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blender-archive/source/blender/editors/mesh/editmesh_preselect_elem.c
Campbell Barton 20634fd433 Tool System: use preselect highlight w/ poly-build
- 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.
2018-09-10 14:35:04 +10:00

219 lines
5.1 KiB
C

/*
* ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/mesh/editmesh_preselect_elem.c
* \ingroup edmesh
*/
#include "MEM_guardedalloc.h"
#include "BLI_stack.h"
#include "BLI_math.h"
#include "BKE_context.h"
#include "BKE_editmesh.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "DNA_object_types.h"
#include "ED_mesh.h"
#include "ED_view3d.h"
/* -------------------------------------------------------------------- */
/** \name Mesh Element Pre-Select
* Public API:
*
* #EDBM_preselect_elem_create
* #EDBM_preselect_elem_destroy
* #EDBM_preselect_elem_clear
* #EDBM_preselect_elem_draw
* #EDBM_preselect_elem_update_from_single
*
* \{ */
static void vcos_get(BMVert *v, float r_co[3], const float (*coords)[3])
{
if (coords) {
copy_v3_v3(r_co, coords[BM_elem_index_get(v)]);
}
else {
copy_v3_v3(r_co, v->co);
}
}
static void vcos_get_pair(BMVert *v[2], float r_cos[2][3], const float (*coords)[3])
{
if (coords) {
for (int j = 0; j < 2; j++) {
copy_v3_v3(r_cos[j], coords[BM_elem_index_get(v[j])]);
}
}
else {
for (int j = 0; j < 2; j++) {
copy_v3_v3(r_cos[j], v[j]->co);
}
}
}
struct EditMesh_PreSelElem {
float (*edges)[2][3];
int edges_len;
float (*verts)[3];
int verts_len;
};
struct EditMesh_PreSelElem *EDBM_preselect_elem_create(void)
{
struct EditMesh_PreSelElem *psel = MEM_callocN(sizeof(*psel), __func__);
return psel;
}
void EDBM_preselect_elem_destroy(
struct EditMesh_PreSelElem *psel)
{
EDBM_preselect_elem_clear(psel);
MEM_freeN(psel);
}
void EDBM_preselect_elem_clear(
struct EditMesh_PreSelElem *psel)
{
MEM_SAFE_FREE(psel->edges);
psel->edges_len = 0;
MEM_SAFE_FREE(psel->verts);
psel->verts_len = 0;
}
void EDBM_preselect_elem_draw(
struct EditMesh_PreSelElem *psel, const float matrix[4][4])
{
if ((psel->edges_len == 0) && (psel->verts_len == 0)) {
return;
}
GPU_depth_test(false);
GPU_matrix_push();
GPU_matrix_mul(matrix);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ub(255, 0, 255);
if (psel->edges_len > 0) {
immBegin(GPU_PRIM_LINES, psel->edges_len * 2);
for (int i = 0; i < psel->edges_len; i++) {
immVertex3fv(pos, psel->edges[i][0]);
immVertex3fv(pos, psel->edges[i][1]);
}
immEnd();
}
if (psel->verts_len > 0) {
GPU_point_size(3.0f);
immBegin(GPU_PRIM_POINTS, psel->verts_len);
for (int i = 0; i < psel->verts_len; i++) {
immVertex3fv(pos, psel->verts[i]);
}
immEnd();
}
immUnbindProgram();
GPU_matrix_pop();
/* Reset default */
GPU_depth_test(true);
}
static void view3d_preselect_mesh_elem_update_from_vert(
struct EditMesh_PreSelElem *psel,
BMesh *UNUSED(bm), BMVert *eve, const float (*coords)[3])
{
float (*verts)[3] = MEM_mallocN(sizeof(*psel->verts), __func__);
vcos_get(eve, verts[0], coords);
psel->verts = verts;
psel->verts_len = 1;
}
static void view3d_preselect_mesh_elem_update_from_edge(
struct EditMesh_PreSelElem *psel,
BMesh *UNUSED(bm), BMEdge *eed, const float (*coords)[3])
{
float (*edges)[2][3] = MEM_mallocN(sizeof(*psel->edges), __func__);
vcos_get_pair(&eed->v1, edges[0], coords);
psel->edges = edges;
psel->edges_len = 1;
}
static void view3d_preselect_mesh_elem_update_from_face(
struct EditMesh_PreSelElem *psel,
BMesh *UNUSED(bm), BMFace *efa, const float (*coords)[3])
{
float (*edges)[2][3] = MEM_mallocN(sizeof(*psel->edges) * efa->len, __func__);
BMLoop *l_iter, *l_first;
l_iter = l_first = BM_FACE_FIRST_LOOP(efa);
int i = 0;
do {
vcos_get_pair(&l_iter->e->v1, edges[i++], coords);
} while ((l_iter = l_iter->next) != l_first);
psel->edges = edges;
psel->edges_len = efa->len;
}
void EDBM_preselect_elem_update_from_single(
struct EditMesh_PreSelElem *psel,
BMesh *bm, BMElem *ele,
const float (*coords)[3])
{
EDBM_preselect_elem_clear(psel);
if (coords) {
BM_mesh_elem_index_ensure(bm, BM_VERT);
}
switch (ele->head.htype) {
case BM_VERT:
view3d_preselect_mesh_elem_update_from_vert(psel, bm, (BMVert *)ele, coords);
break;
case BM_EDGE:
view3d_preselect_mesh_elem_update_from_edge(psel, bm, (BMEdge *)ele, coords);
break;
case BM_FACE:
view3d_preselect_mesh_elem_update_from_face(psel, bm, (BMFace *)ele, coords);
break;
default:
BLI_assert(0);
}
}
/** \} */