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blender-archive/source/blender/src/edit.c

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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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "BMF_Api.h"
#include "PIL_time.h"
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_curve_types.h"
#include "DNA_group_types.h"
#include "DNA_ipo_types.h"
#include "DNA_lattice_types.h"
#include "DNA_meta_types.h"
#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "DNA_userdef_types.h" /* for U.dupflag */
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "BLI_linklist.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_anim.h"
#include "BKE_curve.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_ipo.h"
#include "BKE_lattice.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_utildefines.h"
#ifdef WITH_VERSE
#include "BKE_verse.h"
#endif
#include "BIF_editmesh.h"
#include "BIF_editview.h"
#include "BIF_editarmature.h"
#include "BIF_editparticle.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BIF_interface.h"
#include "BIF_mywindow.h"
#include "BIF_resources.h"
#include "BIF_space.h"
#include "BIF_screen.h"
#include "BIF_toolbox.h"
#ifdef WITH_VERSE
#include "BIF_verse.h"
#endif
#include "BSE_edit.h"
#include "BSE_drawipo.h"
#include "BSE_drawview.h"
#include "BSE_trans_types.h"
#include "BSE_view.h"
#include "BDR_editobject.h"
#include "BDR_editmball.h"
#include "BDR_editcurve.h"
/* old stuff */
#include "blendef.h"
#include "mydevice.h"
/*#include "armature.h"*/
/* #include "edit.h" */
#include "nla.h"
#include "transform.h"
#ifdef __NLA
#include "BIF_editarmature.h"
#endif
/* circle selection callback */
typedef void (*select_CBfunc)(short selecting, Object *editobj, short *mval, float rad);
extern void obedit_selectionCB(short selecting, Object *editobj,
short *mval, float rad);
extern void uvedit_selectionCB(short selecting, Object *editobj,
short *mval, float rad);
static void circle_selectCB(select_CBfunc func);
/* flag==2 only border, flag==3 cross+border
flag==5 cross + border + start&end frame
*/
int get_border(rcti *rect, short flag)
{
float dvec[4], fac1, fac2;
int retval=1;
unsigned short event= 0;
short mval[2], mvalo[4], val, x1, y1;
char str[64];
mywinset(G.curscreen->mainwin);
/* slightly larger, 1 pixel at the edge */
glReadBuffer(GL_FRONT);
glDrawBuffer(GL_FRONT);
/* removed my_get_frontbuffer, this crashes when it gets a part outside the screen */
/* solved it with just a redraw! */
mywinset(curarea->win);
glDrawBuffer(GL_FRONT);
persp(PERSP_WIN);
initgrabz(0.0, 0.0, 0.0);
if(flag & 1) {
getmouseco_areawin(mvalo);
/* draws the selection initial cross */
sdrawXORline4(0, 0, mvalo[1], curarea->winx, mvalo[1]);
sdrawXORline4(1, mvalo[0], 0, mvalo[0], curarea->winy);
bglFlush();
while(TRUE) {
/* selection loop while mouse pressed */
getmouseco_areawin(mval);
if(mvalo[0]!=mval[0] || mvalo[1]!=mval[1]) {
/* aiming cross */
sdrawXORline4(0, 0, mval[1], curarea->winx, mval[1]);
sdrawXORline4(1, mval[0], 0, mval[0], curarea->winy);
bglFlush();
mvalo[0]= mval[0];
mvalo[1]= mval[1];
}
event= extern_qread(&val);
if(event && val) {
/* for when a renderwindow is open, and a mouse cursor activates it */
persp(PERSP_VIEW);
mywinset(curarea->win);
persp(PERSP_WIN);
if(event==ESCKEY) {
retval= 0;
break;
}
else if(event==BKEY) {
/* b has been pressed twice: proceed with circle select */
retval= 0;
break;
}
else if(event==LEFTMOUSE) break;
else if(event==MIDDLEMOUSE) break;
else if(event==RIGHTMOUSE) break;
}
else PIL_sleep_ms(10);
} /* end while (TRUE) */
/* erase XORed lines */
sdrawXORline4(-1, 0, 0, 0, 0);
}
else getmouseco_areawin(mval);
if(retval) {
/* box select */
x1= mval[0];
y1= mval[1];
getmouseco_areawin(mvalo);
sdrawXORline4(0, x1, y1, x1, mvalo[1]);
sdrawXORline4(1, x1, mvalo[1], mvalo[0], mvalo[1]);
sdrawXORline4(2, mvalo[0], mvalo[1], mvalo[0], y1);
sdrawXORline4(3, mvalo[0], y1, x1, y1);
bglFlush();
while(TRUE) {
getmouseco_areawin(mval);
if(mvalo[0]!=mval[0] || mvalo[1]!=mval[1]) {
sdrawXORline4(0, x1, y1, x1, mval[1]);
sdrawXORline4(1, x1, mval[1], mval[0], mval[1]);
sdrawXORline4(2, mval[0], mval[1], mval[0], y1);
sdrawXORline4(3, mval[0], y1, x1, y1);
/* draw size information in corner */
if(curarea->spacetype==SPACE_VIEW3D) {
BIF_ThemeColor(TH_BACK);
glRecti(10, 25, 250, 40);
if(G.vd->persp==V3D_ORTHO) {
window_to_3d(dvec, mvalo[0]-x1, mvalo[1]-y1);
sprintf(str, "X %.4f Y %.4f Z %.4f Dia %.4f", dvec[0], dvec[1], dvec[2], sqrt(dvec[0]*dvec[0]+dvec[1]*dvec[1]+dvec[2]*dvec[2]));
glColor3f(0.0, 0.0, 0.0);
glRasterPos2i(15, 27);
BMF_DrawString(G.fonts, str);
glColor3f(0.7, 0.7, 0.7);
glRasterPos2i(16, 28);
BMF_DrawString(G.fonts, str);
}
else if(G.vd->persp==V3D_CAMOB) {
rctf vb;
calc_viewborder(G.vd, &vb);
fac1= (mvalo[0]-x1)/( (float) (vb.xmax-vb.xmin) );
fac1*= 0.01*G.scene->r.size*G.scene->r.xsch;
fac2= (mvalo[1]-y1)/( (float) (vb.ymax-vb.ymin) );
fac2*= 0.01*G.scene->r.size*G.scene->r.ysch;
sprintf(str, "X %.1f Y %.1f Dia %.1f", fabs(fac1), fabs(fac2), sqrt(fac1*fac1 + fac2*fac2) );
glColor3f(0.0, 0.0, 0.0);
glRasterPos2i(15, 27);
BMF_DrawString(G.fonts, str);
glColor3f(0.7, 0.7, 0.7);
glRasterPos2i(16, 28);
BMF_DrawString(G.fonts, str);
}
}
else if(curarea->spacetype==SPACE_IPO) {
SpaceIpo *sipo= curarea->spacedata.first;
BIF_ThemeColor(TH_BACK);
glRecti(20, 30, 170, 40);
mvalo[2]= x1;
mvalo[3]= y1;
areamouseco_to_ipoco(&sipo->v2d, mval, dvec, dvec+1);
areamouseco_to_ipoco(&sipo->v2d, mvalo+2, dvec+2, dvec+3);
if (flag == 5) {
/* setting preview range */
if (dvec[0] < dvec[2])
sprintf(str, "Preview Range: %d to %d", (int)dvec[0], (int)dvec[2]);
else
sprintf(str, "Preview Range: %d to %d", (int)dvec[2], (int)dvec[0]);
}
else
sprintf(str, "Time: %.4f Y %.4f", dvec[0]-dvec[2], dvec[1]-dvec[3]);
BIF_ThemeColor(TH_BACK);
glRecti(14, 24, 165, 38);
glColor3f(0.0, 0.0, 0.0);
glRasterPos2i(15, 27);
BMF_DrawString(G.fonts, str);
glColor3f(0.8, 0.8, 0.8);
glRasterPos2i(16, 28);
BMF_DrawString(G.fonts, str);
}
else if ((ELEM3(curarea->spacetype, SPACE_ACTION, SPACE_NLA, SPACE_TIME)) && flag==5) {
/* only while setting preview range */
View2D *v2d;
switch (curarea->spacetype)
{
case SPACE_ACTION:
{
SpaceAction *saaction= curarea->spacedata.first;
v2d= &saaction->v2d;
}
break;
case SPACE_NLA:
{
SpaceNla *snla= curarea->spacedata.first;
v2d= &snla->v2d;
}
break;
default:
v2d= G.v2d;
break;
}
mvalo[2]= x1;
mvalo[3]= y1;
areamouseco_to_ipoco(v2d, mval, dvec, dvec+1);
areamouseco_to_ipoco(v2d, mvalo+2, dvec+2, dvec+3);
if (dvec[0] < dvec[2])
sprintf(str, "Preview Range: %d to %d", (int)dvec[0], (int)dvec[2]);
else
sprintf(str, "Preview Range: %d to %d", (int)dvec[2], (int)dvec[0]);
BIF_ThemeColor(TH_BACK);
glRecti(14, 24, 165, 38);
glColor3f(0.0, 0.0, 0.0);
glRasterPos2i(15, 27);
BMF_DrawString(G.fonts, str);
glColor3f(0.8, 0.8, 0.8);
glRasterPos2i(16, 28);
BMF_DrawString(G.fonts, str);
}
bglFlush();
mvalo[0]= mval[0];
mvalo[1]= mval[1];
}
event= extern_qread(&val);
if(event && val==0) {
/* still because of the renderwindow... */
persp(PERSP_VIEW);
mywinset(curarea->win);
persp(PERSP_WIN);
if(event==ESCKEY) {
retval= 0;
break;
}
else if(event==LEFTMOUSE) break;
else if(event==MIDDLEMOUSE) break;
else if(event==RIGHTMOUSE) break;
}
} /* end while (TRUE) */
sdrawXORline4(-1, 0, 0, 0, 0);
if(retval) {
rect->xmin= x1;
rect->ymin= y1;
rect->xmax= mval[0];
rect->ymax= mval[1];
retval= event;
/* normalize */
if(rect->xmin>rect->xmax) SWAP(int, rect->xmin, rect->xmax);
if(rect->ymin>rect->ymax) SWAP(int, rect->ymin, rect->ymax);
if(rect->xmin==rect->xmax) retval= 0;
if(rect->ymin==rect->ymax) retval= 0;
}
}
/* clear */
if(event!=BKEY) {
if ELEM(curarea->spacetype, SPACE_VIEW3D, SPACE_IPO) {
scrarea_queue_winredraw(curarea);
}
else if ELEM3(curarea->spacetype, SPACE_ACTION, SPACE_NLA, SPACE_TIME) {
scrarea_queue_winredraw(curarea); // only really needed for
}
}
bglFlush();
glReadBuffer(GL_BACK);
glDrawBuffer(GL_BACK);
persp(PERSP_VIEW);
/* pressed B again ? -> brush select */
if(event==BKEY) {
setlinestyle(0);
switch (curarea->spacetype) {
case SPACE_VIEW3D:
if (G.obedit) {
if ELEM4(G.obedit->type, OB_MESH, OB_CURVE, OB_SURF, OB_LATTICE) {
circle_selectCB(&obedit_selectionCB);
}
}
else if (FACESEL_PAINT_TEST) {
circle_selectCB(&obedit_selectionCB);
}
else if (G.f&G_PARTICLEEDIT) {
circle_selectCB(&PE_selectionCB);
}
return 0;
case SPACE_IMAGE: // brush select in UV editor
circle_selectCB(&uvedit_selectionCB);
// this is a hack; we return 0 that the caller from get_border
// doesn't execute the selection code for border select..
return 0;
}
}
return retval;
}
void draw_sel_circle(short *mval, short *mvalo, float rad, float rado, int selecting)
{
static short no_mvalo=0;
if(mval==NULL && mvalo==NULL) { /* signal */
no_mvalo= 1;
return;
}
persp(PERSP_WIN);
glReadBuffer(GL_FRONT);
glDrawBuffer(GL_FRONT);
//setlinestyle(2);
/* draw circle */
if(mvalo && no_mvalo==0) {
fdrawXORcirc(mvalo[0], mvalo[1], rado);
}
if(mval) {
fdrawXORcirc(mval[0], mval[1], rad);
}
//setlinestyle(0);
bglFlush();
persp(PERSP_VIEW);
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
no_mvalo= 0;
}
/** This function does the same as editview.c:circle_select(),
* but the selection actions are defined by a callback, making
* it (hopefully) reusable for other windows than the 3D view.
*/
static void circle_selectCB(select_CBfunc callback)
{
static float rad= 40.0;
float rado= rad;
int firsttime=1;
int escape= 0;
unsigned short event;
short mvalo[2], mval[2], val;
short selecting=0;
Object *obj;
if(G.obedit) obj = G.obedit;
else obj = OBACT;
mywinset(curarea->win);
getmouseco_areawin(mvalo);
mval[0]= mvalo[0]; mval[1]= mvalo[1];
draw_sel_circle(mval, NULL, rad, 0.0, selecting); // draws frontbuffer, but sets backbuf again
while(TRUE) {
if(mval[0]!=mvalo[0] || mval[1]!=mvalo[1] || rado!=rad || firsttime) {
firsttime= 0;
if(selecting) {
callback(selecting, obj, mval, rad);
}
draw_sel_circle(mval, mvalo, rad, rado, selecting);
mvalo[0]= mval[0];
mvalo[1]= mval[1];
rado= rad;
}
while(qtest()) {
event= extern_qread(&val);
if (event) {
/* for when another window is open and a mouse cursor activates it */
if(event!=MOUSEY && event!=MOUSEX) mywinset(curarea->win);
getmouseco_areawin(mval); // important to do here, trust events!
switch(event) {
case LEFTMOUSE:
case MIDDLEMOUSE:
if(val) selecting= event;
else selecting= 0;
firsttime= 1;
break;
case PAGEUPKEY:
case WHEELDOWNMOUSE:
case PADPLUSKEY:
case EQUALKEY:
if(val) if(rad<200.0) rad*= 1.2;
break;
case PAGEDOWNKEY:
case WHEELUPMOUSE:
case PADMINUS:
case MINUSKEY:
if(val) if(rad>5.0) rad/= 1.2;
break;
case ESCKEY: case SPACEKEY: case RIGHTMOUSE: case INPUTCHANGE:
case GKEY: case SKEY: case RKEY: case XKEY: case EKEY: case TABKEY:
escape= 1;
break;
}
if(escape) break;
}
}
PIL_sleep_ms(10);
if(escape) break;
}
/* clear circle */
draw_sel_circle(NULL, mvalo, 0, rad, 1);
BIF_undo_push("Circle Select");
countall();
allqueue(REDRAWINFO, 0);
}
static void count_object(Object *ob, int sel, int totob)
{
Mesh *me;
Curve *cu;
DerivedMesh *dm;
int tot=0, totf=0;
switch(ob->type) {
case OB_MESH:
G.totmesh+=totob;
me= get_mesh(ob);
if(me) {
int totvert, totedge, totface;
dm = mesh_get_derived_final(ob, get_viewedit_datamask());
totvert = dm->getNumVerts(dm);
totedge = dm->getNumEdges(dm);
totface = dm->getNumFaces(dm);
G.totvert+= totvert*totob;
G.totedge+= totedge*totob;
G.totface+= totface*totob;
if(sel) {
G.totvertsel+= totvert;
G.totfacesel+= totface;
}
}
break;
case OB_LAMP:
G.totlamp+=totob;
break;
case OB_SURF:
case OB_CURVE:
case OB_FONT:
G.totcurve+=totob;
tot=totf= 0;
cu= ob->data;
if(cu->disp.first)
count_displist( &cu->disp, &tot, &totf);
tot*= totob;
totf*= totob;
G.totvert+= tot;
G.totface+= totf;
if(sel) {
G.totvertsel+= tot;
G.totfacesel+= totf;
}
break;
case OB_MBALL:
count_displist( &ob->disp, &tot, &totf);
tot*= totob;
totf*= totob;
G.totvert+= tot;
G.totface+= totf;
if(sel) {
G.totvertsel+= tot;
G.totfacesel+= totf;
}
break;
}
}
/* countall does statistics */
/* is called on most actions, like select/add/delete/layermove */
void countall()
{
extern ListBase editNurb;
Base *base;
Object *ob= OBACT;
Mesh *me;
Nurb *nu;
BezTriple *bezt;
BPoint *bp;
MetaElem *ml;
struct EditBone *ebo;
int a;
G.totvert= G.totvertsel= G.totedge= G.totedgesel= G.totfacesel= G.totface= G.totobj=
G.totmesh= G.totlamp= G.totcurve= G.totobjsel= G.totbone= G.totbonesel= 0;
if(G.obedit) {
if(G.obedit->type==OB_MESH) {
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
for(eve= em->verts.first; eve; eve= eve->next) {
G.totvert++;
if(eve->f & SELECT) G.totvertsel++;
}
for(eed= em->edges.first; eed; eed= eed->next) {
G.totedge++;
if(eed->f & SELECT) G.totedgesel++;
}
for(efa= em->faces.first; efa; efa= efa->next) {
G.totface++;
if(efa->f & SELECT) G.totfacesel++;
}
EM_validate_selections();
}
else if (G.obedit->type==OB_ARMATURE){
for (ebo=G.edbo.first;ebo;ebo=ebo->next){
G.totbone++;
/* Sync selection to parent for connected children */
if ((ebo->flag & BONE_CONNECTED) && ebo->parent){
G.totvert--;
if (ebo->parent->flag & BONE_TIPSEL)
ebo->flag |= BONE_ROOTSEL;
else
ebo->flag &= ~BONE_ROOTSEL;
}
if (ebo->flag & BONE_TIPSEL)
G.totvertsel++;
if (ebo->flag & BONE_ROOTSEL)
G.totvertsel++;
if ((ebo->flag & BONE_TIPSEL) && (ebo->flag & BONE_ROOTSEL))
ebo->flag |= BONE_SELECTED;
else
ebo->flag &= ~BONE_SELECTED;
if(ebo->flag & BONE_SELECTED) G.totbonesel++;
// If this is a connected child and it's parent is being moved, remove our root
if ((ebo->flag & BONE_CONNECTED)&& (ebo->flag & BONE_ROOTSEL) && ebo->parent && (ebo->parent->flag & BONE_TIPSEL)){
G.totvertsel--;
}
G.totvert+=2;
}
}
else if ELEM3(G.obedit->type, OB_CURVE, OB_SURF, OB_FONT) {
nu= editNurb.first;
while(nu) {
if((nu->type & 7)==CU_BEZIER) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
G.totvert+=3;
if(bezt->f1) G.totvertsel++;
if(bezt->f2) G.totvertsel++;
if(bezt->f3) G.totvertsel++;
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
G.totvert++;
if(bp->f1 & SELECT) G.totvertsel++;
bp++;
}
}
nu= nu->next;
}
}
else if(G.obedit->type==OB_MBALL) {
/* editmball.c */
extern ListBase editelems; /* go away ! */
ml= editelems.first;
while(ml) {
G.totvert++;
if(ml->flag & SELECT) G.totvertsel++;
ml= ml->next;
}
}
else if(G.obedit->type==OB_LATTICE) {
bp= editLatt->def;
a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
while(a--) {
G.totvert++;
if(bp->f1 & SELECT) G.totvertsel++;
bp++;
}
}
allqueue(REDRAWINFO, 1); /* 1, because header->win==0! */
return;
}
else if(ob && (ob->flag & OB_POSEMODE)) {
if(ob->pose) {
bArmature *arm= ob->data;
bPoseChannel *pchan;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
G.totbone++;
if(pchan->bone && (pchan->bone->flag & BONE_SELECTED))
if(pchan->bone->layer & arm->layer)
G.totbonesel++;
}
}
allqueue(REDRAWINFO, 1); /* 1, because header->win==0! */
return;
}
else if(FACESEL_PAINT_TEST) {
me= get_mesh((G.scene->basact) ? (G.scene->basact->object) : 0);
if(me) {
G.totface= me->totface;
G.totvert= me->totvert;
}
allqueue(REDRAWINFO, 1); /* 1, because header->win==0! */
return;
}
if(G.scene==NULL) return;
base= (G.scene->base.first);
while(base) {
if(G.scene->lay & base->lay) {
ob= base->object; /* warning, ob not is obact anymore */
if(base->flag & SELECT) G.totobjsel++;
if(ob->transflag & OB_DUPLIPARTS) {
ParticleSystem *psys;
ParticleSettings *part;
int step_nbr;
for(psys=ob->particlesystem.first; psys; psys=psys->next){
part=psys->part;
//if(psys->flag&PSYS_BAKED && part->draw&PART_DRAW_KEYS)
// step_nbr=part->keys_step;
//else
step_nbr=1;
if(part->draw_as==PART_DRAW_OB && part->dup_ob){
int tot=count_particles(psys);
count_object(part->dup_ob, 0, tot*step_nbr);
}
else if(part->draw_as==PART_DRAW_GR && part->dup_group){
GroupObject *go;
int tot, totgroup=0, cur=0;
go= part->dup_group->gobject.first;
while(go){
go=go->next;
totgroup++;
}
go= part->dup_group->gobject.first;
while(go){
tot=count_particles_mod(psys,totgroup,cur);
count_object(go->ob, 0, tot*step_nbr);
cur++;
go=go->next;
}
}
}
count_object(ob, base->flag & SELECT, 1);
G.totobj++;
}
else if(ob->parent && (ob->parent->transflag & (OB_DUPLIVERTS|OB_DUPLIFACES))) {
int tot= count_duplilist(ob->parent);
G.totobj+=tot;
count_object(ob, base->flag & SELECT, tot);
}
else if(ob->transflag & OB_DUPLIFRAMES) {
int tot= count_duplilist(ob);
G.totobj+=tot;
count_object(ob, base->flag & SELECT, tot);
}
else if((ob->transflag & OB_DUPLIGROUP) && ob->dup_group) {
int tot= count_duplilist(ob);
G.totobj+=tot;
count_object(ob, base->flag & SELECT, tot);
}
else {
count_object(ob, base->flag & SELECT, 1);
G.totobj++;
}
}
base= base->next;
}
allqueue(REDRAWINFO, 1); /* 1, because header->win==0! */
}
/* ************************************************** */
/* ********************* old transform stuff ******** */
/* ************************************************** */
static TransVert *transvmain=NULL;
static int tottrans= 0;
/* copied from editobject.c, now uses (almost) proper depgraph */
static void special_transvert_update(void)
{
if(G.obedit) {
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
if(G.obedit->type==OB_MESH) {
#ifdef WITH_VERSE
if(G.editMesh->vnode)
sync_all_verseverts_with_editverts((VNode*)G.editMesh->vnode);
#endif
recalc_editnormals(); // does face centers too
}
else if ELEM(G.obedit->type, OB_CURVE, OB_SURF) {
extern ListBase editNurb;
Nurb *nu= editNurb.first;
while(nu) {
test2DNurb(nu);
testhandlesNurb(nu); /* test for bezier too */
nu= nu->next;
}
}
else if(G.obedit->type==OB_ARMATURE){
bArmature *arm= G.obedit->data;
EditBone *ebo;
TransVert *tv= transvmain;
int a=0;
/* Ensure all bone tails are correctly adjusted */
for (ebo=G.edbo.first; ebo; ebo=ebo->next) {
/* adjust tip if both ends selected */
if ((ebo->flag & BONE_ROOTSEL) && (ebo->flag & BONE_TIPSEL)) {
if (tv) {
float diffvec[3];
VecSubf(diffvec, tv->loc, tv->oldloc);
VecAddf(ebo->tail, ebo->tail, diffvec);
a++;
if (a<tottrans) tv++;
}
}
}
/* Ensure all bones are correctly adjusted */
for (ebo=G.edbo.first; ebo; ebo=ebo->next) {
if ((ebo->flag & BONE_CONNECTED) && ebo->parent){
/* If this bone has a parent tip that has been moved */
if (ebo->parent->flag & BONE_TIPSEL){
VECCOPY (ebo->head, ebo->parent->tail);
}
/* If this bone has a parent tip that has NOT been moved */
else{
VECCOPY (ebo->parent->tail, ebo->head);
}
}
}
if(arm->flag & ARM_MIRROR_EDIT)
transform_armature_mirror_update();
}
else if(G.obedit->type==OB_LATTICE) {
if(editLatt->flag & LT_OUTSIDE) outside_lattice(editLatt);
}
}
}
/* copied from editobject.c, needs to be replaced with new transform code still */
/* mode: 1 = proportional, 2 = all joints (for bones only) */
static void make_trans_verts(float *min, float *max, int mode)
{
extern ListBase editNurb;
EditMesh *em = G.editMesh;
Nurb *nu;
BezTriple *bezt;
BPoint *bp;
TransVert *tv=NULL;
MetaElem *ml;
EditVert *eve;
EditBone *ebo;
float total, center[3], centroid[3];
int a;
tottrans= 0; // global!
INIT_MINMAX(min, max);
centroid[0]=centroid[1]=centroid[2]= 0.0;
/* note for transform refactor: dont rely on countall anymore... its ancient */
/* I skip it for editmesh now (ton) */
if(G.obedit->type!=OB_MESH) {
countall();
if(mode) tottrans= G.totvert;
else tottrans= G.totvertsel;
if(G.totvertsel==0) {
tottrans= 0;
return;
}
tv=transvmain= MEM_callocN(tottrans*sizeof(TransVert), "maketransverts");
}
/* we count again because of hide (old, not for mesh!) */
tottrans= 0;
if(G.obedit->type==OB_MESH) {
int proptrans= 0;
// transform now requires awareness for select mode, so we tag the f1 flags in verts
tottrans= 0;
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h==0 && (eve->f & SELECT)) {
eve->f1= SELECT;
tottrans++;
}
else eve->f1= 0;
}
}
else if(G.scene->selectmode & SCE_SELECT_EDGE) {
EditEdge *eed;
for(eve= em->verts.first; eve; eve= eve->next) eve->f1= 0;
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0 && (eed->f & SELECT)) eed->v1->f1= eed->v2->f1= SELECT;
}
for(eve= em->verts.first; eve; eve= eve->next) if(eve->f1) tottrans++;
}
else {
EditFace *efa;
for(eve= em->verts.first; eve; eve= eve->next) eve->f1= 0;
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0 && (efa->f & SELECT)) {
efa->v1->f1= efa->v2->f1= efa->v3->f1= SELECT;
if(efa->v4) efa->v4->f1= SELECT;
}
}
for(eve= em->verts.first; eve; eve= eve->next) if(eve->f1) tottrans++;
}
/* proportional edit exception... */
if((mode & 1) && tottrans) {
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h==0) {
eve->f1 |= 2;
proptrans++;
}
}
if(proptrans>tottrans) tottrans= proptrans;
}
/* and now make transverts */
if(tottrans) {
tv=transvmain= MEM_callocN(tottrans*sizeof(TransVert), "maketransverts");
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->f1) {
VECCOPY(tv->oldloc, eve->co);
tv->loc= eve->co;
if(eve->no[0]!=0.0 || eve->no[1]!=0.0 ||eve->no[2]!=0.0)
tv->nor= eve->no; // note this is a hackish signal (ton)
tv->flag= eve->f1 & SELECT;
tv++;
}
}
}
}
else if (G.obedit->type==OB_ARMATURE){
bArmature *arm= G.obedit->data;
for (ebo=G.edbo.first;ebo;ebo=ebo->next){
if(ebo->layer & arm->layer) {
short tipsel= (ebo->flag & BONE_TIPSEL);
short rootsel= (ebo->flag & BONE_ROOTSEL);
short rootok= (!(ebo->parent && (ebo->flag & BONE_CONNECTED) && ebo->parent->flag & BONE_TIPSEL));
if ((tipsel && rootsel) || (rootsel)) {
/* Don't add the tip (unless mode & 2, for getting all joints),
* otherwise we get zero-length bones as tips will snap to the same
* location as heads.
*/
if (rootok) {
VECCOPY (tv->oldloc, ebo->head);
tv->loc= ebo->head;
tv->nor= NULL;
tv->flag= 1;
tv++;
tottrans++;
}
if ((mode & 2) && (tipsel)) {
VECCOPY (tv->oldloc, ebo->tail);
tv->loc= ebo->tail;
tv->nor= NULL;
tv->flag= 1;
tv++;
tottrans++;
}
}
else if (tipsel) {
VECCOPY (tv->oldloc, ebo->tail);
tv->loc= ebo->tail;
tv->nor= NULL;
tv->flag= 1;
tv++;
tottrans++;
}
}
}
}
else if ELEM(G.obedit->type, OB_CURVE, OB_SURF) {
nu= editNurb.first;
while(nu) {
if((nu->type & 7)==CU_BEZIER) {
a= nu->pntsu;
bezt= nu->bezt;
while(a--) {
if(bezt->hide==0) {
if((mode & 1) || (bezt->f1 & SELECT)) {
VECCOPY(tv->oldloc, bezt->vec[0]);
tv->loc= bezt->vec[0];
tv->flag= bezt->f1 & SELECT;
tv++;
tottrans++;
}
if((mode & 1) || (bezt->f2 & SELECT)) {
VECCOPY(tv->oldloc, bezt->vec[1]);
tv->loc= bezt->vec[1];
tv->val= &(bezt->alfa);
tv->oldval= bezt->alfa;
tv->flag= bezt->f2 & SELECT;
tv++;
tottrans++;
}
if((mode & 1) || (bezt->f3 & SELECT)) {
VECCOPY(tv->oldloc, bezt->vec[2]);
tv->loc= bezt->vec[2];
tv->flag= bezt->f3 & SELECT;
tv++;
tottrans++;
}
}
bezt++;
}
}
else {
a= nu->pntsu*nu->pntsv;
bp= nu->bp;
while(a--) {
if(bp->hide==0) {
if((mode & 1) || (bp->f1 & SELECT)) {
VECCOPY(tv->oldloc, bp->vec);
tv->loc= bp->vec;
tv->val= &(bp->alfa);
tv->oldval= bp->alfa;
tv->flag= bp->f1 & SELECT;
tv++;
tottrans++;
}
}
bp++;
}
}
nu= nu->next;
}
}
else if(G.obedit->type==OB_MBALL) {
extern ListBase editelems; /* go away ! */
ml= editelems.first;
while(ml) {
if(ml->flag & SELECT) {
tv->loc= &ml->x;
VECCOPY(tv->oldloc, tv->loc);
tv->val= &(ml->rad);
tv->oldval= ml->rad;
tv->flag= 1;
tv++;
tottrans++;
}
ml= ml->next;
}
}
else if(G.obedit->type==OB_LATTICE) {
bp= editLatt->def;
a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
while(a--) {
if((mode & 1) || (bp->f1 & SELECT)) {
if(bp->hide==0) {
VECCOPY(tv->oldloc, bp->vec);
tv->loc= bp->vec;
tv->flag= bp->f1 & SELECT;
tv++;
tottrans++;
}
}
bp++;
}
}
/* cent etc */
tv= transvmain;
total= 0.0;
for(a=0; a<tottrans; a++, tv++) {
if(tv->flag & SELECT) {
centroid[0]+= tv->oldloc[0];
centroid[1]+= tv->oldloc[1];
centroid[2]+= tv->oldloc[2];
total+= 1.0;
DO_MINMAX(tv->oldloc, min, max);
}
}
if(total!=0.0) {
centroid[0]/= total;
centroid[1]/= total;
centroid[2]/= total;
}
center[0]= (min[0]+max[0])/2.0;
center[1]= (min[1]+max[1])/2.0;
center[2]= (min[2]+max[2])/2.0;
}
void snap_sel_to_grid()
{
extern float originmat[3][3]; /* object.c */
TransVert *tv;
Base *base;
Object *ob;
float gridf, imat[3][3], bmat[3][3], vec[3];
int a;
gridf= G.vd->gridview;
if(G.obedit) {
tottrans= 0;
if ELEM6(G.obedit->type, OB_ARMATURE, OB_LATTICE, OB_MESH, OB_SURF, OB_CURVE, OB_MBALL)
make_trans_verts(bmat[0], bmat[1], 0);
if(tottrans==0) return;
Mat3CpyMat4(bmat, G.obedit->obmat);
Mat3Inv(imat, bmat);
tv= transvmain;
for(a=0; a<tottrans; a++, tv++) {
VECCOPY(vec, tv->loc);
Mat3MulVecfl(bmat, vec);
VecAddf(vec, vec, G.obedit->obmat[3]);
vec[0]= G.vd->gridview*floor(.5+ vec[0]/gridf);
vec[1]= G.vd->gridview*floor(.5+ vec[1]/gridf);
vec[2]= G.vd->gridview*floor(.5+ vec[2]/gridf);
VecSubf(vec, vec, G.obedit->obmat[3]);
Mat3MulVecfl(imat, vec);
VECCOPY(tv->loc, vec);
}
special_transvert_update();
MEM_freeN(transvmain);
transvmain= 0;
allqueue(REDRAWVIEW3D, 0);
return;
}
base= (G.scene->base.first);
while(base) {
if( ( ((base)->flag & SELECT) && ((base)->lay & G.vd->lay) && ((base)->object->id.lib==0))) {
ob= base->object;
if(ob->flag & OB_POSEMODE) {
bPoseChannel *pchan;
bArmature *arm= ob->data;
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if(pchan->bone->flag & BONE_SELECTED) {
if(pchan->bone->layer & arm->layer) {
if((pchan->bone->flag & BONE_CONNECTED)==0) {
float vecN[3], nLoc[3];
/* get nearest grid point to snap to */
VECCOPY(nLoc, pchan->pose_mat[3]);
vec[0]= gridf * (float)(floor(.5+ nLoc[0]/gridf));
vec[1]= gridf * (float)(floor(.5+ nLoc[1]/gridf));
vec[2]= gridf * (float)(floor(.5+ nLoc[2]/gridf));
/* get bone-space location of grid point */
armature_loc_pose_to_bone(pchan, vec, vecN);
/* adjust location */
VECCOPY(pchan->loc, vecN);
}
/* if the bone has a parent and is connected to the parent,
* don't do anything - will break chain unless we do auto-ik.
*/
}
}
}
ob->pose->flag |= (POSE_LOCKED|POSE_DO_UNLOCK);
/* auto-keyframing */
autokeyframe_pose_cb_func(ob, TFM_TRANSLATION, 0);
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
}
else {
ob->recalc |= OB_RECALC_OB;
vec[0]= -ob->obmat[3][0]+G.vd->gridview*floor(.5+ ob->obmat[3][0]/gridf);
vec[1]= -ob->obmat[3][1]+G.vd->gridview*floor(.5+ ob->obmat[3][1]/gridf);
vec[2]= -ob->obmat[3][2]+G.vd->gridview*floor(.5+ ob->obmat[3][2]/gridf);
if(ob->parent) {
where_is_object(ob);
Mat3Inv(imat, originmat);
Mat3MulVecfl(imat, vec);
ob->loc[0]+= vec[0];
ob->loc[1]+= vec[1];
ob->loc[2]+= vec[2];
}
else {
ob->loc[0]+= vec[0];
ob->loc[1]+= vec[1];
ob->loc[2]+= vec[2];
}
#ifdef WITH_VERSE
if(ob->vnode) b_verse_send_transformation(ob);
#endif
/* auto-keyframing */
autokeyframe_ob_cb_func(ob, TFM_TRANSLATION);
}
}
base= base->next;
}
DAG_scene_flush_update(G.scene, screen_view3d_layers(), 0);
allqueue(REDRAWVIEW3D, 0);
}
void snap_sel_to_curs()
{
extern float originmat[3][3]; /* object.c */
TransVert *tv;
Base *base;
Object *ob;
float *curs, imat[3][3], bmat[3][3], vec[3];
int a;
curs= give_cursor();
if(G.obedit) {
tottrans= 0;
if ELEM6(G.obedit->type, OB_ARMATURE, OB_LATTICE, OB_MESH, OB_SURF, OB_CURVE, OB_MBALL)
make_trans_verts(bmat[0], bmat[1], 0);
if(tottrans==0) return;
Mat3CpyMat4(bmat, G.obedit->obmat);
Mat3Inv(imat, bmat);
tv= transvmain;
for(a=0; a<tottrans; a++, tv++) {
vec[0]= curs[0]-G.obedit->obmat[3][0];
vec[1]= curs[1]-G.obedit->obmat[3][1];
vec[2]= curs[2]-G.obedit->obmat[3][2];
Mat3MulVecfl(imat, vec);
VECCOPY(tv->loc, vec);
}
special_transvert_update();
MEM_freeN(transvmain);
transvmain= 0;
allqueue(REDRAWVIEW3D, 0);
return;
}
base= (G.scene->base.first);
while(base) {
if( ( ((base)->flag & SELECT) && ((base)->lay & G.vd->lay) && ((base)->object->id.lib==0))) {
ob= base->object;
if(ob->flag & OB_POSEMODE) {
bPoseChannel *pchan;
bArmature *arm= ob->data;
float cursp[3];
Mat4Invert(ob->imat, ob->obmat);
VECCOPY(cursp, curs);
Mat4MulVecfl(ob->imat, cursp);
for (pchan = ob->pose->chanbase.first; pchan; pchan=pchan->next) {
if(pchan->bone->flag & BONE_SELECTED) {
if(pchan->bone->layer & arm->layer) {
if((pchan->bone->flag & BONE_CONNECTED)==0) {
float curspn[3];
/* get location of cursor in bone-space */
armature_loc_pose_to_bone(pchan, cursp, curspn);
/* calculate new position */
VECCOPY(pchan->loc, curspn);
}
/* if the bone has a parent and is connected to the parent,
* don't do anything - will break chain unless we do auto-ik.
*/
}
}
}
ob->pose->flag |= (POSE_LOCKED|POSE_DO_UNLOCK);
/* auto-keyframing */
autokeyframe_pose_cb_func(ob, TFM_TRANSLATION, 0);
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
}
else {
ob->recalc |= OB_RECALC_OB;
vec[0]= -ob->obmat[3][0] + curs[0];
vec[1]= -ob->obmat[3][1] + curs[1];
vec[2]= -ob->obmat[3][2] + curs[2];
if(ob->parent) {
where_is_object(ob);
Mat3Inv(imat, originmat);
Mat3MulVecfl(imat, vec);
ob->loc[0]+= vec[0];
ob->loc[1]+= vec[1];
ob->loc[2]+= vec[2];
}
else {
ob->loc[0]+= vec[0];
ob->loc[1]+= vec[1];
ob->loc[2]+= vec[2];
}
#ifdef WITH_VERSE
if(ob->vnode) b_verse_send_transformation(ob);
#endif
/* auto-keyframing */
autokeyframe_ob_cb_func(ob, TFM_TRANSLATION);
}
}
base= base->next;
}
DAG_scene_flush_update(G.scene, screen_view3d_layers(), 0);
allqueue(REDRAWVIEW3D, 0);
}
void snap_curs_to_grid()
{
float gridf, *curs;
gridf= G.vd->gridview;
curs= give_cursor();
curs[0]= G.vd->gridview*floor(.5+curs[0]/gridf);
curs[1]= G.vd->gridview*floor(.5+curs[1]/gridf);
curs[2]= G.vd->gridview*floor(.5+curs[2]/gridf);
allqueue(REDRAWVIEW3D, 0);
}
void snap_curs_to_sel()
{
TransVert *tv;
Base *base;
float *curs, bmat[3][3], vec[3], min[3], max[3], centroid[3];
int count, a;
curs= give_cursor();
count= 0;
INIT_MINMAX(min, max);
centroid[0]= centroid[1]= centroid[2]= 0.0;
if(G.obedit) {
tottrans=0;
if ELEM6(G.obedit->type, OB_ARMATURE, OB_LATTICE, OB_MESH, OB_SURF, OB_CURVE, OB_MBALL)
make_trans_verts(bmat[0], bmat[1], 2);
if(tottrans==0) return;
Mat3CpyMat4(bmat, G.obedit->obmat);
tv= transvmain;
for(a=0; a<tottrans; a++, tv++) {
VECCOPY(vec, tv->loc);
Mat3MulVecfl(bmat, vec);
VecAddf(vec, vec, G.obedit->obmat[3]);
VecAddf(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
}
if(G.vd->around==V3D_CENTROID) {
VecMulf(centroid, 1.0/(float)tottrans);
VECCOPY(curs, centroid);
}
else {
curs[0]= (min[0]+max[0])/2;
curs[1]= (min[1]+max[1])/2;
curs[2]= (min[2]+max[2])/2;
}
MEM_freeN(transvmain);
transvmain= 0;
}
else {
Object *ob= OBACT;
if(ob && (ob->flag & OB_POSEMODE)) {
bArmature *arm= ob->data;
bPoseChannel *pchan;
for (pchan = ob->pose->chanbase.first; pchan; pchan=pchan->next) {
if(arm->layer & pchan->bone->layer) {
if(pchan->bone->flag & BONE_SELECTED) {
VECCOPY(vec, pchan->pose_head);
Mat4MulVecfl(ob->obmat, vec);
VecAddf(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
count++;
}
}
}
}
else {
for(base= G.scene->base.first; base; base= base->next) {
if(((base)->flag & SELECT) && ((base)->lay & G.vd->lay) ) {
VECCOPY(vec, base->object->obmat[3]);
VecAddf(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
count++;
}
}
}
if(count) {
if(G.vd->around==V3D_CENTROID) {
VecMulf(centroid, 1.0/(float)count);
VECCOPY(curs, centroid);
}
else {
curs[0]= (min[0]+max[0])/2;
curs[1]= (min[1]+max[1])/2;
curs[2]= (min[2]+max[2])/2;
}
}
}
allqueue(REDRAWVIEW3D, 0);
}
void snap_curs_to_active()
{
float *curs;
curs = give_cursor();
if (G.obedit)
{
if (G.obedit->type == OB_MESH)
{
/* check active */
EditSelection ese;
if (EM_get_actSelection(&ese)) {
EM_editselection_center(curs, &ese);
}
Mat4MulVecfl(G.obedit->obmat, curs);
}
}
else
{
if (BASACT)
{
VECCOPY(curs, BASACT->object->obmat[3]);
}
}
allqueue(REDRAWVIEW3D, 0);
}
void snap_to_center()
{
extern float originmat[3][3];
TransVert *tv;
Base *base;
Object *ob;
float snaploc[3], imat[3][3], bmat[3][3], vec[3], min[3], max[3], centroid[3];
int count, a;
/*calculate the snaplocation (centerpoint) */
count= 0;
INIT_MINMAX(min, max);
centroid[0]= centroid[1]= centroid[2]= 0.0f;
snaploc[0]= snaploc[1]= snaploc[2]= 0.0f;
if(G.obedit) {
tottrans= 0;
if ELEM6(G.obedit->type, OB_ARMATURE, OB_LATTICE, OB_MESH, OB_SURF, OB_CURVE, OB_MBALL)
make_trans_verts(bmat[0], bmat[1], 0);
if(tottrans==0) return;
Mat3CpyMat4(bmat, G.obedit->obmat);
Mat3Inv(imat, bmat);
tv= transvmain;
for(a=0; a<tottrans; a++, tv++) {
VECCOPY(vec, tv->loc);
Mat3MulVecfl(bmat, vec);
VecAddf(vec, vec, G.obedit->obmat[3]);
VecAddf(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
}
if(G.vd->around==V3D_CENTROID) {
VecMulf(centroid, 1.0/(float)tottrans);
VECCOPY(snaploc, centroid);
}
else {
snaploc[0]= (min[0]+max[0])/2;
snaploc[1]= (min[1]+max[1])/2;
snaploc[2]= (min[2]+max[2])/2;
}
MEM_freeN(transvmain);
transvmain= 0;
}
else {
base= (G.scene->base.first);
while(base) {
if(((base)->flag & SELECT) && ((base)->lay & G.vd->lay) ) {
ob= base->object;
if(ob->flag & OB_POSEMODE) {
bPoseChannel *pchan;
bArmature *arm= ob->data;
for (pchan = ob->pose->chanbase.first; pchan; pchan=pchan->next) {
if(pchan->bone->flag & BONE_SELECTED) {
if(pchan->bone->layer & arm->layer) {
VECCOPY(vec, pchan->pose_mat[3]);
VecAddf(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
count++;
}
}
}
}
else {
/* not armature bones (i.e. objects) */
VECCOPY(vec, base->object->obmat[3]);
VecAddf(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
count++;
}
}
base= base->next;
}
if(count) {
if(G.vd->around==V3D_CENTROID) {
VecMulf(centroid, 1.0/(float)count);
VECCOPY(snaploc, centroid);
}
else {
snaploc[0]= (min[0]+max[0])/2;
snaploc[1]= (min[1]+max[1])/2;
snaploc[2]= (min[2]+max[2])/2;
}
}
}
/* Snap the selection to the snaplocation (duh!) */
if(G.obedit) {
tottrans= 0;
if ELEM6(G.obedit->type, OB_ARMATURE, OB_LATTICE, OB_MESH, OB_SURF, OB_CURVE, OB_MBALL)
make_trans_verts(bmat[0], bmat[1], 0);
if(tottrans==0) return;
Mat3CpyMat4(bmat, G.obedit->obmat);
Mat3Inv(imat, bmat);
tv= transvmain;
for(a=0; a<tottrans; a++, tv++) {
vec[0]= snaploc[0]-G.obedit->obmat[3][0];
vec[1]= snaploc[1]-G.obedit->obmat[3][1];
vec[2]= snaploc[2]-G.obedit->obmat[3][2];
Mat3MulVecfl(imat, vec);
VECCOPY(tv->loc, vec);
}
special_transvert_update();
MEM_freeN(transvmain);
transvmain= 0;
allqueue(REDRAWVIEW3D, 0);
return;
}
base= (G.scene->base.first);
while(base) {
if( ( ((base)->flag & SELECT) && ((base)->lay & G.vd->lay) && ((base)->object->id.lib==0))) {
ob= base->object;
if(ob->flag & OB_POSEMODE) {
bPoseChannel *pchan;
bArmature *arm= ob->data;
for (pchan = ob->pose->chanbase.first; pchan; pchan=pchan->next) {
if(pchan->bone->flag & BONE_SELECTED) {
if(pchan->bone->layer & arm->layer) {
if((pchan->bone->flag & BONE_CONNECTED)==0) {
/* get location of cursor in bone-space */
armature_loc_pose_to_bone(pchan, snaploc, vec);
/* calculate new position */
VECCOPY(pchan->loc, vec);
}
/* if the bone has a parent and is connected to the parent,
* don't do anything - will break chain unless we do auto-ik.
*/
}
}
}
/* auto-keyframing */
ob->pose->flag |= POSE_DO_UNLOCK;
autokeyframe_pose_cb_func(ob, TFM_TRANSLATION, 0);
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
}
else {
ob->recalc |= OB_RECALC_OB;
vec[0]= -ob->obmat[3][0] + snaploc[0];
vec[1]= -ob->obmat[3][1] + snaploc[1];
vec[2]= -ob->obmat[3][2] + snaploc[2];
if(ob->parent) {
where_is_object(ob);
Mat3Inv(imat, originmat);
Mat3MulVecfl(imat, vec);
ob->loc[0]+= vec[0];
ob->loc[1]+= vec[1];
ob->loc[2]+= vec[2];
}
else {
ob->loc[0]+= vec[0];
ob->loc[1]+= vec[1];
ob->loc[2]+= vec[2];
}
#ifdef WITH_VERSE
if(ob->vnode) b_verse_send_transformation(ob);
#endif
/* auto-keyframing */
autokeyframe_ob_cb_func(ob, TFM_TRANSLATION);
}
}
base= base->next;
}
DAG_scene_flush_update(G.scene, screen_view3d_layers(), 0);
allqueue(REDRAWVIEW3D, 0);
}
void snapmenu()
{
short event;
event = pupmenu("Snap %t|Selection -> Grid%x1|Selection -> Cursor%x2|Selection -> Center%x3|%l|Cursor -> Selection%x4|Cursor -> Grid%x5|Cursor -> Active%x6");
switch (event) {
case 1: /*Selection to grid*/
snap_sel_to_grid();
BIF_undo_push("Snap selection to grid");
break;
case 2: /*Selection to cursor*/
snap_sel_to_curs();
BIF_undo_push("Snap selection to cursor");
break;
case 3: /*Selection to center of selection*/
snap_to_center();
BIF_undo_push("Snap selection to center");
break;
case 4: /*Cursor to selection*/
snap_curs_to_sel();
break;
case 5: /*Cursor to grid*/
snap_curs_to_grid();
break;
case 6: /*Cursor to Active*/
snap_curs_to_active();
BIF_undo_push("Snap selection to center");
break;
}
}
void alignmenu()
{
short val;
char *str_menu = BIF_menustringTransformOrientation("Align");
val= pupmenu(str_menu);
MEM_freeN(str_menu);
if (val >= 0)
{
short old_val = G.vd->twmode;
G.vd->twmode = val;
initTransform(TFM_ALIGN, CTX_NO_PET|CTX_AUTOCONFIRM);
Transform();
G.vd->twmode = old_val;
}
}
#define MERGELIMIT 0.001
void mergemenu(void)
{
short event;
int remCount = 0;
if(G.scene->selectmode & SCE_SELECT_VERTEX)
if(G.editMesh->selected.first && G.editMesh->selected.last &&
((EditSelection*)G.editMesh->selected.first)->type == EDITVERT && ((EditSelection*)G.editMesh->selected.last)->type == EDITVERT)
event = pupmenu("Merge %t|At First %x6|At Last%x1|At Center%x3|At Cursor%x4|Collapse%x2");
else if (G.editMesh->selected.first && ((EditSelection*)G.editMesh->selected.first)->type == EDITVERT)
event = pupmenu("Merge %t|At First %x6|At Center%x3|At Cursor%x4|Collapse%x2");
else if (G.editMesh->selected.last && ((EditSelection*)G.editMesh->selected.last)->type == EDITVERT)
event = pupmenu("Merge %t|At Last %x1|At Center%x3|At Cursor%x4|Collapse%x2");
else event = pupmenu("Merge %t|At Center%x3|At Cursor%x4|Collapse%x2");
else event = pupmenu("Merge %t|At Center%x3|At Cursor%x4|Collapse%x2");
switch (event)
{
case -1:
return;
case 3:
if(G.qual & LR_CTRLKEY) remCount = merge_target(0,1);
else remCount = merge_target(0,0);
BIF_undo_push("Merge at center");
break;
case 4:
if(G.qual & LR_CTRLKEY) remCount = merge_target(1,1);
else remCount = merge_target(1,0);
BIF_undo_push("Merge at cursor");
break;
case 1:
if(G.qual & LR_CTRLKEY) remCount = merge_firstlast(0,1);
else remCount = merge_firstlast(0,0);
BIF_undo_push("Merge at last selected");
break;
case 6:
if(G.qual & LR_CTRLKEY) remCount = merge_firstlast(1,1);
else remCount = merge_firstlast(1,0);
BIF_undo_push("Merge at first selected");
break;
case 2:
remCount = collapseEdges();
BIF_undo_push("Collapse");
break;
}
notice("Removed %d Vertices", remCount);
allqueue(REDRAWVIEW3D, 0);
countall();
}
#undef MERGELIMIT
void delete_context_selected(void)
{
if(G.obedit) {
if(G.obedit->type==OB_MESH) delete_mesh();
else if ELEM(G.obedit->type, OB_CURVE, OB_SURF) delNurb();
else if(G.obedit->type==OB_MBALL) delete_mball();
else if (G.obedit->type==OB_ARMATURE) delete_armature();
}
else if(G.f & G_PARTICLEEDIT){
PE_delete_particle();
}
else delete_obj(0);
}
void duplicate_context_selected(void)
{
if(G.obedit) {
if(G.obedit->type==OB_MESH) adduplicate_mesh();
else if(G.obedit->type==OB_ARMATURE) adduplicate_armature();
else if(G.obedit->type==OB_MBALL) adduplicate_mball();
else if ELEM(G.obedit->type, OB_CURVE, OB_SURF) adduplicate_nurb();
}
else if(G.f & G_PARTICLEEDIT);
else
adduplicate(0, U.dupflag);
}
void toggle_shading(void)
{
if(G.qual & LR_SHIFTKEY) {
if(G.qual & LR_ALTKEY) {
reshadeall_displist();
G.vd->drawtype= OB_SHADED;
}
else {
if(G.vd->drawtype== OB_SHADED) G.vd->drawtype= OB_WIRE;
else G.vd->drawtype= OB_SHADED;
}
}
else if(G.qual & LR_ALTKEY) {
if(G.vd->drawtype== OB_TEXTURE) G.vd->drawtype= OB_SOLID;
else G.vd->drawtype= OB_TEXTURE;
}
else {
if(G.vd->drawtype==OB_SOLID || G.vd->drawtype==OB_SHADED) G.vd->drawtype= OB_WIRE;
else G.vd->drawtype= OB_SOLID;
}
if(G.vd->drawtype != OB_WIRE && G.vd->depths) {
G.vd->depths->damaged= 1;
}
}
int minmax_verts(float *min, float *max)
{
TransVert *tv;
float centroid[3], vec[3], bmat[3][3];
int a;
tottrans=0;
if ELEM5(G.obedit->type, OB_ARMATURE, OB_LATTICE, OB_MESH, OB_SURF, OB_CURVE)
make_trans_verts(bmat[0], bmat[1], 2);
if(tottrans==0) return 0;
Mat3CpyMat4(bmat, G.obedit->obmat);
tv= transvmain;
for(a=0; a<tottrans; a++, tv++) {
VECCOPY(vec, tv->loc);
Mat3MulVecfl(bmat, vec);
VecAddf(vec, vec, G.obedit->obmat[3]);
VecAddf(centroid, centroid, vec);
DO_MINMAX(vec, min, max);
}
MEM_freeN(transvmain);
transvmain= 0;
return 1;
}