Removed special Sculpt Mode undo code. Sculpt Mode undo is no longer so useful, since in order to make it more correct it has gotten slower, so normal BIF_undo_push is used now. Fixes bug with Shape Keys, sculpting on a shape key wasn't doing undo properly.
122 lines
3.2 KiB
C++
122 lines
3.2 KiB
C++
/*
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* $Id$
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*
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2006 by Nicholas Bishop
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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 LICENSE BLOCK *****
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*/
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#ifndef BDR_SCULPTMODE_H
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#define BDR_SCULPTMODE_H
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/* For bglMats */
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#include "BIF_glutil.h"
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#include "transform.h"
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struct uiBlock;
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struct BrushData;
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struct IndexNode;
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struct KeyBlock;
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struct Mesh;
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struct Object;
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struct PartialVisibility;
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struct Scene;
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struct ScrArea;
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struct SculptData;
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typedef enum PropsetMode {
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PropsetNone = 0,
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PropsetSize,
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PropsetStrength,
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PropsetTexRot
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} PropsetMode;
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typedef struct PropsetData {
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PropsetMode mode;
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unsigned int tex;
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short origloc[2];
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float *texdata;
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short origsize;
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char origstrength;
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float origtexrot;
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NumInput num;
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} PropsetData;
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typedef struct SculptSession {
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bglMats mats;
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/* An array of lists; array is sized as
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large as the number of verts in the mesh,
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the list for each vert contains the index
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for all the faces that use that vertex */
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struct ListBase *vertex_users;
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struct IndexNode *vertex_users_mem;
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int vertex_users_size;
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/* Used to cache the render of the active texture */
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unsigned int texcache_w, texcache_h, *texcache;
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PropsetData *propset;
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/* For rotating around a pivot point */
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vec3f pivot;
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} SculptSession;
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SculptSession *sculpt_session(void);
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struct SculptData *sculpt_data(void);
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/* Memory */
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void sculptmode_init(struct Scene *);
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void sculptmode_free_all(struct Scene *);
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void sculptmode_correct_state(void);
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/* Interface */
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void sculptmode_draw_interface_tools(struct uiBlock *block,unsigned short cx, unsigned short cy);
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void sculptmode_draw_interface_textures(struct uiBlock *block,unsigned short cx, unsigned short cy);
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void sculptmode_rem_tex(void*,void*);
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void sculptmode_propset_init(PropsetMode mode);
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void sculptmode_propset(const unsigned short event);
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void sculptmode_selectbrush_menu(void);
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void sculptmode_draw_mesh(int);
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void sculpt_paint_brush(char clear);
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struct BrushData *sculptmode_brush(void);
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float tex_angle(void);
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void sculptmode_update_tex(void);
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char sculpt_modifiers_active(struct Object *ob);
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void sculpt(void);
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void set_sculptmode(void);
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/* Partial Mesh Visibility */
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struct PartialVisibility *sculptmode_copy_pmv(struct PartialVisibility *);
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void sculptmode_pmv_free(struct PartialVisibility *);
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void sculptmode_revert_pmv(struct Mesh *me);
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void sculptmode_pmv_off(struct Mesh *me);
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void sculptmode_pmv(int mode);
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#endif
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