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blender-archive/source/blender/editors/mesh/editface.c
Brecht Van Lommel 8e41a21607 2.5:
* Image painting back. 2d paint, 3d paint and projection, undo,
  pressure, repeating paint operations, etc should all work.
  Drawing cursor needs a bit of work, only gets shown when enabling
  texture paint mode now.

* Move sculpt, image paint, and vertex/weight paint into a single
  sculpt_paint module. Doesn't make much difference now, but nice
  to have it together for better integration and consistency in
  the future.
2009-02-19 23:53:40 +00:00

728 lines
16 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation, Campbell Barton
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_heap.h"
#include "BLI_edgehash.h"
#include "BLI_editVert.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "DNA_image_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_space_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_view3d_types.h"
#include "BKE_brush.h"
#include "BKE_customdata.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BKE_customdata.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "GPU_draw.h"
#ifndef DISABLE_PYTHON
//#include "BPY_extern.h"
//#include "BPY_menus.h"
#endif
#include "ED_mesh.h"
#include "ED_object.h"
#include "ED_view3d.h"
#include "WM_api.h"
#include "WM_types.h"
/* own include */
#include "mesh_intern.h"
/* ***************** XXX **************** */
static int sample_backbuf_rect() {return 0;}
static int sample_backbuf() {return 0;}
static void error() {}
static int pupmenu() {return 0;}
/* ***************** XXX **************** */
/* returns 0 if not found, otherwise 1 */
int facesel_face_pick(View3D *v3d, Mesh *me, short *mval, unsigned int *index, short rect)
{
if (!me || me->totface==0)
return 0;
if (v3d->flag & V3D_NEEDBACKBUFDRAW) {
// XXX drawview.c! check_backbuf();
// XXX persp(PERSP_VIEW);
}
if (rect) {
/* sample rect to increase changes of selecting, so that when clicking
on an edge in the backbuf, we can still select a face */
int dist;
*index = sample_backbuf_rect(mval, 3, 1, me->totface+1, &dist,0,NULL);
}
else
/* sample only on the exact position */
*index = sample_backbuf(mval[0], mval[1]);
if ((*index)<=0 || (*index)>(unsigned int)me->totface)
return 0;
(*index)--;
return 1;
}
/* last_sel, use em->act_face otherwise get the last selected face in the editselections
* at the moment, last_sel is mainly useful for gaking sure the space image dosnt flicker */
MTFace *EM_get_active_mtface(EditMesh *em, EditFace **act_efa, MCol **mcol, int sloppy)
{
EditFace *efa = NULL;
if(!EM_texFaceCheck(em))
return NULL;
efa = EM_get_actFace(em, sloppy);
if (efa) {
if (mcol) {
if (CustomData_has_layer(&em->fdata, CD_MCOL))
*mcol = CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
else
*mcol = NULL;
}
if (act_efa) *act_efa = efa;
return CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
}
if (act_efa) *act_efa= NULL;
if(mcol) *mcol = NULL;
return NULL;
}
void reveal_tface(Scene *scene)
{
Mesh *me;
MFace *mface;
int a;
me= get_mesh(OBACT);
if(me==0 || me->totface==0) return;
mface= me->mface;
a= me->totface;
while(a--) {
if(mface->flag & ME_HIDE) {
mface->flag |= ME_FACE_SEL;
mface->flag -= ME_HIDE;
}
mface++;
}
// XXX notifier! object_tface_flags_changed(OBACT, 0);
}
void hide_tface(Scene *scene)
{
Mesh *me;
MFace *mface;
int a;
int shift=0, alt= 0; // XXX
me= get_mesh(OBACT);
if(me==0 || me->totface==0) return;
if(alt) {
reveal_tface(scene);
return;
}
mface= me->mface;
a= me->totface;
while(a--) {
if(mface->flag & ME_HIDE);
else {
if(shift) {
if( (mface->flag & ME_FACE_SEL)==0) mface->flag |= ME_HIDE;
}
else {
if( (mface->flag & ME_FACE_SEL)) mface->flag |= ME_HIDE;
}
}
if(mface->flag & ME_HIDE) mface->flag &= ~ME_FACE_SEL;
mface++;
}
// XXX notifier! object_tface_flags_changed(OBACT, 0);
}
void select_linked_tfaces(Scene *scene, View3D *v3d, int mode)
{
Object *ob;
Mesh *me;
short mval[2];
unsigned int index=0;
ob = OBACT;
me = get_mesh(ob);
if(me==0 || me->totface==0) return;
if (mode==0 || mode==1) {
if (!(ob->lay & v3d->lay))
error("The active object is not in this layer");
// XXX getmouseco_areawin(mval);
if (!facesel_face_pick(v3d, me, mval, &index, 1)) return;
}
// XXX unwrapper.c select_linked_tfaces_with_seams(mode, me, index);
}
void deselectall_tface(Scene *scene)
{
Mesh *me;
MFace *mface;
int a, sel;
me= get_mesh(OBACT);
if(me==0) return;
mface= me->mface;
a= me->totface;
sel= 0;
while(a--) {
if(mface->flag & ME_HIDE);
else if(mface->flag & ME_FACE_SEL) sel= 1;
mface++;
}
mface= me->mface;
a= me->totface;
while(a--) {
if(mface->flag & ME_HIDE);
else {
if(sel) mface->flag &= ~ME_FACE_SEL;
else mface->flag |= ME_FACE_SEL;
}
mface++;
}
// XXX notifier! object_tface_flags_changed(OBACT, 0);
}
void selectswap_tface(Scene *scene)
{
Mesh *me;
MFace *mface;
int a;
me= get_mesh(OBACT);
if(me==0) return;
mface= me->mface;
a= me->totface;
while(a--) {
if(mface->flag & ME_HIDE);
else {
if(mface->flag & ME_FACE_SEL) mface->flag &= ~ME_FACE_SEL;
else mface->flag |= ME_FACE_SEL;
}
mface++;
}
// XXX notifier! object_tface_flags_changed(OBACT, 0);
}
int minmax_tface(Scene *scene, float *min, float *max)
{
Object *ob;
Mesh *me;
MFace *mf;
MTFace *tf;
MVert *mv;
int a, ok=0;
float vec[3], bmat[3][3];
ob = OBACT;
if (ob==0) return ok;
me= get_mesh(ob);
if(me==0 || me->mtface==0) return ok;
Mat3CpyMat4(bmat, ob->obmat);
mv= me->mvert;
mf= me->mface;
tf= me->mtface;
for (a=me->totface; a>0; a--, mf++, tf++) {
if (mf->flag & ME_HIDE || !(mf->flag & ME_FACE_SEL))
continue;
VECCOPY(vec, (mv+mf->v1)->co);
Mat3MulVecfl(bmat, vec);
VecAddf(vec, vec, ob->obmat[3]);
DO_MINMAX(vec, min, max);
VECCOPY(vec, (mv+mf->v2)->co);
Mat3MulVecfl(bmat, vec);
VecAddf(vec, vec, ob->obmat[3]);
DO_MINMAX(vec, min, max);
VECCOPY(vec, (mv+mf->v3)->co);
Mat3MulVecfl(bmat, vec);
VecAddf(vec, vec, ob->obmat[3]);
DO_MINMAX(vec, min, max);
if (mf->v4) {
VECCOPY(vec, (mv+mf->v4)->co);
Mat3MulVecfl(bmat, vec);
VecAddf(vec, vec, ob->obmat[3]);
DO_MINMAX(vec, min, max);
}
ok= 1;
}
return ok;
}
/* ******************** edge loop shortest path ********************* */
#define ME_SEAM_DONE 2 /* reuse this flag */
static float edgetag_cut_cost(EditMesh *em, int e1, int e2, int vert)
{
EditVert *v = EM_get_vert_for_index(vert);
EditEdge *eed1 = EM_get_edge_for_index(e1), *eed2 = EM_get_edge_for_index(e2);
EditVert *v1 = EM_get_vert_for_index( (eed1->v1->tmp.l == vert)? eed1->v2->tmp.l: eed1->v1->tmp.l );
EditVert *v2 = EM_get_vert_for_index( (eed2->v1->tmp.l == vert)? eed2->v2->tmp.l: eed2->v1->tmp.l );
float cost, d1[3], d2[3];
cost = VecLenf(v1->co, v->co);
cost += VecLenf(v->co, v2->co);
VecSubf(d1, v->co, v1->co);
VecSubf(d2, v2->co, v->co);
cost = cost + 0.5f*cost*(2.0f - fabs(d1[0]*d2[0] + d1[1]*d2[1] + d1[2]*d2[2]));
return cost;
}
static void edgetag_add_adjacent(EditMesh *em, Heap *heap, int mednum, int vertnum, int *nedges, int *edges, int *prevedge, float *cost)
{
int startadj, endadj = nedges[vertnum+1];
for (startadj = nedges[vertnum]; startadj < endadj; startadj++) {
int adjnum = edges[startadj];
EditEdge *eedadj = EM_get_edge_for_index(adjnum);
float newcost;
if (eedadj->f2 & ME_SEAM_DONE)
continue;
newcost = cost[mednum] + edgetag_cut_cost(em, mednum, adjnum, vertnum);
if (cost[adjnum] > newcost) {
cost[adjnum] = newcost;
prevedge[adjnum] = mednum;
BLI_heap_insert(heap, newcost, SET_INT_IN_POINTER(adjnum));
}
}
}
void edgetag_context_set(Scene *scene, EditEdge *eed, int val)
{
switch (scene->toolsettings->edge_mode) {
case EDGE_MODE_SELECT:
EM_select_edge(eed, val);
break;
case EDGE_MODE_TAG_SEAM:
if (val) {eed->seam = 255;}
else {eed->seam = 0;}
break;
case EDGE_MODE_TAG_SHARP:
if (val) {eed->sharp = 1;}
else {eed->sharp = 0;}
break;
case EDGE_MODE_TAG_CREASE:
if (val) {eed->crease = 1.0f;}
else {eed->crease = 0.0f;}
break;
case EDGE_MODE_TAG_BEVEL:
if (val) {eed->bweight = 1.0f;}
else {eed->bweight = 0.0f;}
break;
}
}
int edgetag_context_check(Scene *scene, EditEdge *eed)
{
switch (scene->toolsettings->edge_mode) {
case EDGE_MODE_SELECT:
return (eed->f & SELECT) ? 1 : 0;
case EDGE_MODE_TAG_SEAM:
return eed->seam ? 1 : 0;
case EDGE_MODE_TAG_SHARP:
return eed->sharp ? 1 : 0;
case EDGE_MODE_TAG_CREASE:
return eed->crease ? 1 : 0;
case EDGE_MODE_TAG_BEVEL:
return eed->bweight ? 1 : 0;
}
return 0;
}
int edgetag_shortest_path(Scene *scene, EditMesh *em, EditEdge *source, EditEdge *target)
{
EditEdge *eed;
EditVert *ev;
Heap *heap;
float *cost;
int a, totvert=0, totedge=0, *nedges, *edges, *prevedge, mednum = -1, nedgeswap = 0;
/* we need the vert */
for (ev= em->verts.first, totvert=0; ev; ev= ev->next) {
ev->tmp.l = totvert;
totvert++;
}
for (eed= em->edges.first; eed; eed = eed->next) {
eed->f2 = 0;
if (eed->h) {
eed->f2 |= ME_SEAM_DONE;
}
eed->tmp.l = totedge;
totedge++;
}
/* alloc */
nedges = MEM_callocN(sizeof(*nedges)*totvert+1, "SeamPathNEdges");
edges = MEM_mallocN(sizeof(*edges)*totedge*2, "SeamPathEdges");
prevedge = MEM_mallocN(sizeof(*prevedge)*totedge, "SeamPathPrevious");
cost = MEM_mallocN(sizeof(*cost)*totedge, "SeamPathCost");
/* count edges, compute adjacent edges offsets and fill adjacent edges */
for (eed= em->edges.first; eed; eed = eed->next) {
nedges[eed->v1->tmp.l+1]++;
nedges[eed->v2->tmp.l+1]++;
}
for (a=1; a<totvert; a++) {
int newswap = nedges[a+1];
nedges[a+1] = nedgeswap + nedges[a];
nedgeswap = newswap;
}
nedges[0] = nedges[1] = 0;
for (a=0, eed= em->edges.first; eed; a++, eed = eed->next) {
edges[nedges[eed->v1->tmp.l+1]++] = a;
edges[nedges[eed->v2->tmp.l+1]++] = a;
cost[a] = 1e20f;
prevedge[a] = -1;
}
/* regular dijkstra shortest path, but over edges instead of vertices */
heap = BLI_heap_new();
BLI_heap_insert(heap, 0.0f, SET_INT_IN_POINTER(source->tmp.l));
cost[source->tmp.l] = 0.0f;
EM_init_index_arrays(em, 1, 1, 0);
while (!BLI_heap_empty(heap)) {
mednum = GET_INT_FROM_POINTER(BLI_heap_popmin(heap));
eed = EM_get_edge_for_index( mednum );
if (mednum == target->tmp.l)
break;
if (eed->f2 & ME_SEAM_DONE)
continue;
eed->f2 |= ME_SEAM_DONE;
edgetag_add_adjacent(em, heap, mednum, eed->v1->tmp.l, nedges, edges, prevedge, cost);
edgetag_add_adjacent(em, heap, mednum, eed->v2->tmp.l, nedges, edges, prevedge, cost);
}
MEM_freeN(nedges);
MEM_freeN(edges);
MEM_freeN(cost);
BLI_heap_free(heap, NULL);
for (eed= em->edges.first; eed; eed = eed->next) {
eed->f2 &= ~ME_SEAM_DONE;
}
if (mednum != target->tmp.l) {
MEM_freeN(prevedge);
EM_free_index_arrays();
return 0;
}
/* follow path back to source and mark as seam */
if (mednum == target->tmp.l) {
short allseams = 1;
mednum = target->tmp.l;
do {
eed = EM_get_edge_for_index( mednum );
if (!edgetag_context_check(scene, eed)) {
allseams = 0;
break;
}
mednum = prevedge[mednum];
} while (mednum != source->tmp.l);
mednum = target->tmp.l;
do {
eed = EM_get_edge_for_index( mednum );
if (allseams)
edgetag_context_set(scene, eed, 0);
else
edgetag_context_set(scene, eed, 1);
mednum = prevedge[mednum];
} while (mednum != -1);
}
MEM_freeN(prevedge);
EM_free_index_arrays();
return 1;
}
/* *************************************** */
static void seam_edgehash_insert_face(EdgeHash *ehash, MFace *mf)
{
BLI_edgehash_insert(ehash, mf->v1, mf->v2, NULL);
BLI_edgehash_insert(ehash, mf->v2, mf->v3, NULL);
if (mf->v4) {
BLI_edgehash_insert(ehash, mf->v3, mf->v4, NULL);
BLI_edgehash_insert(ehash, mf->v4, mf->v1, NULL);
}
else
BLI_edgehash_insert(ehash, mf->v3, mf->v1, NULL);
}
void seam_mark_clear_tface(Scene *scene, short mode)
{
Mesh *me;
MFace *mf;
MEdge *med;
int a;
me= get_mesh(OBACT);
if(me==0 || me->totface==0) return;
if (mode == 0)
mode = pupmenu("Seams%t|Mark Border Seam %x1|Clear Seam %x2");
if (mode != 1 && mode != 2)
return;
if (mode == 2) {
EdgeHash *ehash = BLI_edgehash_new();
for (a=0, mf=me->mface; a<me->totface; a++, mf++)
if (!(mf->flag & ME_HIDE) && (mf->flag & ME_FACE_SEL))
seam_edgehash_insert_face(ehash, mf);
for (a=0, med=me->medge; a<me->totedge; a++, med++)
if (BLI_edgehash_haskey(ehash, med->v1, med->v2))
med->flag &= ~ME_SEAM;
BLI_edgehash_free(ehash, NULL);
}
else {
/* mark edges that are on both selected and deselected faces */
EdgeHash *ehash1 = BLI_edgehash_new();
EdgeHash *ehash2 = BLI_edgehash_new();
for (a=0, mf=me->mface; a<me->totface; a++, mf++) {
if ((mf->flag & ME_HIDE) || !(mf->flag & ME_FACE_SEL))
seam_edgehash_insert_face(ehash1, mf);
else
seam_edgehash_insert_face(ehash2, mf);
}
for (a=0, med=me->medge; a<me->totedge; a++, med++)
if (BLI_edgehash_haskey(ehash1, med->v1, med->v2) &&
BLI_edgehash_haskey(ehash2, med->v1, med->v2))
med->flag |= ME_SEAM;
BLI_edgehash_free(ehash1, NULL);
BLI_edgehash_free(ehash2, NULL);
}
// XXX if (G.rt == 8)
// unwrap_lscm(1);
me->drawflag |= ME_DRAWSEAMS;
// XXX notifier! object_tface_flags_changed(OBACT, 1);
}
void face_select(Scene *scene, View3D *v3d)
{
Object *ob;
Mesh *me;
MFace *mface, *msel;
short mval[2];
unsigned int a, index;
int shift= 0; // XXX
/* Get the face under the cursor */
ob = OBACT;
if (!(ob->lay & v3d->lay)) {
error("The active object is not in this layer");
}
me = get_mesh(ob);
// XXX getmouseco_areawin(mval);
if (!facesel_face_pick(v3d, me, mval, &index, 1)) return;
msel= (((MFace*)me->mface)+index);
if (msel->flag & ME_HIDE) return;
/* clear flags */
mface = me->mface;
a = me->totface;
if ((shift)==0) {
while (a--) {
mface->flag &= ~ME_FACE_SEL;
mface++;
}
}
me->act_face = (int)index;
if (shift) {
if (msel->flag & ME_FACE_SEL)
msel->flag &= ~ME_FACE_SEL;
else
msel->flag |= ME_FACE_SEL;
}
else msel->flag |= ME_FACE_SEL;
/* image window redraw */
// XXX notifier! object_tface_flags_changed(OBACT, 1);
}
void face_borderselect(Scene *scene, ARegion *ar)
{
Mesh *me;
MFace *mface;
rcti rect;
struct ImBuf *ibuf;
unsigned int *rt;
int a, sx, sy, index, val= 0;
char *selar;
me= get_mesh(OBACT);
if(me==0) return;
if(me->totface==0) return;
// XXX val= get_border(&rect, 3);
/* why readbuffer here? shouldn't be necessary (maybe a flush or so) */
glReadBuffer(GL_BACK);
#ifdef __APPLE__
glReadBuffer(GL_AUX0); /* apple only */
#endif
if(val) {
selar= MEM_callocN(me->totface+1, "selar");
sx= (rect.xmax-rect.xmin+1);
sy= (rect.ymax-rect.ymin+1);
if(sx*sy<=0) return;
ibuf = IMB_allocImBuf(sx,sy,32,IB_rect,0);
rt = ibuf->rect;
glReadPixels(rect.xmin+ar->winrct.xmin, rect.ymin+ar->winrct.ymin, sx, sy, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
if(ENDIAN_ORDER==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
a= sx*sy;
while(a--) {
if(*rt) {
index= WM_framebuffer_to_index(*rt);
if(index<=me->totface) selar[index]= 1;
}
rt++;
}
mface= me->mface;
for(a=1; a<=me->totface; a++, mface++) {
if(selar[a]) {
if(mface->flag & ME_HIDE);
else {
if(val==LEFTMOUSE) mface->flag |= ME_FACE_SEL;
else mface->flag &= ~ME_FACE_SEL;
}
}
}
IMB_freeImBuf(ibuf);
MEM_freeN(selar);
// XXX notifier! object_tface_flags_changed(OBACT, 0);
}
#ifdef __APPLE__
glReadBuffer(GL_BACK);
#endif
}