
|
if((base->lay & G.vd->lay) && (base->object->type == obtype)) {
|
|
select_base_v3d(base, BA_SELECT);
|
|
base->object->flag= base->flag;
|
|
}
|
|
base= base->next;
|
|
}
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
allqueue(REDRAWDATASELECT, 0);
|
|
allqueue(REDRAWNLA, 0);
|
|
|
|
countall();
|
|
BIF_undo_push("Select all per type");
|
|
}
|
|
/* selects all objects on a particular layer */
|
|
void selectall_layer(unsigned int layernum)
|
|
{
|
|
Base *base;
|
|
|
|
base= FIRSTBASE;
|
|
while(base) {
|
|
if (base->lay == (1<< (layernum -1))) {
|
|
select_base_v3d(base, BA_SELECT);
|
|
base->object->flag= base->flag;
|
|
}
|
|
base= base->next;
|
|
}
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
allqueue(REDRAWDATASELECT, 0);
|
|
allqueue(REDRAWNLA, 0);
|
|
|
|
countall();
|
|
BIF_undo_push("Select all per layer");
|
|
}
|
|
|
|
static void deselectall_except(Base *b) /* deselect all except b */
|
|
{
|
|
Base *base;
|
|
|
|
base= FIRSTBASE;
|
|
while(base) {
|
|
if (base->flag & SELECT) {
|
|
if(b!=base) {
|
|
select_base_v3d(base, BA_DESELECT);
|
|
base->object->flag= base->flag;
|
|
}
|
|
}
|
|
base= base->next;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
|
|
static unsigned int samplerect(unsigned int *buf, int size, unsigned int dontdo)
|
|
{
|
|
Base *base;
|
|
unsigned int *bufmin,*bufmax;
|
|
int a,b,rc,tel,aantal,dirvec[4][2],maxob;
|
|
unsigned int retval=0;
|
|
|
|
base= LASTBASE;
|
|
if(base==0) return 0;
|
|
maxob= base->selcol;
|
|
|
|
aantal= (size-1)/2;
|
|
rc= 0;
|
|
|
|
dirvec[0][0]= 1;
|
|
dirvec[0][1]= 0;
|
|
dirvec[1][0]= 0;
|
|
dirvec[1][1]= -size;
|
|
dirvec[2][0]= -1;
|
|
dirvec[2][1]= 0;
|
|
dirvec[3][0]= 0;
|
|
dirvec[3][1]= size;
|
|
|
|
bufmin= buf;
|
|
bufmax= buf+ size*size;
|
|
buf+= aantal*size+ aantal;
|
|
|
|
for(tel=1;tel<=size;tel++) {
|
|
|
|
for(a=0;a<2;a++) {
|
|
for(b=0;b<tel;b++) {
|
|
|
|
if(*buf && *buf<=maxob && *buf!=dontdo) return *buf;
|
|
if( *buf==dontdo ) retval= dontdo; /* if only color dontdo is available, still return dontdo */
|
|
|
|
buf+= (dirvec[rc][0]+dirvec[rc][1]);
|
|
|
|
if(buf<bufmin || buf>=bufmax) return retval;
|
|
}
|
|
rc++;
|
|
rc &= 3;
|
|
}
|
|
}
|
|
return retval;
|
|
}
|
|
#endif
|
|
|
|
void set_active_base(Base *base)
|
|
{
|
|
Base *tbase;
|
|
|
|
BASACT= base;
|
|
|
|
if(base) {
|
|
|
|
/* signals to buttons */
|
|
redraw_test_buttons(base->object);
|
|
|
|
/* signal to ipo */
|
|
allqueue(REDRAWIPO, base->object->ipowin);
|
|
|
|
allqueue(REDRAWACTION, 0);
|
|
allqueue(REDRAWNLA, 0);
|
|
allqueue(REDRAWNODE, 0);
|
|
|
|
/* signal to action */
|
|
select_actionchannel_by_name(base->object->action, "Object", 1);
|
|
|
|
/* disable temporal locks */
|
|
for(tbase=FIRSTBASE; tbase; tbase= tbase->next) {
|
|
if(base!=tbase && (tbase->object->shapeflag & OB_SHAPE_TEMPLOCK)) {
|
|
tbase->object->shapeflag &= ~OB_SHAPE_TEMPLOCK;
|
|
DAG_object_flush_update(G.scene, tbase->object, OB_RECALC_DATA);
|
|
}
|
|
}
|
|
|
|
if(base->object->type==OB_MESH && G.f & G_SCULPTMODE) {
|
|
set_sculpt_object(base->object);
|
|
}
|
|
}
|
|
}
|
|
|
|
void set_active_object(Object *ob)
|
|
{
|
|
Base *base;
|
|
|
|
for(base= FIRSTBASE; base; base= base->next) {
|
|
if(base->object==ob) {
|
|
set_active_base(base);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void select_all_from_groups(Base *basact)
|
|
{
|
|
Group *group;
|
|
GroupObject *go;
|
|
int deselect= basact->flag & SELECT;
|
|
|
|
for(group= G.main->group.first; group; group= group->id.next) {
|
|
if(object_in_group(basact->object, group)) {
|
|
for(go= group->gobject.first; go; go= go->next) {
|
|
if(deselect) go->ob->flag &= ~SELECT;
|
|
else {
|
|
if (!(go->ob->restrictflag & OB_RESTRICT_SELECT))
|
|
go->ob->flag |= SELECT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/* sync bases */
|
|
for(basact= G.scene->base.first; basact; basact= basact->next) {
|
|
if(basact->object->flag & SELECT)
|
|
select_base_v3d(basact, BA_SELECT);
|
|
else
|
|
select_base_v3d(basact, BA_DESELECT);
|
|
}
|
|
}
|
|
|
|
/* The max number of menu items in an object select menu */
|
|
#define SEL_MENU_SIZE 22
|
|
|
|
static Base *mouse_select_menu(unsigned int *buffer, int hits, short *mval)
|
|
{
|
|
Base *baseList[SEL_MENU_SIZE]={NULL}; /*baseList is used to store all possible bases to bring up a menu */
|
|
Base *base;
|
|
short baseCount = 0;
|
|
char menuText[20 + SEL_MENU_SIZE*32] = "Select Object%t"; /* max ob name = 22 */
|
|
char str[32];
|
|
|
|
for(base=FIRSTBASE; base; base= base->next) {
|
|
if(base->lay & G.vd->lay) {
|
|
baseList[baseCount] = NULL;
|
|
|
|
/* two selection methods, the CTRL select uses max dist of 15 */
|
|
if(buffer) {
|
|
int a;
|
|
for(a=0; a<hits; a++) {
|
|
/* index was converted */
|
|
if(base->selcol==buffer[ (4 * a) + 3 ]) baseList[baseCount] = base;
|
|
}
|
|
}
|
|
else {
|
|
int temp, dist=15;
|
|
|
|
project_short(base->object->obmat[3], &base->sx);
|
|
|
|
temp= abs(base->sx -mval[0]) + abs(base->sy -mval[1]);
|
|
if(temp<dist ) baseList[baseCount] = base;
|
|
}
|
|
|
|
if(baseList[baseCount]) {
|
|
if (baseCount < SEL_MENU_SIZE) {
|
|
baseList[baseCount] = base;
|
|
sprintf(str, "|%s %%x%d", base->object->id.name+2, baseCount+1); /* max ob name == 22 */
|
|
strcat(menuText, str);
|
|
baseCount++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(baseCount<=1) return baseList[0];
|
|
else {
|
|
baseCount = pupmenu(menuText);
|
|
|
|
if (baseCount != -1) { /* If nothing is selected then dont do anything */
|
|
return baseList[baseCount-1];
|
|
}
|
|
else return NULL;
|
|
}
|
|
}
|
|
|
|
/* we want a select buffer with bones, if there are... */
|
|
/* so check three selection levels and compare */
|
|
static short mixed_bones_object_selectbuffer(unsigned int *buffer, short *mval)
|
|
{
|
|
int offs;
|
|
short a, hits15, hits9=0, hits5=0;
|
|
short has_bones15=0, has_bones9=0, has_bones5=0;
|
|
|
|
hits15= view3d_opengl_select(buffer, MAXPICKBUF, mval[0]-14, mval[1]-14, mval[0]+14, mval[1]+14);
|
|
if(hits15) {
|
|
for(a=0; a<hits15; a++) if(buffer[4*a+3] & 0xFFFF0000) has_bones15= 1;
|
|
|
|
offs= 4*hits15;
|
|
hits9= view3d_opengl_select(buffer+offs, MAXPICKBUF-offs, mval[0]-9, mval[1]-9, mval[0]+9, mval[1]+9);
|
|
if(hits9) {
|
|
for(a=0; a<hits9; a++) if(buffer[offs+4*a+3] & 0xFFFF0000) has_bones9= 1;
|
|
|
|
offs+= 4*hits9;
|
|
hits5= view3d_opengl_select(buffer+offs, MAXPICKBUF-offs, mval[0]-5, mval[1]-5, mval[0]+5, mval[1]+5);
|
|
if(hits5) {
|
|
for(a=0; a<hits5; a++) if(buffer[offs+4*a+3] & 0xFFFF0000) has_bones5= 1;
|
|
}
|
|
}
|
|
|
|
if(has_bones5) {
|
|
offs= 4*hits15 + 4*hits9;
|
|
memcpy(buffer, buffer+offs, 4*offs);
|
|
return hits5;
|
|
}
|
|
if(has_bones9) {
|
|
offs= 4*hits15;
|
|
memcpy(buffer, buffer+offs, 4*offs);
|
|
return hits9;
|
|
}
|
|
if(has_bones15) {
|
|
return hits15;
|
|
}
|
|
|
|
if(hits5) {
|
|
offs= 4*hits15 + 4*hits9;
|
|
memcpy(buffer, buffer+offs, 4*offs);
|
|
return hits5;
|
|
}
|
|
if(hits9) {
|
|
offs= 4*hits15;
|
|
memcpy(buffer, buffer+offs, 4*offs);
|
|
return hits9;
|
|
}
|
|
return hits15;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void mouse_select(void)
|
|
{
|
|
Base *base, *startbase=NULL, *basact=NULL, *oldbasact=NULL;
|
|
unsigned int buffer[MAXPICKBUF];
|
|
int temp, a, dist=100;
|
|
short hits, mval[2];
|
|
|
|
/* always start list from basact in wire mode */
|
|
startbase= FIRSTBASE;
|
|
if(BASACT && BASACT->next) startbase= BASACT->next;
|
|
|
|
getmouseco_areawin(mval);
|
|
|
|
/* This block uses the control key to make the object selected by its centre point rather then its contents */
|
|
if(G.obedit==0 && (G.qual & LR_CTRLKEY)) {
|
|
|
|
if(G.qual & LR_ALTKEY) basact= mouse_select_menu(NULL, 0, mval);
|
|
else {
|
|
base= startbase;
|
|
while(base) {
|
|
|
|
if(base->lay & G.vd->lay) {
|
|
|
|
project_short(base->object->obmat[3], &base->sx);
|
|
|
|
temp= abs(base->sx -mval[0]) + abs(base->sy -mval[1]);
|
|
if(base==BASACT) temp+=10;
|
|
if(temp<dist ) {
|
|
|
|
dist= temp;
|
|
basact= base;
|
|
}
|
|
}
|
|
base= base->next;
|
|
|
|
if(base==0) base= FIRSTBASE;
|
|
if(base==startbase) break;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* if objects have posemode set, the bones are in the same selection buffer */
|
|
|
|
hits= mixed_bones_object_selectbuffer(buffer, mval);
|
|
|
|
if(hits>0) {
|
|
int has_bones= 0;
|
|
|
|
for(a=0; a<hits; a++) if(buffer[4*a+3] & 0xFFFF0000) has_bones= 1;
|
|
|
|
if(has_bones==0 && (G.qual & LR_ALTKEY))
|
|
basact= mouse_select_menu(buffer, hits, mval);
|
|
else {
|
|
static short lastmval[2]={-100, -100};
|
|
int donearest= 0;
|
|
|
|
/* define if we use solid nearest select or not */
|
|
if(G.vd->drawtype>OB_WIRE) {
|
|
donearest= 1;
|
|
if( ABS(mval[0]-lastmval[0])<3 && ABS(mval[1]-lastmval[1])<3) {
|
|
if(!has_bones) /* hrms, if theres bones we always do nearest */
|
|
donearest= 0;
|
|
}
|
|
}
|
|
lastmval[0]= mval[0]; lastmval[1]= mval[1];
|
|
|
|
if(donearest) {
|
|
unsigned int min= 0xFFFFFFFF;
|
|
int selcol= 0, notcol=0;
|
|
|
|
|
|
if(has_bones) {
|
|
/* we skip non-bone hits */
|
|
for(a=0; a<hits; a++) {
|
|
if( min > buffer[4*a+1] && (buffer[4*a+3] & 0xFFFF0000) ) {
|
|
min= buffer[4*a+1];
|
|
selcol= buffer[4*a+3] & 0xFFFF;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* only exclude active object when it is selected... */
|
|
if(BASACT && (BASACT->flag & SELECT) && hits>1) notcol= BASACT->selcol;
|
|
|
|
for(a=0; a<hits; a++) {
|
|
if( min > buffer[4*a+1] && notcol!=(buffer[4*a+3] & 0xFFFF)) {
|
|
min= buffer[4*a+1];
|
|
selcol= buffer[4*a+3] & 0xFFFF;
|
|
}
|
|
}
|
|
}
|
|
|
|
base= FIRSTBASE;
|
|
while(base) {
|
|
if(base->lay & G.vd->lay) {
|
|
if(base->selcol==selcol) break;
|
|
}
|
|
base= base->next;
|
|
}
|
|
if(base) basact= base;
|
|
}
|
|
else {
|
|
|
|
base= startbase;
|
|
while(base) {
|
|
/* skip objects with select restriction, to prevent prematurely ending this loop
|
|
* with an un-selectable choice */
|
|
if (base->object->restrictflag & OB_RESTRICT_SELECT) {
|
|
base=base->next;
|
|
if(base==NULL) base= FIRSTBASE;
|
|
if(base==startbase) break;
|
|
}
|
|
|
|
if(base->lay & G.vd->lay) {
|
|
for(a=0; a<hits; a++) {
|
|
if(has_bones) {
|
|
/* skip non-bone objects */
|
|
if((buffer[4*a+3] & 0xFFFF0000)) {
|
|
if(base->selcol== (buffer[(4*a)+3] & 0xFFFF))
|
|
basact= base;
|
|
}
|
|
}
|
|
else {
|
|
if(base->selcol== (buffer[(4*a)+3] & 0xFFFF))
|
|
basact= base;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(basact) break;
|
|
|
|
base= base->next;
|
|
if(base==NULL) base= FIRSTBASE;
|
|
if(base==startbase) break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(has_bones && basact) {
|
|
if( do_pose_selectbuffer(basact, buffer, hits) ) { /* then bone is found */
|
|
|
|
/* in weightpaint, we use selected bone to select vertexgroup, so no switch to new active object */
|
|
if(G.f & G_WEIGHTPAINT) {
|
|
/* we make the armature selected */
|
|
basact->flag|= SELECT;
|
|
basact->object->flag= basact->flag;
|
|
/* prevent activating */
|
|
basact= NULL;
|
|
}
|
|
}
|
|
/* prevent bone selecting to pass on to object selecting */
|
|
if(basact==BASACT)
|
|
basact= NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* so, do we have something selected? */
|
|
if(basact) {
|
|
|
|
if(G.obedit) {
|
|
/* only do select */
|
|
deselectall_except(basact);
|
|
select_base_v3d(basact, BA_SELECT);
|
|
}
|
|
/* also prevent making it active on mouse selection */
|
|
else if (!(basact->object->restrictflag & OB_RESTRICT_SELECT)) {
|
|
|
|
oldbasact= BASACT;
|
|
BASACT= basact;
|
|
|
|
if((G.qual & LR_SHIFTKEY)==0) {
|
|
deselectall_except(basact);
|
|
select_base_v3d(basact, BA_SELECT);
|
|
}
|
|
else if(G.qual==(LR_SHIFTKEY|LR_ALTKEY)) {
|
|
select_all_from_groups(basact);
|
|
}
|
|
else {
|
|
if(basact->flag & SELECT) {
|
|
if(basact==oldbasact)
|
|
select_base_v3d(basact, BA_DESELECT);
|
|
}
|
|
else select_base_v3d(basact, BA_SELECT);
|
|
}
|
|
|
|
/* copy */
|
|
basact->object->flag= basact->flag;
|
|
|
|
if(oldbasact != basact) {
|
|
set_active_base(basact);
|
|
}
|
|
|
|
/* for visual speed, only in wire mode */
|
|
if(G.vd->drawtype==OB_WIRE) {
|
|
/* however, not for posemodes */
|
|
if(basact->object->flag & OB_POSEMODE);
|
|
else if(oldbasact && (oldbasact->object->flag & OB_POSEMODE));
|
|
else {
|
|
if(oldbasact && oldbasact != basact && (oldbasact->lay & G.vd->lay))
|
|
draw_object_ext(oldbasact);
|
|
draw_object_ext(basact);
|
|
}
|
|
}
|
|
|
|
/* selecting a non-mesh, should end a couple of modes... */
|
|
if(basact->object->type!=OB_MESH) {
|
|
if(G.f & G_SCULPTMODE) {
|
|
set_sculptmode();
|
|
}
|
|
if(G.f & G_WEIGHTPAINT) {
|
|
set_wpaint(); /* toggle */
|
|
}
|
|
if(G.f & G_VERTEXPAINT) {
|
|
set_vpaint(); /* toggle */
|
|
}
|
|
}
|
|
/* always end this */
|
|
if(G.f & G_FACESELECT) {
|
|
set_faceselect(); /* toggle */
|
|
}
|
|
|
|
allqueue(REDRAWBUTSLOGIC, 0);
|
|
allqueue(REDRAWDATASELECT, 0);
|
|
allqueue(REDRAWBUTSOBJECT, 0);
|
|
allqueue(REDRAWACTION, 0);
|
|
allqueue(REDRAWNLA, 0);
|
|
allqueue(REDRAWTIME, 0);
|
|
allqueue(REDRAWHEADERS, 0); /* To force display update for the posebutton */
|
|
}
|
|
/* also because multiple 3d windows can be open */
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
}
|
|
|
|
countall();
|
|
|
|
rightmouse_transform(); /* does undo push! */
|
|
}
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
static int edge_inside_circle(short centx, short centy, short rad, short x1, short y1, short x2, short y2)
|
|
{
|
|
int radsq= rad*rad;
|
|
float v1[2], v2[2], v3[2];
|
|
|
|
/* check points in circle itself */
|
|
if( (x1-centx)*(x1-centx) + (y1-centy)*(y1-centy) <= radsq ) return 1;
|
|
if( (x2-centx)*(x2-centx) + (y2-centy)*(y2-centy) <= radsq ) return 1;
|
|
|
|
/* pointdistline */
|
|
v3[0]= centx;
|
|
v3[1]= centy;
|
|
v1[0]= x1;
|
|
v1[1]= y1;
|
|
v2[0]= x2;
|
|
v2[1]= y2;
|
|
|
|
if( PdistVL2Dfl(v3, v1, v2) < (float)rad ) return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void do_nurbs_box_select__doSelect(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y)
|
|
{
|
|
struct { rcti *rect; int select; } *data = userData;
|
|
|
|
if (BLI_in_rcti(data->rect, x, y)) {
|
|
if (bp) {
|
|
bp->f1 = data->select?(bp->f1|1):(bp->f1&~1);
|
|
} else {
|
|
if (beztindex==0) {
|
|
bezt->f1 = data->select?(bezt->f1|1):(bezt->f1&~1);
|
|
} else if (beztindex==1) {
|
|
bezt->f2 = data->select?(bezt->f2|1):(bezt->f2&~1);
|
|
} else {
|
|
bezt->f3 = data->select?(bezt->f3|1):(bezt->f3&~1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
static void do_nurbs_box_select(rcti *rect, int select)
|
|
{
|
|
struct { rcti *rect; int select; } data;
|
|
|
|
data.rect = rect;
|
|
data.select = select;
|
|
|
|
nurbs_foreachScreenVert(do_nurbs_box_select__doSelect, &data);
|
|
}
|
|
|
|
static void do_lattice_box_select__doSelect(void *userData, BPoint *bp, int x, int y)
|
|
{
|
|
struct { rcti *rect; int select; } *data = userData;
|
|
|
|
if (BLI_in_rcti(data->rect, x, y)) {
|
|
bp->f1 = data->select?(bp->f1|1):(bp->f1&~1);
|
|
}
|
|
}
|
|
static void do_lattice_box_select(rcti *rect, int select)
|
|
{
|
|
struct { rcti *rect; int select, pass, done; } data;
|
|
|
|
data.rect = rect;
|
|
data.select = select;
|
|
|
|
lattice_foreachScreenVert(do_lattice_box_select__doSelect, &data);
|
|
}
|
|
|
|
static void do_mesh_box_select__doSelectVert(void *userData, EditVert *eve, int x, int y, int index)
|
|
{
|
|
struct { rcti *rect; short select, pass, done; } *data = userData;
|
|
|
|
if (BLI_in_rcti(data->rect, x, y)) {
|
|
eve->f = data->select?(eve->f|1):(eve->f&~1);
|
|
}
|
|
}
|
|
static void do_mesh_box_select__doSelectEdge(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index)
|
|
{
|
|
struct { rcti *rect; short select, pass, done; } *data = userData;
|
|
|
|
if(EM_check_backbuf(em_solidoffs+index)) {
|
|
if (data->pass==0) {
|
|
if (edge_fully_inside_rect(data->rect, x0, y0, x1, y1)) {
|
|
EM_select_edge(eed, data->select);
|
|
data->done = 1;
|
|
}
|
|
} else {
|
|
if (edge_inside_rect(data->rect, x0, y0, x1, y1)) {
|
|
EM_select_edge(eed, data->select);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
static void do_mesh_box_select__doSelectFace(void *userData, EditFace *efa, int x, int y, int index)
|
|
{
|
|
struct { rcti *rect; short select, pass, done; } *data = userData;
|
|
|
|
if (BLI_in_rcti(data->rect, x, y)) {
|
|
EM_select_face_fgon(efa, data->select);
|
|
}
|
|
}
|
|
static void do_mesh_box_select(rcti *rect, int select)
|
|
{
|
|
struct { rcti *rect; short select, pass, done; } data;
|
|
EditMesh *em = G.editMesh;
|
|
int bbsel;
|
|
|
|
data.rect = rect;
|
|
data.select = select;
|
|
data.pass = 0;
|
|
data.done = 0;
|
|
|
|
bbsel= EM_init_backbuf_border(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
|
|
|
|
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
|
|
if (bbsel) {
|
|
EM_backbuf_checkAndSelectVerts(em, select);
|
|
} else {
|
|
mesh_foreachScreenVert(do_mesh_box_select__doSelectVert, &data, 1);
|
|
}
|
|
}
|
|
if(G.scene->selectmode & SCE_SELECT_EDGE) {
|
|
/* Does both bbsel and non-bbsel versions (need screen cos for both) */
|
|
|
|
data.pass = 0;
|
|
mesh_foreachScreenEdge(do_mesh_box_select__doSelectEdge, &data, 0);
|
|
|
|
if (data.done==0) {
|
|
data.pass = 1;
|
|
mesh_foreachScreenEdge(do_mesh_box_select__doSelectEdge, &data, 0);
|
|
}
|
|
}
|
|
|
|
if(G.scene->selectmode & SCE_SELECT_FACE) {
|
|
if(bbsel) {
|
|
EM_backbuf_checkAndSelectFaces(em, select);
|
|
} else {
|
|
mesh_foreachScreenFace(do_mesh_box_select__doSelectFace, &data);
|
|
}
|
|
}
|
|
|
|
EM_free_backbuf();
|
|
|
|
EM_selectmode_flush();
|
|
}
|
|
|
|
/**
|
|
* Does the 'borderselect' command. (Select verts based on selecting with a
|
|
* border: key 'b'). All selecting seems to be done in the get_border part.
|
|
*/
|
|
void borderselect(void)
|
|
{
|
|
rcti rect;
|
|
Base *base;
|
|
MetaElem *ml;
|
|
unsigned int buffer[MAXPICKBUF];
|
|
int a, index;
|
|
short hits, val;
|
|
|
|
if(G.obedit==NULL && (G.f & G_FACESELECT)) {
|
|
face_borderselect();
|
|
return;
|
|
}
|
|
|
|
setlinestyle(2);
|
|
val= get_border(&rect, 3);
|
|
setlinestyle(0);
|
|
|
|
if(val==0)
|
|
return;
|
|
|
|
if(G.obedit) {
|
|
if(G.obedit->type==OB_MESH) {
|
|
do_mesh_box_select(&rect, (val==LEFTMOUSE));
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
}
|
|
else if ELEM(G.obedit->type, OB_CURVE, OB_SURF) {
|
|
do_nurbs_box_select(&rect, val==LEFTMOUSE);
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
}
|
|
else if(G.obedit->type==OB_MBALL) {
|
|
hits= view3d_opengl_select(buffer, MAXPICKBUF, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
|
|
|
|
ml= editelems.first;
|
|
|
|
while(ml) {
|
|
for(a=0; a<hits; a++) {
|
|
if(ml->selcol1==buffer[ (4 * a) + 3 ]) {
|
|
ml->flag |= MB_SCALE_RAD;
|
|
if(val==LEFTMOUSE) ml->flag |= SELECT;
|
|
else ml->flag &= ~SELECT;
|
|
break;
|
|
}
|
|
if(ml->selcol2==buffer[ (4 * a) + 3 ]) {
|
|
ml->flag &= ~MB_SCALE_RAD;
|
|
if(val==LEFTMOUSE) ml->flag |= SELECT;
|
|
else ml->flag &= ~SELECT;
|
|
break;
|
|
}
|
|
}
|
|
ml= ml->next;
|
|
}
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
}
|
|
else if(G.obedit->type==OB_ARMATURE) {
|
|
EditBone *ebone;
|
|
|
|
/* clear flag we use to detect point was affected */
|
|
for(ebone= G.edbo.first; ebone; ebone= ebone->next)
|
|
ebone->flag &= ~BONE_DONE;
|
|
|
|
hits= view3d_opengl_select(buffer, MAXPICKBUF, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
|
|
|
|
/* first we only check points inside the border */
|
|
for (a=0; a<hits; a++){
|
|
index = buffer[(4*a)+3];
|
|
if (index!=-1) {
|
|
ebone = BLI_findlink(&G.edbo, index & ~(BONESEL_ANY));
|
|
if (index & BONESEL_TIP) {
|
|
ebone->flag |= BONE_DONE;
|
|
if (val==LEFTMOUSE) ebone->flag |= BONE_TIPSEL;
|
|
else ebone->flag &= ~BONE_TIPSEL;
|
|
}
|
|
|
|
if (index & BONESEL_ROOT) {
|
|
ebone->flag |= BONE_DONE;
|
|
if (val==LEFTMOUSE) ebone->flag |= BONE_ROOTSEL;
|
|
else ebone->flag &= ~BONE_ROOTSEL;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* now we have to flush tag from parents... */
|
|
for(ebone= G.edbo.first; ebone; ebone= ebone->next) {
|
|
if(ebone->parent && (ebone->flag & BONE_CONNECTED)) {
|
|
if(ebone->parent->flag & BONE_DONE)
|
|
ebone->flag |= BONE_DONE;
|
|
}
|
|
}
|
|
|
|
/* only select/deselect entire bones when no points where in the rect */
|
|
for (a=0; a<hits; a++){
|
|
index = buffer[(4*a)+3];
|
|
if (index!=-1) {
|
|
ebone = BLI_findlink(&G.edbo, index & ~(BONESEL_ANY));
|
|
if (index & BONESEL_BONE) {
|
|
if(!(ebone->flag & BONE_DONE)) {
|
|
if (val==LEFTMOUSE)
|
|
ebone->flag |= (BONE_ROOTSEL|BONE_TIPSEL|BONE_SELECTED);
|
|
else
|
|
ebone->flag &= ~(BONE_ROOTSEL|BONE_TIPSEL|BONE_SELECTED);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
allqueue(REDRAWBUTSEDIT, 0);
|
|
allqueue(REDRAWBUTSOBJECT, 0);
|
|
allqueue(REDRAWACTION, 0);
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
}
|
|
else if(G.obedit->type==OB_LATTICE) {
|
|
do_lattice_box_select(&rect, val==LEFTMOUSE);
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
}
|
|
}
|
|
else { /* no editmode, unified for bones and objects */
|
|
Bone *bone;
|
|
unsigned int *vbuffer=NULL; /* selection buffer */
|
|
unsigned int *col; /* color in buffer */
|
|
short selecting = 0;
|
|
|
|
if (val==LEFTMOUSE)
|
|
selecting = 1;
|
|
|
|
/* selection buffer now has bones potentially too, so we add MAXPICKBUF */
|
|
vbuffer = MEM_mallocN(4 * (G.totobj+MAXPICKBUF) * sizeof(unsigned int), "selection buffer");
|
|
hits= view3d_opengl_select(vbuffer, 4*(G.totobj+MAXPICKBUF), rect.xmin, rect.ymin, rect.xmax, rect.ymax);
|
|
/*
|
|
LOGIC NOTES (theeth):
|
|
The buffer and ListBase have the same relative order, which makes the selection
|
|
very simple. Loop through both data sets at the same time, if the color
|
|
is the same as the object, we have a hit and can move to the next color
|
|
and object pair, if not, just move to the next object,
|
|
keeping the same color until we have a hit.
|
|
|
|
The buffer order is defined by OGL standard, hopefully no stupid GFX card
|
|
does it incorrectly.
|
|
*/
|
|
|
|
if (hits) { /* no need to loop if there's no hit */
|
|
base= FIRSTBASE;
|
|
col = vbuffer + 3;
|
|
while(base && hits) {
|
|
Base *next = base->next;
|
|
if(base->lay & G.vd->lay) {
|
|
while (base->selcol == (*col & 0xFFFF)) { /* we got an object */
|
|
|
|
if(*col & 0xFFFF0000) { /* we got a bone */
|
|
bone = get_indexed_bone(base->object, *col & ~(BONESEL_ANY));
|
|
if(bone) {
|
|
if(selecting) {
|
|
bone->flag |= BONE_SELECTED;
|
|
select_actionchannel_by_name(base->object->action, bone->name, 1);
|
|
}
|
|
else {
|
|
bone->flag &= ~(BONE_ACTIVE|BONE_SELECTED);
|
|
select_actionchannel_by_name(base->object->action, bone->name, 0);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (selecting)
|
|
select_base_v3d(base, BA_SELECT);
|
|
else
|
|
select_base_v3d(base, BA_DESELECT);
|
|
|
|
base->object->flag= base->flag;
|
|
}
|
|
|
|
col+=4; /* next color */
|
|
hits--;
|
|
if(hits==0) break;
|
|
}
|
|
}
|
|
|
|
base= next;
|
|
}
|
|
}
|
|
/* frontbuffer flush */
|
|
bglFlush();
|
|
|
|
MEM_freeN(vbuffer);
|
|
|
|
allqueue(REDRAWDATASELECT, 0);
|
|
allqueue(REDRAWBUTSLOGIC, 0);
|
|
allqueue(REDRAWNLA, 0);
|
|
}
|
|
|
|
countall();
|
|
|
|
allqueue(REDRAWBUTSOBJECT, 0);
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
allqueue(REDRAWINFO, 0);
|
|
|
|
BIF_undo_push("Border select");
|
|
|
|
} /* end of borderselect() */
|
|
|
|
/* ------------------------------------------------------------------------- */
|
|
|
|
/** The following functions are quick & dirty callback functions called
|
|
* on the Circle select function (press B twice in Editmode)
|
|
* They were torn out of the circle_select to make the latter more reusable
|
|
* The callback version of circle_select (called circle_selectCB) was moved
|
|
* to edit.c because of it's (wanted) generality.
|
|
|
|
XXX These callback functions are still dirty, because they call globals...
|
|
*/
|
|
|
|
static void mesh_selectionCB__doSelectVert(void *userData, EditVert *eve, int x, int y, int index)
|
|
{
|
|
struct { short select, mval[2]; float radius; } *data = userData;
|
|
int mx = x - data->mval[0], my = y - data->mval[1];
|
|
float r = sqrt(mx*mx + my*my);
|
|
|
|
if (r<=data->radius) {
|
|
eve->f = data->select?(eve->f|1):(eve->f&~1);
|
|
}
|
|
}
|
|
static void mesh_selectionCB__doSelectEdge(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index)
|
|
{
|
|
struct { short select, mval[2]; float radius; } *data = userData;
|
|
|
|
if (edge_inside_circle(data->mval[0], data->mval[1], (short) data->radius, x0, y0, x1, y1)) {
|
|
EM_select_edge(eed, data->select);
|
|
}
|
|
}
|
|
static void mesh_selectionCB__doSelectFace(void *userData, EditFace *efa, int x, int y, int index)
|
|
{
|
|
struct { short select, mval[2]; float radius; } *data = userData;
|
|
int mx = x - data->mval[0], my = y - data->mval[1];
|
|
float r = sqrt(mx*mx + my*my);
|
|
|
|
if (r<=data->radius) {
|
|
EM_select_face_fgon(efa, data->select);
|
|
}
|
|
}
|
|
static void mesh_selectionCB(int selecting, Object *editobj, short *mval, float rad)
|
|
{
|
|
struct { short select, mval[2]; float radius; } data;
|
|
EditMesh *em = G.editMesh;
|
|
int bbsel;
|
|
|
|
if(!G.obedit && (G.f&G_FACESELECT)) {
|
|
Mesh *me = get_mesh(OBACT);
|
|
|
|
if (me) {
|
|
em_vertoffs= me->totface+1; /* max index array */
|
|
|
|
bbsel= EM_init_backbuf_circle(mval[0], mval[1], (short)(rad+1.0));
|
|
EM_backbuf_checkAndSelectTFaces(me, selecting==LEFTMOUSE);
|
|
EM_free_backbuf();
|
|
|
|
object_tface_flags_changed(OBACT, 0);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
bbsel= EM_init_backbuf_circle(mval[0], mval[1], (short)(rad+1.0));
|
|
|
|
data.select = (selecting==LEFTMOUSE);
|
|
data.mval[0] = mval[0];
|
|
data.mval[1] = mval[1];
|
|
data.radius = rad;
|
|
|
|
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
|
|
if(bbsel) {
|
|
EM_backbuf_checkAndSelectVerts(em, selecting==LEFTMOUSE);
|
|
} else {
|
|
mesh_foreachScreenVert(mesh_selectionCB__doSelectVert, &data, 1);
|
|
}
|
|
}
|
|
|
|
if(G.scene->selectmode & SCE_SELECT_EDGE) {
|
|
if (bbsel) {
|
|
EM_backbuf_checkAndSelectEdges(em, selecting==LEFTMOUSE);
|
|
} else {
|
|
mesh_foreachScreenEdge(mesh_selectionCB__doSelectEdge, &data, 0);
|
|
}
|
|
}
|
|
|
|
if(G.scene->selectmode & SCE_SELECT_FACE) {
|
|
if(bbsel) {
|
|
EM_backbuf_checkAndSelectFaces(em, selecting==LEFTMOUSE);
|
|
} else {
|
|
mesh_foreachScreenFace(mesh_selectionCB__doSelectFace, &data);
|
|
}
|
|
}
|
|
|
|
EM_free_backbuf();
|
|
EM_selectmode_flush();
|
|
}
|
|
|
|
|
|
static void nurbscurve_selectionCB__doSelect(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y)
|
|
{
|
|
struct { short select, mval[2]; float radius; } *data = userData;
|
|
int mx = x - data->mval[0], my = y - data->mval[1];
|
|
float r = sqrt(mx*mx + my*my);
|
|
|
|
if (r<=data->radius) {
|
|
if (bp) {
|
|
bp->f1 = data->select?(bp->f1|1):(bp->f1&~1);
|
|
} else {
|
|
if (beztindex==0) {
|
|
bezt->f1 = data->select?(bezt->f1|1):(bezt->f1&~1);
|
|
} else if (beztindex==1) {
|
|
bezt->f2 = data->select?(bezt->f2|1):(bezt->f2&~1);
|
|
} else {
|
|
bezt->f3 = data->select?(bezt->f3|1):(bezt->f3&~1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
static void nurbscurve_selectionCB(int selecting, Object *editobj, short *mval, float rad)
|
|
{
|
|
struct { short select, mval[2]; float radius; } data;
|
|
|
|
data.select = (selecting==LEFTMOUSE);
|
|
data.mval[0] = mval[0];
|
|
data.mval[1] = mval[1];
|
|
data.radius = rad;
|
|
|
|
nurbs_foreachScreenVert(nurbscurve_selectionCB__doSelect, &data);
|
|
}
|
|
|
|
|
|
static void latticecurve_selectionCB__doSelect(void *userData, BPoint *bp, int x, int y)
|
|
{
|
|
struct { short select, mval[2]; float radius; } *data = userData;
|
|
int mx = x - data->mval[0], my = y - data->mval[1];
|
|
float r = sqrt(mx*mx + my*my);
|
|
|
|
if (r<=data->radius) {
|
|
bp->f1 = data->select?(bp->f1|1):(bp->f1&~1);
|
|
}
|
|
}
|
|
static void lattice_selectionCB(int selecting, Object *editobj, short *mval, float rad)
|
|
{
|
|
struct { short select, mval[2]; float radius; } data;
|
|
|
|
data.select = (selecting==LEFTMOUSE);
|
|
data.mval[0] = mval[0];
|
|
data.mval[1] = mval[1];
|
|
data.radius = rad;
|
|
|
|
lattice_foreachScreenVert(latticecurve_selectionCB__doSelect, &data);
|
|
}
|
|
|
|
/** Callbacks for selection in Editmode */
|
|
|
|
void obedit_selectionCB(short selecting, Object *editobj, short *mval, float rad)
|
|
{
|
|
switch(editobj->type) {
|
|
case OB_MESH:
|
|
mesh_selectionCB(selecting, editobj, mval, rad);
|
|
break;
|
|
case OB_CURVE:
|
|
case OB_SURF:
|
|
nurbscurve_selectionCB(selecting, editobj, mval, rad);
|
|
break;
|
|
case OB_LATTICE:
|
|
lattice_selectionCB(selecting, editobj, mval, rad);
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
draw_sel_circle(0, 0, 0, 0, 0); /* signal */
|
|
force_draw(0);
|
|
}
|
|
|
|
void set_render_border(void)
|
|
{
|
|
rcti rect;
|
|
short val;
|
|
|
|
val= get_border(&rect, 3);
|
|
if(val) {
|
|
rctf vb;
|
|
|
|
calc_viewborder(G.vd, &vb);
|
|
|
|
G.scene->r.border.xmin= ((float)rect.xmin-vb.xmin)/(vb.xmax-vb.xmin);
|
|
G.scene->r.border.ymin= ((float)rect.ymin-vb.ymin)/(vb.ymax-vb.ymin);
|
|
G.scene->r.border.xmax= ((float)rect.xmax-vb.xmin)/(vb.xmax-vb.xmin);
|
|
G.scene->r.border.ymax= ((float)rect.ymax-vb.ymin)/(vb.ymax-vb.ymin);
|
|
|
|
CLAMP(G.scene->r.border.xmin, 0.0, 1.0);
|
|
CLAMP(G.scene->r.border.ymin, 0.0, 1.0);
|
|
CLAMP(G.scene->r.border.xmax, 0.0, 1.0);
|
|
CLAMP(G.scene->r.border.ymax, 0.0, 1.0);
|
|
|
|
allqueue(REDRAWVIEWCAM, 1);
|
|
/* if it was not set, we do this */
|
|
G.scene->r.mode |= R_BORDER;
|
|
allqueue(REDRAWBUTSSCENE, 1);
|
|
}
|
|
}
|
|
|
|
void view3d_border_zoom(void)
|
|
{
|
|
/* Zooms in on a border drawn by the user */
|
|
rcti rect;
|
|
short val;
|
|
float dvec[3], vb[2], xscale, yscale, scale;
|
|
|
|
/* doesn't work fine for perspective */
|
|
if(G.vd->persp==1)
|
|
return;
|
|
|
|
val = get_border(&rect, 3); //box select input
|
|
if(val)
|
|
{
|
|
/* find the current window width and height */
|
|
vb[0] = G.vd->area->winx;
|
|
vb[1] = G.vd->area->winy;
|
|
|
|
/* convert the drawn rectangle into 3d space */
|
|
initgrabz(-G.vd->ofs[0], -G.vd->ofs[1], -G.vd->ofs[2]);
|
|
window_to_3d(dvec, (rect.xmin+rect.xmax-vb[0])/2, (rect.ymin+rect.ymax-vb[1])/2);
|
|
|
|
/* center the view to the center of the rectangle */
|
|
VecSubf(G.vd->ofs, G.vd->ofs, dvec);
|
|
|
|
/* work out the ratios, so that everything selected fits when we zoom */
|
|
xscale = ((rect.xmax-rect.xmin)/vb[0]);
|
|
yscale = ((rect.ymax-rect.ymin)/vb[1]);
|
|
scale = (xscale >= yscale)?xscale:yscale;
|
|
|
|
/* zoom in as required, or as far as we can go */
|
|
G.vd->dist = ((G.vd->dist*scale) >= 0.001*G.vd->grid)? G.vd->dist*scale:0.001*G.vd->grid;
|
|
}
|
|
}
|
|
|
|
void fly(void)
|
|
{
|
|
/*
|
|
fly mode - Shift+F
|
|
a fly loop where the user can move move the view as if they are flying
|
|
*/
|
|
float speed=0.0, /* the speed the view is moving per redraw */
|
|
mat[3][3], /* 3x3 copy of the view matrix so we can move allong the view axis */
|
|
dvec[3]={0,0,0}, /* this is the direction thast added to the view offset per redraw */
|
|
|
|
/* Camera Uprighting variables */
|
|
roll, /* similar to the angle between the camera's up and the Z-up, but its very rough so just roll*/
|
|
upvec[3]={0,0,0}, /* stores the view's up vector */
|
|
|
|
dist_backup, /* backup the views distance since we use a zero dist for fly mode */
|
|
rot_backup[4], /* backup the views quat incase the user cancels flying in non camera mode */
|
|
ofs_backup[3], /* backup the views offset incase the user cancels flying in non camera mode */
|
|
moffset[2], /* mouse offset from the views center */
|
|
tmp_quat[4], /* used for rotating the view */
|
|
winxf, winyf, /* scale the mouse movement by this value - scales mouse movement to the view size */
|
|
time_redraw, time_redraw_clamped; /*time how fast it takes for us to redraw, this is so simple scenes dont fly too fast */
|
|
|
|
|
|
double time_current, time_lastdraw;
|
|
|
|
short val, /* used for toets to see if a buttons pressed */
|
|
cent[2], /* view center */
|
|
mval[2], /* mouse location */
|
|
action=0, /* while zero stay in fly mode and wait for action, also used to see if we accepted or canceled 1:ok 2:Cancel */
|
|
xmargin, ymargin; /* x and y margin are define the safe area where the mouses movement wont rotate the view */
|
|
unsigned short
|
|
toets; /* for reading the event */
|
|
unsigned char
|
|
apply_rotation= 1, /* if the user presses shift they can look about without movinf the direction there looking*/
|
|
axis= 2, /* Axis index to move allong by default Z to move allong the view */
|
|
persp_backup; /* remember if were ortho or not, only used for restoring the view if it was a ortho view */
|
|
short xlock=0, zlock=0;
|
|
|
|
if(curarea->spacetype!=SPACE_VIEW3D) return;
|
|
if(G.vd->persp==2 && G.vd->camera->id.lib) return;
|
|
|
|
persp_backup= G.vd->persp;
|
|
dist_backup= G.vd->dist;
|
|
if (G.vd->persp==2) { /* Camera */
|
|
/* store the origoinal camera loc and rot */
|
|
VECCOPY(ofs_backup, G.vd->camera->loc);
|
|
VECCOPY(rot_backup, G.vd->camera->rot);
|
|
|
|
where_is_object(G.vd->camera);
|
|
VECCOPY(G.vd->ofs, G.vd->camera->obmat[3]);
|
|
VecMulf(G.vd->ofs, -1.0f); /*flip the vector*/
|
|
|
|
G.vd->dist=0.0;
|
|
G.vd->viewbut=0;
|
|
} else {
|
|
/* perspective or ortho */
|
|
if (G.vd->persp==0)
|
|
G.vd->persp= 1; /*if ortho projection, make perspective */
|
|
QUATCOPY(rot_backup, G.vd->viewquat);
|
|
VECCOPY(ofs_backup, G.vd->ofs);
|
|
G.vd->dist= 0.0;
|
|
|
|
upvec[2]=dist_backup; /*x and y are 0*/
|
|
Mat3CpyMat4(mat, G.vd->viewinv);
|
|
Mat3MulVecfl(mat, upvec);
|
|
VecSubf(G.vd->ofs, G.vd->ofs, upvec);
|
|
/*Done with correcting for the dist*/
|
|
}
|
|
|
|
/* the dist defines a vector that is infront of the offset
|
|
to rotate the view about.
|
|
this is no good for fly mode because we
|
|
want to rotate about the viewers centre.
|
|
but to correct the dist removal we must
|
|
alter offset so the view dosent jump. */
|
|
|
|
xmargin= (short)((float)(curarea->winx)/20.0);
|
|
ymargin= (short)((float)(curarea->winy)/20.0);
|
|
|
|
cent[0]= curarea->winrct.xmin+(curarea->winx)/2;
|
|
cent[1]= curarea->winrct.ymin+(curarea->winy)/2;
|
|
|
|
warp_pointer(cent[0], cent[1]);
|
|
|
|
/* we have to rely on events to give proper mousecoords after a warp_pointer */
|
|
mval[0]= cent[0]= (curarea->winx)/2;
|
|
mval[1]= cent[1]= (curarea->winy)/2;
|
|
/* window size minus margin - use this to get the mouse range for rotation */
|
|
winxf= (float)(curarea->winx)-(xmargin*2);
|
|
winyf= (float)(curarea->winy)-(ymargin*2);
|
|
|
|
|
|
time_lastdraw= PIL_check_seconds_timer();
|
|
|
|
G.vd->flag2 |= V3D_FLYMODE;
|
|
scrarea_do_windraw(curarea);
|
|
screen_swapbuffers();
|
|
|
|
while(action==0) { /* keep flying, no acton taken */
|
|
while(qtest()) {
|
|
toets= extern_qread(&val);
|
|
|
|
if(val) {
|
|
if(toets==MOUSEY) getmouseco_areawin(mval);
|
|
else if(toets==ESCKEY || toets==RIGHTMOUSE) {
|
|
action= 2; /* Canceled */
|
|
break;
|
|
} else if(toets==SPACEKEY || toets==LEFTMOUSE) {
|
|
action= 1; /* Accepted */
|
|
break;
|
|
} else if(toets==PADPLUSKEY || toets==EQUALKEY || toets==WHEELUPMOUSE) {
|
|
if (speed<0) speed=0;
|
|
else speed+= G.vd->grid;
|
|
} else if(toets==PADMINUS || toets==MINUSKEY || toets==WHEELDOWNMOUSE) {
|
|
if (speed>0) speed=0;
|
|
else speed-= G.vd->grid;
|
|
|
|
/* impliment WASD keys */
|
|
} else if(toets==WKEY) {
|
|
if (speed<0) speed=-speed; /* flip speed rather then stopping, game like motion */
|
|
else speed+= G.vd->grid; /* increse like mousewheel if were alredy moving in that difection*/
|
|
axis= 2;
|
|
} else if(toets==SKEY) { /*SAME as above but flipped */
|
|
if (speed>0) speed=-speed;
|
|
else speed-= G.vd->grid;
|
|
axis= 2;
|
|
|
|
} else if(toets==AKEY) {
|
|
if (speed<0) speed=-speed;
|
|
axis= 0;
|
|
} else if(toets==DKEY) {
|
|
if (speed>0) speed=-speed;
|
|
axis= 0;
|
|
} else if(toets==FKEY) {
|
|
if (speed<0) speed=-speed;
|
|
axis= 1;
|
|
} else if(toets==RKEY) {
|
|
if (speed>0) speed=-speed;
|
|
axis= 1;
|
|
|
|
/* axis locking */
|
|
} else if(toets==XKEY) {
|
|
xlock= !xlock;
|
|
} else if(toets==ZKEY) {
|
|
zlock= !zlock;
|
|
}
|
|
|
|
}
|
|
}
|
|
if(action != 0) break;
|
|
|
|
moffset[0]= mval[0]-cent[0];
|
|
moffset[1]= mval[1]-cent[1];
|
|
|
|
/* enforce a view margin */
|
|
if (moffset[0]>xmargin) moffset[0]-=xmargin;
|
|
else if (moffset[0]<-xmargin)moffset[0]+=xmargin;
|
|
else moffset[0]=0;
|
|
|
|
if (moffset[1]>ymargin) moffset[1]-=ymargin;
|
|
else if (moffset[1]<-ymargin)moffset[1]+=ymargin;
|
|
else moffset[1]=0;
|
|
|
|
/* scale the mouse offset so the distance the mouse moves isnt linear */
|
|
if (moffset[0]) {
|
|
moffset[0]= moffset[0]/winxf;
|
|
moffset[0]= moffset[0]*fabs(moffset[0]);
|
|
}
|
|
|
|
if (moffset[1]) {
|
|
moffset[1]= moffset[1]/winyf;
|
|
moffset[1]= moffset[1]*fabs(moffset[1]);
|
|
}
|
|
|
|
/* Should we redraw? */
|
|
if(speed!=0.0 || moffset[0] || moffset[1] || zlock || xlock ) {
|
|
|
|
/* Set the view direction usine the current axis */
|
|
if ((G.qual & LR_ALTKEY) && speed!=0.0 && (moffset[0]||moffset[1]))
|
|
/* make it so the camera direction dosent follow the view
|
|
good for flying backwards! - Only when Alt is held */
|
|
|
|
/*(Above IF) We need to make sure we have some mouse offset
|
|
and are moving before we ignore the rotation code, otherwise the view spins out */
|
|
apply_rotation=0;
|
|
else {
|
|
/* Normal operation */
|
|
apply_rotation=1;
|
|
/* define dvec, view direction vector */
|
|
dvec[0]= dvec[1]= dvec[2]= 0;
|
|
/* move along the current axis */
|
|
dvec[axis]= 1.0f;
|
|
}
|
|
|
|
time_current= PIL_check_seconds_timer();
|
|
time_redraw= (float)(time_current-time_lastdraw);
|
|
time_redraw_clamped= MIN2(0.05, time_redraw); /* clamt the redraw time to avoid jitter in roll correction */
|
|
time_lastdraw= time_current;
|
|
/*fprintf(stderr, "%f\n", time_redraw);*/ /* 0.002 is a small redraw 0.02 is larger */
|
|
|
|
/* Scale the time to use shift to scale the speed down- just like
|
|
shift slows many other areas of blender down */
|
|
if (G.qual & LR_SHIFTKEY)
|
|
speed= speed * (1-time_redraw_clamped);
|
|
|
|
Mat3CpyMat4(mat, G.vd->viewinv);
|
|
if (apply_rotation) {
|
|
Normalise(dvec);
|
|
Mat3MulVecfl(mat, dvec);
|
|
}
|
|
/* rotate about the X axis- look up/down */
|
|
if (moffset[1]) {
|
|
upvec[0]=1;
|
|
upvec[1]=0;
|
|
upvec[2]=0;
|
|
Mat3MulVecfl(mat, upvec);
|
|
VecRotToQuat( upvec, (float)moffset[1]*-time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
|
|
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
|
|
}
|
|
|
|
/* rotate about the Y axis- look left/right */
|
|
if (moffset[0]) {
|
|
upvec[0]=0;
|
|
upvec[1]=1;
|
|
upvec[2]=0;
|
|
Mat3MulVecfl(mat, upvec);
|
|
VecRotToQuat( upvec, (float)moffset[0]*time_redraw*20, tmp_quat); /* Rotate about the relative up vec */
|
|
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
|
|
}
|
|
|
|
if (zlock) {
|
|
upvec[0]=1;
|
|
upvec[1]=0;
|
|
upvec[2]=0;
|
|
Mat3MulVecfl(mat, upvec);
|
|
|
|
/*make sure we have some z rolling*/
|
|
if (fabs(upvec[2]) > 0.00001) {
|
|
roll= upvec[2]*180;
|
|
upvec[0]=0; /*rotate the view about this axis*/
|
|
upvec[1]=0;
|
|
upvec[2]=1;
|
|
|
|
/*clamp teh max roll speed - hides the fact that the roll calculation
|
|
only realy detects if we're rolling, but not by how much */
|
|
if (roll>4) roll= 4;
|
|
else if (roll<-4) roll= -4;
|
|
|
|
Mat3MulVecfl(mat, upvec);
|
|
VecRotToQuat( upvec, roll*time_redraw_clamped*0.1, tmp_quat); /* Rotate about the relative up vec */
|
|
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
|
|
}
|
|
}
|
|
|
|
if (xlock && moffset[1]==0) { /*only apply xcorrect when mouse isnt applying x rot*/
|
|
upvec[0]=0;
|
|
upvec[1]=0;
|
|
upvec[2]=1;
|
|
Mat3MulVecfl(mat, upvec);
|
|
/*make sure we have some z rolling*/
|
|
if (fabs(upvec[2]) > 0.00001) {
|
|
roll= upvec[2]*-360;
|
|
|
|
upvec[0]=1; /*rotate the view about this axis*/
|
|
upvec[1]=0;
|
|
upvec[2]=0;
|
|
|
|
/*clamp teh max roll speed - hides the fact that the roll calculation
|
|
only realy detects if we're rolling, but not by how much */
|
|
if (roll>4) roll= 4;
|
|
else if (roll<-4) roll= -4;
|
|
|
|
Mat3MulVecfl(mat, upvec);
|
|
|
|
VecRotToQuat( upvec, roll*time_redraw_clamped*0.1, tmp_quat); /* Rotate about the relative up vec */
|
|
QuatMul(G.vd->viewquat, G.vd->viewquat, tmp_quat);
|
|
}
|
|
}
|
|
|
|
|
|
if (apply_rotation)
|
|
VecMulf(dvec, speed*time_redraw*0.5);
|
|
|
|
VecAddf(G.vd->ofs, G.vd->ofs, dvec);
|
|
headerprint("FlyKeys Speed:(+/- | Wheel), MouseLook:Alt, Upright Axis:X/Z, Slow:Shift, Direction:WASDRF, Ok:LMB, Cancel:RMB");
|
|
|
|
/* we are in camera view so apply the view ofs and quat to the view matrix and set the camera to teh view */
|
|
if (G.vd->persp==2) {
|
|
G.vd->persp= 1; /*set this so setviewmatrixview3d uses the ofs and quat instead of the camera */
|
|
setviewmatrixview3d();
|
|
setcameratoview3d();
|
|
G.vd->persp= 2;
|
|
DAG_object_flush_update(G.scene, G.vd->camera, OB_RECALC_OB);
|
|
}
|
|
|
|
scrarea_do_windraw(curarea);
|
|
screen_swapbuffers();
|
|
} else
|
|
/*were not redrawing but we need to update the time else the view will jump */
|
|
time_lastdraw= PIL_check_seconds_timer();
|
|
/* end drawing */
|
|
}
|
|
|
|
G.vd->dist= dist_backup;
|
|
|
|
/* Revert to original view? */
|
|
if (action == 2) { /* action == 2 means the user pressed Esc of RMB, and not to apply view to camera */
|
|
if (persp_backup==2) { /* a camera view */
|
|
G.vd->viewbut=1;
|
|
VECCOPY(G.vd->camera->loc, ofs_backup);
|
|
VECCOPY(G.vd->camera->rot, rot_backup);
|
|
DAG_object_flush_update(G.scene, G.vd->camera, OB_RECALC_OB);
|
|
} else {
|
|
/* Non Camera we need to reset the view back to the original location bacause the user canceled*/
|
|
QUATCOPY(G.vd->viewquat, rot_backup);
|
|
VECCOPY(G.vd->ofs, ofs_backup);
|
|
G.vd->persp= persp_backup;
|
|
}
|
|
}
|
|
else if (persp_backup==2) { /* camera */
|
|
float mat3[3][3];
|
|
Mat3CpyMat4(mat3, G.vd->camera->obmat);
|
|
Mat3ToCompatibleEul(mat3, G.vd->camera->rot, rot_backup);
|
|
}
|
|
else { /* not camera */
|
|
/* Apply the fly mode view */
|
|
/*restore the dist*/
|
|
upvec[0]= upvec[1]= 0;
|
|
upvec[2]=dist_backup; /*x and y are 0*/
|
|
Mat3CpyMat4(mat, G.vd->viewinv);
|
|
Mat3MulVecfl(mat, upvec);
|
|
VecAddf(G.vd->ofs, G.vd->ofs, upvec);
|
|
/*Done with correcting for the dist */
|
|
}
|
|
|
|
G.vd->flag2 &= ~V3D_FLYMODE;
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT); /* not working at the moment not sure why */
|
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}
|
|
|
|
|
|
void view3d_edit_clipping(View3D *v3d)
|
|
{
|
|
|
|
if(v3d->flag & V3D_CLIPPING) {
|
|
v3d->flag &= ~V3D_CLIPPING;
|
|
scrarea_queue_winredraw(curarea);
|
|
if(v3d->clipbb) MEM_freeN(v3d->clipbb);
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|
v3d->clipbb= NULL;
|
|
}
|
|
else {
|
|
rcti rect;
|
|
double mvmatrix[16];
|
|
double projmatrix[16];
|
|
double xs, ys, p[3];
|
|
GLint viewport[4];
|
|
short val;
|
|
|
|
/* get border in window coords */
|
|
setlinestyle(2);
|
|
val= get_border(&rect, 3);
|
|
setlinestyle(0);
|
|
if(val==0) return;
|
|
|
|
v3d->flag |= V3D_CLIPPING;
|
|
v3d->clipbb= MEM_mallocN(sizeof(BoundBox), "clipbb");
|
|
|
|
/* convert border to 3d coordinates */
|
|
|
|
/* Get the matrices needed for gluUnProject */
|
|
glGetIntegerv(GL_VIEWPORT, viewport);
|
|
glGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix);
|
|
glGetDoublev(GL_PROJECTION_MATRIX, projmatrix);
|
|
|
|
/* Set up viewport so that gluUnProject will give correct values */
|
|
viewport[0] = 0;
|
|
viewport[1] = 0;
|
|
|
|
/* four clipping planes and bounding volume */
|
|
/* first do the bounding volume */
|
|
for(val=0; val<4; val++) {
|
|
|
|
xs= (val==0||val==3)?rect.xmin:rect.xmax;
|
|
ys= (val==0||val==1)?rect.ymin:rect.ymax;
|
|
|
|
gluUnProject(xs, ys, 0.0, mvmatrix, projmatrix, viewport, &p[0], &p[1], &p[2]);
|
|
VECCOPY(v3d->clipbb->vec[val], p);
|
|
|
|
gluUnProject(xs, ys, 1.0, mvmatrix, projmatrix, viewport, &p[0], &p[1], &p[2]);
|
|
VECCOPY(v3d->clipbb->vec[4+val], p);
|
|
}
|
|
|
|
/* then plane equations */
|
|
for(val=0; val<4; val++) {
|
|
|
|
CalcNormFloat(v3d->clipbb->vec[val], v3d->clipbb->vec[val==3?0:val+1], v3d->clipbb->vec[val+4],
|
|
v3d->clip[val]);
|
|
|
|
v3d->clip[val][3]= - v3d->clip[val][0]*v3d->clipbb->vec[val][0]
|
|
- v3d->clip[val][1]*v3d->clipbb->vec[val][1]
|
|
- v3d->clip[val][2]*v3d->clipbb->vec[val][2];
|
|
}
|
|
}
|
|
}
|
|
|