- Poly build now uses a new gizmo for pre-selection which has the same behavior as loop-cut. This replaces hack where mouse-move set the active element which was no longer working properly because of missing depsgraph updates. - Multi-object support for poly-build. - Support for deformed cage. - Fix error where changing active object wasn't properly refreshing the preselect gizmo (for loopcut too). Currently holding Alt to select non-boundary element's isn't working.
219 lines
5.1 KiB
C
219 lines
5.1 KiB
C
/*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/mesh/editmesh_preselect_elem.c
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* \ingroup edmesh
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_stack.h"
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#include "BLI_math.h"
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#include "BKE_context.h"
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#include "BKE_editmesh.h"
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#include "GPU_immediate.h"
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#include "GPU_matrix.h"
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#include "GPU_state.h"
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#include "DNA_object_types.h"
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#include "ED_mesh.h"
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#include "ED_view3d.h"
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/* -------------------------------------------------------------------- */
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/** \name Mesh Element Pre-Select
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* Public API:
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*
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* #EDBM_preselect_elem_create
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* #EDBM_preselect_elem_destroy
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* #EDBM_preselect_elem_clear
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* #EDBM_preselect_elem_draw
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* #EDBM_preselect_elem_update_from_single
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*
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* \{ */
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static void vcos_get(BMVert *v, float r_co[3], const float (*coords)[3])
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{
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if (coords) {
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copy_v3_v3(r_co, coords[BM_elem_index_get(v)]);
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}
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else {
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copy_v3_v3(r_co, v->co);
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}
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}
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static void vcos_get_pair(BMVert *v[2], float r_cos[2][3], const float (*coords)[3])
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{
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if (coords) {
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for (int j = 0; j < 2; j++) {
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copy_v3_v3(r_cos[j], coords[BM_elem_index_get(v[j])]);
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}
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}
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else {
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for (int j = 0; j < 2; j++) {
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copy_v3_v3(r_cos[j], v[j]->co);
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}
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}
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}
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struct EditMesh_PreSelElem {
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float (*edges)[2][3];
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int edges_len;
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float (*verts)[3];
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int verts_len;
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};
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struct EditMesh_PreSelElem *EDBM_preselect_elem_create(void)
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{
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struct EditMesh_PreSelElem *psel = MEM_callocN(sizeof(*psel), __func__);
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return psel;
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}
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void EDBM_preselect_elem_destroy(
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struct EditMesh_PreSelElem *psel)
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{
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EDBM_preselect_elem_clear(psel);
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MEM_freeN(psel);
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}
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void EDBM_preselect_elem_clear(
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struct EditMesh_PreSelElem *psel)
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{
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MEM_SAFE_FREE(psel->edges);
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psel->edges_len = 0;
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MEM_SAFE_FREE(psel->verts);
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psel->verts_len = 0;
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}
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void EDBM_preselect_elem_draw(
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struct EditMesh_PreSelElem *psel, const float matrix[4][4])
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{
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if ((psel->edges_len == 0) && (psel->verts_len == 0)) {
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return;
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}
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GPU_depth_test(false);
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GPU_matrix_push();
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GPU_matrix_mul(matrix);
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uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
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immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
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immUniformColor3ub(255, 0, 255);
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if (psel->edges_len > 0) {
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immBegin(GPU_PRIM_LINES, psel->edges_len * 2);
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for (int i = 0; i < psel->edges_len; i++) {
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immVertex3fv(pos, psel->edges[i][0]);
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immVertex3fv(pos, psel->edges[i][1]);
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}
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immEnd();
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}
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if (psel->verts_len > 0) {
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GPU_point_size(3.0f);
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immBegin(GPU_PRIM_POINTS, psel->verts_len);
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for (int i = 0; i < psel->verts_len; i++) {
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immVertex3fv(pos, psel->verts[i]);
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}
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immEnd();
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}
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immUnbindProgram();
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GPU_matrix_pop();
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/* Reset default */
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GPU_depth_test(true);
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}
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static void view3d_preselect_mesh_elem_update_from_vert(
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struct EditMesh_PreSelElem *psel,
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BMesh *UNUSED(bm), BMVert *eve, const float (*coords)[3])
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{
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float (*verts)[3] = MEM_mallocN(sizeof(*psel->verts), __func__);
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vcos_get(eve, verts[0], coords);
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psel->verts = verts;
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psel->verts_len = 1;
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}
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static void view3d_preselect_mesh_elem_update_from_edge(
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struct EditMesh_PreSelElem *psel,
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BMesh *UNUSED(bm), BMEdge *eed, const float (*coords)[3])
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{
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float (*edges)[2][3] = MEM_mallocN(sizeof(*psel->edges), __func__);
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vcos_get_pair(&eed->v1, edges[0], coords);
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psel->edges = edges;
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psel->edges_len = 1;
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}
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static void view3d_preselect_mesh_elem_update_from_face(
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struct EditMesh_PreSelElem *psel,
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BMesh *UNUSED(bm), BMFace *efa, const float (*coords)[3])
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{
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float (*edges)[2][3] = MEM_mallocN(sizeof(*psel->edges) * efa->len, __func__);
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BMLoop *l_iter, *l_first;
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l_iter = l_first = BM_FACE_FIRST_LOOP(efa);
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int i = 0;
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do {
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vcos_get_pair(&l_iter->e->v1, edges[i++], coords);
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} while ((l_iter = l_iter->next) != l_first);
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psel->edges = edges;
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psel->edges_len = efa->len;
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}
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void EDBM_preselect_elem_update_from_single(
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struct EditMesh_PreSelElem *psel,
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BMesh *bm, BMElem *ele,
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const float (*coords)[3])
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{
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EDBM_preselect_elem_clear(psel);
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if (coords) {
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BM_mesh_elem_index_ensure(bm, BM_VERT);
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}
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switch (ele->head.htype) {
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case BM_VERT:
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view3d_preselect_mesh_elem_update_from_vert(psel, bm, (BMVert *)ele, coords);
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break;
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case BM_EDGE:
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view3d_preselect_mesh_elem_update_from_edge(psel, bm, (BMEdge *)ele, coords);
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break;
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case BM_FACE:
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view3d_preselect_mesh_elem_update_from_face(psel, bm, (BMFace *)ele, coords);
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break;
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default:
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BLI_assert(0);
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}
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}
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/** \} */
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