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blender-archive/source/blender/src/editmesh_mods.c
Jiri Hnidek 2ee42ac01e Huge commit: VERSE
- All code is in #ifdef ... #endif
 - Only make build system is supported and you have to add:
    export WITH_VERSE=true
   to user-def.mk file
 - Blender can share only mesh objects and bitmaps now
 - More informations can be found at wiki:
    http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender
    http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc

  I hope, that I didn't forget at anything
2006-08-20 15:22:56 +00:00

3224 lines
73 KiB
C

/**
* $Id:
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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) 2004 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
/*
editmesh_mods.c, UI level access, no geometry changes
*/
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "MTC_matrixops.h"
#include "DNA_mesh_types.h"
#include "DNA_material_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_texture_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "BLI_rand.h"
#include "BKE_displist.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#ifdef WITH_VERSE
#include "BKE_verse.h"
#endif
#include "BIF_editmesh.h"
#include "BIF_resources.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BIF_graphics.h"
#include "BIF_interface.h"
#include "BIF_meshtools.h"
#include "BIF_mywindow.h"
#include "BIF_resources.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_toolbox.h"
#ifdef WITH_VERSE
#include "BIF_verse.h"
#endif
#include "BDR_drawobject.h"
#include "BDR_editobject.h"
#include "BSE_drawview.h"
#include "BSE_edit.h"
#include "BSE_view.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "RE_render_ext.h" /* externtex */
#include "mydevice.h"
#include "blendef.h"
#include "editmesh.h"
/* ****************************** MIRROR **************** */
void EM_select_mirrored(void)
{
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
EditMesh *em = G.editMesh;
EditVert *eve, *v1;
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->f & SELECT) {
v1= editmesh_get_x_mirror_vert(G.obedit, eve->co);
if(v1) {
eve->f &= ~SELECT;
v1->f |= SELECT;
}
}
}
}
}
/* ****************************** SELECTION ROUTINES **************** */
unsigned int em_solidoffs=0, em_wireoffs=0, em_vertoffs=0; /* set in drawobject.c ... for colorindices */
/* facilities for border select and circle select */
static char *selbuf= NULL;
/* opengl doesn't support concave... */
static void draw_triangulated(short mcords[][2], short tot)
{
ListBase lb={NULL, NULL};
DispList *dl;
float *fp;
int a;
/* make displist */
dl= MEM_callocN(sizeof(DispList), "poly disp");
dl->type= DL_POLY;
dl->parts= 1;
dl->nr= tot;
dl->verts= fp= MEM_callocN(tot*3*sizeof(float), "poly verts");
BLI_addtail(&lb, dl);
for(a=0; a<tot; a++, fp+=3) {
fp[0]= (float)mcords[a][0];
fp[1]= (float)mcords[a][1];
}
/* do the fill */
filldisplist(&lb, &lb);
/* do the draw */
dl= lb.first; /* filldisplist adds in head of list */
if(dl->type==DL_INDEX3) {
int *index;
a= dl->parts;
fp= dl->verts;
index= dl->index;
glBegin(GL_TRIANGLES);
while(a--) {
glVertex3fv(fp+3*index[0]);
glVertex3fv(fp+3*index[1]);
glVertex3fv(fp+3*index[2]);
index+= 3;
}
glEnd();
}
freedisplist(&lb);
}
/* reads rect, and builds selection array for quick lookup */
/* returns if all is OK */
int EM_init_backbuf_border(short xmin, short ymin, short xmax, short ymax)
{
struct ImBuf *buf;
unsigned int *dr;
int a;
if(G.obedit==NULL || G.vd->drawtype<OB_SOLID || (G.vd->flag & V3D_ZBUF_SELECT)==0) return 0;
if(em_vertoffs==0) return 0;
buf= read_backbuf(xmin, ymin, xmax, ymax);
if(buf==NULL) return 0;
dr = buf->rect;
/* build selection lookup */
selbuf= MEM_callocN(em_vertoffs+1, "selbuf");
a= (xmax-xmin+1)*(ymax-ymin+1);
while(a--) {
if(*dr>0 && *dr<=em_vertoffs)
selbuf[*dr]= 1;
dr++;
}
IMB_freeImBuf(buf);
return 1;
}
int EM_check_backbuf(unsigned int index)
{
if(selbuf==NULL) return 1;
if(index>0 && index<=em_vertoffs)
return selbuf[index];
return 0;
}
void EM_free_backbuf(void)
{
if(selbuf) MEM_freeN(selbuf);
selbuf= NULL;
}
/* mcords is a polygon mask
- grab backbuffer,
- draw with black in backbuffer,
- grab again and compare
returns 'OK'
*/
int EM_mask_init_backbuf_border(short mcords[][2], short tot, short xmin, short ymin, short xmax, short ymax)
{
unsigned int *dr, *drm;
struct ImBuf *buf, *bufmask;
int a;
/* method in use for face selecting too */
if(G.obedit==NULL) {
if(G.f & G_FACESELECT);
else return 0;
}
else if(G.vd->drawtype<OB_SOLID || (G.vd->flag & V3D_ZBUF_SELECT)==0) return 0;
if(em_vertoffs==0) return 0;
buf= read_backbuf(xmin, ymin, xmax, ymax);
if(buf==NULL) return 0;
dr = buf->rect;
/* draw the mask */
#ifdef __APPLE__
glDrawBuffer(GL_AUX0);
#endif
glDisable(GL_DEPTH_TEST);
persp(PERSP_WIN);
glColor3ub(0, 0, 0);
/* yah, opengl doesn't do concave... tsk! */
draw_triangulated(mcords, tot);
glBegin(GL_LINE_LOOP); /* for zero sized masks, lines */
for(a=0; a<tot; a++) glVertex2s(mcords[a][0], mcords[a][1]);
glEnd();
persp(PERSP_VIEW);
glFinish(); /* to be sure readpixels sees mask */
glDrawBuffer(GL_BACK);
/* grab mask */
bufmask= read_backbuf(xmin, ymin, xmax, ymax);
drm = bufmask->rect;
if(bufmask==NULL) return 0; /* only when mem alloc fails, go crash somewhere else! */
/* build selection lookup */
selbuf= MEM_callocN(em_vertoffs+1, "selbuf");
a= (xmax-xmin+1)*(ymax-ymin+1);
while(a--) {
if(*dr>0 && *dr<=em_vertoffs && *drm==0) selbuf[*dr]= 1;
dr++; drm++;
}
IMB_freeImBuf(buf);
IMB_freeImBuf(bufmask);
return 1;
}
/* circle shaped sample area */
int EM_init_backbuf_circle(short xs, short ys, short rads)
{
struct ImBuf *buf;
unsigned int *dr;
short xmin, ymin, xmax, ymax, xc, yc;
int radsq;
/* method in use for face selecting too */
if(G.obedit==NULL) {
if(G.f & G_FACESELECT);
else return 0;
}
else if(G.vd->drawtype<OB_SOLID || (G.vd->flag & V3D_ZBUF_SELECT)==0) return 0;
if(em_vertoffs==0) return 0;
xmin= xs-rads; xmax= xs+rads;
ymin= ys-rads; ymax= ys+rads;
buf= read_backbuf(xmin, ymin, xmax, ymax);
if(buf==NULL) return 0;
dr = buf->rect;
/* build selection lookup */
selbuf= MEM_callocN(em_vertoffs+1, "selbuf");
radsq= rads*rads;
for(yc= -rads; yc<=rads; yc++) {
for(xc= -rads; xc<=rads; xc++, dr++) {
if(xc*xc + yc*yc < radsq) {
if(*dr>0 && *dr<=em_vertoffs) selbuf[*dr]= 1;
}
}
}
IMB_freeImBuf(buf);
return 1;
}
static void findnearestvert__doClosest(void *userData, EditVert *eve, int x, int y, int index)
{
struct { short mval[2], pass, select; int dist, lastIndex, closestIndex; EditVert *closest; } *data = userData;
if (data->pass==0) {
if (index<=data->lastIndex)
return;
} else {
if (index>data->lastIndex)
return;
}
if (data->dist>3) {
int temp = abs(data->mval[0] - x) + abs(data->mval[1]- y);
if ((eve->f&1)==data->select) temp += 5;
if (temp<data->dist) {
data->dist = temp;
data->closest = eve;
data->closestIndex = index;
}
}
}
EditVert *findnearestvert(short *dist, short sel)
{
short mval[2];
getmouseco_areawin(mval);
if(G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT)) {
short distance;
unsigned int index = sample_backbuf_rect(mval, 50, em_wireoffs, 0xFFFFFF, &distance);
EditVert *eve = BLI_findlink(&G.editMesh->verts, index-1);
if (eve && distance < *dist) {
*dist = distance;
return eve;
} else {
return NULL;
}
}
else {
struct { short mval[2], pass, select; int dist, lastIndex, closestIndex; EditVert *closest; } data;
static int lastSelectedIndex=0;
static EditVert *lastSelected=NULL;
if (lastSelected && BLI_findlink(&G.editMesh->verts, lastSelectedIndex)!=lastSelected) {
lastSelectedIndex = 0;
lastSelected = NULL;
}
data.lastIndex = lastSelectedIndex;
data.mval[0] = mval[0];
data.mval[1] = mval[1];
data.select = sel;
data.dist = *dist;
data.closest = NULL;
data.closestIndex = 0;
data.pass = 0;
mesh_foreachScreenVert(findnearestvert__doClosest, &data, 1);
if (data.dist>3) {
data.pass = 1;
mesh_foreachScreenVert(findnearestvert__doClosest, &data, 1);
}
*dist = data.dist;
lastSelected = data.closest;
lastSelectedIndex = data.closestIndex;
return data.closest;
}
}
/* returns labda for closest distance v1 to line-piece v2-v3 */
static float labda_PdistVL2Dfl( float *v1, float *v2, float *v3)
{
float rc[2], len;
rc[0]= v3[0]-v2[0];
rc[1]= v3[1]-v2[1];
len= rc[0]*rc[0]+ rc[1]*rc[1];
if(len==0.0f)
return 0.0f;
return ( rc[0]*(v1[0]-v2[0]) + rc[1]*(v1[1]-v2[1]) )/len;
}
/* note; uses G.vd, so needs active 3d window */
static void findnearestedge__doClosest(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index)
{
struct { float mval[2]; short dist; EditEdge *closest; } *data = userData;
float v1[2], v2[2];
short distance;
v1[0] = x0;
v1[1] = y0;
v2[0] = x1;
v2[1] = y1;
distance= PdistVL2Dfl(data->mval, v1, v2);
if(eed->f & SELECT) distance+=5;
if(distance < data->dist) {
if(G.vd->flag & V3D_CLIPPING) {
float labda= labda_PdistVL2Dfl(data->mval, v1, v2);
float vec[3];
vec[0]= eed->v1->co[0] + labda*(eed->v2->co[0] - eed->v1->co[0]);
vec[1]= eed->v1->co[1] + labda*(eed->v2->co[1] - eed->v1->co[1]);
vec[2]= eed->v1->co[2] + labda*(eed->v2->co[2] - eed->v1->co[2]);
Mat4MulVecfl(G.obedit->obmat, vec);
if(view3d_test_clipping(G.vd, vec)==0) {
data->dist = distance;
data->closest = eed;
}
}
else {
data->dist = distance;
data->closest = eed;
}
}
}
EditEdge *findnearestedge(short *dist)
{
short mval[2];
getmouseco_areawin(mval);
if(G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT)) {
short distance;
unsigned int index = sample_backbuf_rect(mval, 50, em_solidoffs, em_wireoffs, &distance);
EditEdge *eed = BLI_findlink(&G.editMesh->edges, index-1);
if (eed && distance<*dist) {
*dist = distance;
return eed;
} else {
return NULL;
}
}
else {
struct { float mval[2]; short dist; EditEdge *closest; } data;
data.mval[0] = mval[0];
data.mval[1] = mval[1];
data.dist = *dist;
data.closest = NULL;
mesh_foreachScreenEdge(findnearestedge__doClosest, &data, 2);
*dist = data.dist;
return data.closest;
}
}
static void findnearestface__getDistance(void *userData, EditFace *efa, int x, int y, int index)
{
struct { short mval[2], dist; EditFace *toFace; } *data = userData;
if (efa==data->toFace) {
short temp = abs(data->mval[0]-x) + abs(data->mval[1]-y);
if (temp<data->dist)
data->dist = temp;
}
}
static void findnearestface__doClosest(void *userData, EditFace *efa, int x, int y, int index)
{
struct { short mval[2], pass, dist; int lastIndex, closestIndex; EditFace *closest; } *data = userData;
if (data->pass==0) {
if (index<=data->lastIndex)
return;
} else {
if (index>data->lastIndex)
return;
}
if (data->dist>3) {
short temp = abs(data->mval[0]-x) + abs(data->mval[1]-y);
if (temp<data->dist) {
data->dist = temp;
data->closest = efa;
data->closestIndex = index;
}
}
}
static EditFace *findnearestface(short *dist)
{
short mval[2];
getmouseco_areawin(mval);
if(G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT)) {
unsigned int index = sample_backbuf(mval[0], mval[1]);
EditFace *efa = BLI_findlink(&G.editMesh->faces, index-1);
if (efa) {
struct { short mval[2], dist; EditFace *toFace; } data;
data.mval[0] = mval[0];
data.mval[1] = mval[1];
data.dist = 0x7FFF; /* largest short */
data.toFace = efa;
mesh_foreachScreenFace(findnearestface__getDistance, &data);
if(G.scene->selectmode == SCE_SELECT_FACE || data.dist<*dist) { /* only faces, no dist check */
*dist= data.dist;
return efa;
}
}
return NULL;
}
else {
struct { short mval[2], pass, dist; int lastIndex, closestIndex; EditFace *closest; } data;
static int lastSelectedIndex=0;
static EditFace *lastSelected=NULL;
if (lastSelected && BLI_findlink(&G.editMesh->faces, lastSelectedIndex)!=lastSelected) {
lastSelectedIndex = 0;
lastSelected = NULL;
}
data.lastIndex = lastSelectedIndex;
data.mval[0] = mval[0];
data.mval[1] = mval[1];
data.dist = *dist;
data.closest = NULL;
data.closestIndex = 0;
data.pass = 0;
mesh_foreachScreenFace(findnearestface__doClosest, &data);
if (data.dist>3) {
data.pass = 1;
mesh_foreachScreenFace(findnearestface__doClosest, &data);
}
*dist = data.dist;
lastSelected = data.closest;
lastSelectedIndex = data.closestIndex;
return data.closest;
}
}
/* for interactivity, frontbuffer draw in current window */
static void draw_dm_mapped_vert__mapFunc(void *theVert, int index, float *co, float *no_f, short *no_s)
{
if (EM_get_vert_for_index(index)==theVert) {
bglVertex3fv(co);
}
}
static void draw_dm_mapped_vert(DerivedMesh *dm, EditVert *eve)
{
EM_init_index_arrays(1, 0, 0);
bglBegin(GL_POINTS);
dm->foreachMappedVert(dm, draw_dm_mapped_vert__mapFunc, eve);
bglEnd();
EM_free_index_arrays();
}
static int draw_dm_mapped_edge__setDrawOptions(void *theEdge, int index)
{
return EM_get_edge_for_index(index)==theEdge;
}
static void draw_dm_mapped_edge(DerivedMesh *dm, EditEdge *eed)
{
EM_init_index_arrays(0, 1, 0);
dm->drawMappedEdges(dm, draw_dm_mapped_edge__setDrawOptions, eed);
EM_free_index_arrays();
}
static void draw_dm_mapped_face_center__mapFunc(void *theFace, int index, float *cent, float *no)
{
if (EM_get_face_for_index(index)==theFace) {
bglVertex3fv(cent);
}
}
static void draw_dm_mapped_face_center(DerivedMesh *dm, EditFace *efa)
{
EM_init_index_arrays(0, 0, 1);
bglBegin(GL_POINTS);
dm->foreachMappedFaceCenter(dm, draw_dm_mapped_face_center__mapFunc, efa);
bglEnd();
EM_free_index_arrays();
}
static void unified_select_draw(EditVert *eve, EditEdge *eed, EditFace *efa)
{
int dmNeedsFree;
DerivedMesh *dm = editmesh_get_derived_cage(&dmNeedsFree);
glDrawBuffer(GL_FRONT);
persp(PERSP_VIEW);
if(G.vd->flag & V3D_CLIPPING)
view3d_set_clipping(G.vd);
glPushMatrix();
mymultmatrix(G.obedit->obmat);
/* face selected */
if(efa) {
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
glPointSize(BIF_GetThemeValuef(TH_VERTEX_SIZE));
if(efa->f & SELECT) BIF_ThemeColor(TH_VERTEX_SELECT);
else BIF_ThemeColor(TH_VERTEX);
bglBegin(GL_POINTS);
bglVertex3fv(efa->v1->co);
bglVertex3fv(efa->v2->co);
bglVertex3fv(efa->v3->co);
if(efa->v4) bglVertex3fv(efa->v4->co);
bglEnd();
}
if(G.scene->selectmode & (SCE_SELECT_EDGE|SCE_SELECT_FACE)) {
if(efa->fgonf==0) {
BIF_ThemeColor((efa->f & SELECT)?TH_EDGE_SELECT:TH_WIRE);
draw_dm_mapped_edge(dm, efa->e1);
draw_dm_mapped_edge(dm, efa->e2);
draw_dm_mapped_edge(dm, efa->e3);
if (efa->e4) {
draw_dm_mapped_edge(dm, efa->e4);
}
}
}
if(G.scene->selectmode & SCE_SELECT_FACE) {
if(efa->fgonf==0) {
glPointSize(BIF_GetThemeValuef(TH_FACEDOT_SIZE));
BIF_ThemeColor((efa->f & SELECT)?TH_FACE_DOT:TH_WIRE);
draw_dm_mapped_face_center(dm, efa);
}
}
}
/* edge selected */
if(eed) {
if(G.scene->selectmode & (SCE_SELECT_EDGE|SCE_SELECT_FACE)) {
BIF_ThemeColor((eed->f & SELECT)?TH_EDGE_SELECT:TH_WIRE);
draw_dm_mapped_edge(dm, eed);
}
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
glPointSize(BIF_GetThemeValuef(TH_VERTEX_SIZE));
BIF_ThemeColor((eed->f & SELECT)?TH_VERTEX_SELECT:TH_VERTEX);
draw_dm_mapped_vert(dm, eed->v1);
draw_dm_mapped_vert(dm, eed->v2);
}
}
if(eve) {
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
glPointSize(BIF_GetThemeValuef(TH_VERTEX_SIZE));
BIF_ThemeColor((eve->f & SELECT)?TH_VERTEX_SELECT:TH_VERTEX);
draw_dm_mapped_vert(dm, eve);
}
}
glPointSize(1.0);
glPopMatrix();
bglFlush();
glDrawBuffer(GL_BACK);
if(G.vd->flag & V3D_CLIPPING)
view3d_clr_clipping();
/* signal that frontbuf differs from back */
curarea->win_swap= WIN_FRONT_OK;
if (dmNeedsFree) {
dm->release(dm);
}
}
/* best distance based on screen coords.
use g.scene->selectmode to define how to use
selected vertices and edges get disadvantage
return 1 if found one
*/
static int unified_findnearest(EditVert **eve, EditEdge **eed, EditFace **efa)
{
short dist= 75;
*eve= NULL;
*eed= NULL;
*efa= NULL;
if(G.scene->selectmode & SCE_SELECT_VERTEX)
*eve= findnearestvert(&dist, SELECT);
if(G.scene->selectmode & SCE_SELECT_FACE)
*efa= findnearestface(&dist);
dist-= 20; /* since edges select lines, we give dots advantage of 20 pix */
if(G.scene->selectmode & SCE_SELECT_EDGE)
*eed= findnearestedge(&dist);
/* return only one of 3 pointers, for frontbuffer redraws */
if(*eed) {
*efa= NULL; *eve= NULL;
}
else if(*efa) {
*eve= NULL;
}
return (*eve || *eed || *efa);
}
/* this as a way to compare the ares, perim of 2 faces thay will scale to different sizes */
#define SCALE_CMP(a,b) (fabs(a-b) <= thresh*a || (a>0 && fabs(b/a)<=thresh))
/* **************** GROUP SELECTS ************** */
/* selects new faces/edges/verts based on the
existing selection
FACES GROUP
mode 1: same material
mode 2: same image
mode 3: same area
mode 4: same perimeter
mode 5: same normal
mode 6: same co-planer
*/
int facegroup_select(short mode)
{
EditMesh *em = G.editMesh;
EditFace *efa, *base_efa=NULL;
unsigned int selcount=0; /*count how many new faces we select*/
/*deselcount, count how many deselected faces are left, so we can bail out early
also means that if there are no deselected faces, we can avoid a lot of looping */
unsigned int deselcount=0;
short ok=0;
float thresh=G.scene->toolsettings->select_thresh;
for(efa= em->faces.first; efa; efa= efa->next) {
if (!efa->h) {
if (efa->f & SELECT) {
efa->f1=1;
ok=1;
} else {
efa->f1=0;
deselcount++; /* a deselected face we may select later */
}
}
}
if (!ok || !deselcount) /* no data selected OR no more data to select */
return 0;
/*if mode is 3 then record face areas, 4 record perimeter */
if (mode==3) {
for(efa= em->faces.first; efa; efa= efa->next) {
efa->tmp.fp= EM_face_area(efa);
}
} else if (mode==4) {
for(efa= em->faces.first; efa; efa= efa->next) {
efa->tmp.fp= EM_face_perimeter(efa);
}
}
for(base_efa= em->faces.first; base_efa; base_efa= base_efa->next) {
if (base_efa->f1) {
if (mode==1) { /* same material */
for(efa= em->faces.first; efa; efa= efa->next) {
if (
!(efa->f & SELECT) &&
!efa->h &&
base_efa->mat_nr == efa->mat_nr
) {
EM_select_face(efa, 1);
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
}
}
} else if (mode==2) { /* same image */
for(efa= em->faces.first; efa; efa= efa->next) {
if (!(efa->f & SELECT) && !efa->h && base_efa->tf.tpage == efa->tf.tpage) {
EM_select_face(efa, 1);
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
}
}
} else if (mode==3 || mode==4) { /* same area OR same perimeter, both use the same temp var */
for(efa= em->faces.first; efa; efa= efa->next) {
if (!(efa->f & SELECT) && !efa->h) {
if (SCALE_CMP(base_efa->tmp.fp, efa->tmp.fp)) {
EM_select_face(efa, 1);
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
}
}
}
} else if (mode==5) { /* same normal */
float angle;
for(efa= em->faces.first; efa; efa= efa->next) {
if (!(efa->f & SELECT) && !efa->h) {
angle= VecAngle2(base_efa->n, efa->n);
if (angle/180.0<=thresh) {
EM_select_face(efa, 1);
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
}
}
}
} else if (mode==6) { /* same planer */
float angle, base_dot, dot;
base_dot= Inpf(base_efa->cent, base_efa->n);
for(efa= em->faces.first; efa; efa= efa->next) {
if (!(efa->f & SELECT) && !efa->h) {
angle= VecAngle2(base_efa->n, efa->n);
if (angle/180.0<=thresh) {
dot=Inpf(efa->cent, base_efa->n);
if (fabs(base_dot-dot) <= thresh) {
EM_select_face(efa, 1);
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
}
}
}
}
}
}
} /* end base_efa loop */
return selcount;
}
/*
EDGE GROUP
mode 1: same length
mode 2: same direction
mode 3: same number of face users
mode 4: similar face angles.
mode 5: similar crease
*/
/* this function is only used by edgegroup_select's edge angle */
int edgegroup_select(short mode)
{
EditMesh *em = G.editMesh;
EditEdge *eed, *base_eed=NULL;
unsigned int selcount=0; /* count how many new edges we select*/
/*count how many visible selected edges there are,
so we can return when there are none left */
unsigned int deselcount=0;
short ok=0;
float thresh=G.scene->toolsettings->select_thresh;
for(eed= em->edges.first; eed; eed= eed->next) {
if (!eed->h) {
if (eed->f & SELECT) {
eed->f1=1;
ok=1;
} else {
eed->f1=0;
deselcount++;
}
/* set all eed->tmp.l to 0 we use it later.
for counting face users*/
eed->tmp.l=0;
eed->f2=0; /* only for mode 4, edge animations */
}
}
if (!ok || !deselcount) /* no data selected OR no more data to select*/
return 0;
if (mode==1) { /*store length*/
for(eed= em->edges.first; eed; eed= eed->next) {
eed->tmp.fp= VecLenf(eed->v1->co, eed->v2->co);
}
} else if (mode==3) { /*store face users*/
EditFace *efa;
/* cound how many faces each edge uses use tmp->l */
for(efa= em->faces.first; efa; efa= efa->next) {
efa->e1->tmp.l++;
efa->e2->tmp.l++;
efa->e3->tmp.l++;
if (efa->e4) efa->e4->tmp.l++;
}
} else if (mode==4) { /*store edge angles */
EditFace *efa;
int j;
/* cound how many faces each edge uses use tmp.l */
for(efa= em->faces.first; efa; efa= efa->next) {
/* here we use the edges temp data to assign a face
if a face has alredy been assigned (eed->f2==1)
we calculate the angle between the current face and
the edges previously found face.
store the angle in eed->tmp.fp (loosing the face eed->tmp.f)
but tagging eed->f2==2, so we know not to look at it again.
This only works for edges that connect to 2 faces. but its good enough
*/
/* se we can loop through face edges*/
j=0;
eed= efa->e1;
while (j<4) {
if (j==1) eed= efa->e2;
else if (j==2) eed= efa->e3;
else if (j==3) {
eed= efa->e4;
if (!eed)
break;
} /* done looping */
if (eed->f2==2)
break;
else if (eed->f2==0) /* first access, assign the face */
eed->tmp.f= efa;
else if (eed->f2==1) /* second, we assign the angle*/
eed->tmp.fp= VecAngle2(eed->tmp.f->n, efa->n)/180;
eed->f2++; /* f2==0 no face assigned. f2==1 one face found. f2==2 angle calculated.*/
j++;
}
}
}
for(base_eed= em->edges.first; base_eed; base_eed= base_eed->next) {
if (base_eed->f1) {
if (mode==1) { /* same length */
for(eed= em->edges.first; eed; eed= eed->next) {
if (
!(eed->f & SELECT) &&
!eed->h &&
(SCALE_CMP(base_eed->tmp.fp, eed->tmp.fp))
) {
EM_select_edge(eed, 1);
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
}
}
} else if (mode==2) { /* same direction */
float base_dir[3], dir[3], angle;
VecSubf(base_dir, base_eed->v1->co, base_eed->v2->co);
for(eed= em->edges.first; eed; eed= eed->next) {
if (!(eed->f & SELECT) && !eed->h) {
VecSubf(dir, eed->v1->co, eed->v2->co);
angle= VecAngle2(base_dir, dir);
if (angle>90) /* use the smallest angle between the edges */
angle= fabs(angle-180.0f);
if (angle/90.0<=thresh) {
EM_select_edge(eed, 1);
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
}
}
}
} else if (mode==3) { /* face users */
for(eed= em->edges.first; eed; eed= eed->next) {
if (
!(eed->f & SELECT) &&
!eed->h &&
base_eed->tmp.l==eed->tmp.l
) {
EM_select_edge(eed, 1);
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
}
}
} else if (mode==4 && base_eed->f2==2) { /* edge angles, f2==2 means the edge has an angle. */
for(eed= em->edges.first; eed; eed= eed->next) {
if (
!(eed->f & SELECT) &&
!eed->h &&
eed->f2==2 &&
(fabs(base_eed->tmp.fp-eed->tmp.fp)<=thresh)
) {
EM_select_edge(eed, 1);
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
}
}
} else if (mode==5) { /* edge crease */
for(eed= em->edges.first; eed; eed= eed->next) {
if (
!(eed->f & SELECT) &&
!eed->h &&
(fabs(base_eed->crease-eed->crease) <= thresh)
) {
EM_select_edge(eed, 1);
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
}
}
}
}
}
return selcount;
}
/*
VERT GROUP
mode 1: same normal
mode 2: same number of face users
mode 3: same vertex groups
*/
int vertgroup_select(short mode)
{
EditMesh *em = G.editMesh;
EditVert *eve, *base_eve=NULL;
unsigned int selcount=0; /* count how many new edges we select*/
/*count how many visible selected edges there are,
so we can return when there are none left */
unsigned int deselcount=0;
short ok=0;
float thresh=G.scene->toolsettings->select_thresh;
for(eve= em->verts.first; eve; eve= eve->next) {
if (!eve->h) {
if (eve->f & SELECT) {
eve->f1=1;
ok=1;
} else {
eve->f1=0;
deselcount++;
}
/* set all eve->tmp.l to 0 we use them later.*/
eve->tmp.l=0;
}
}
if (!ok || !deselcount) /* no data selected OR no more data to select*/
return 0;
if (mode==2) { /* store face users */
EditFace *efa;
/* count how many faces each edge uses use tmp->l */
for(efa= em->faces.first; efa; efa= efa->next) {
efa->v1->tmp.l++;
efa->v2->tmp.l++;
efa->v3->tmp.l++;
if (efa->v4) efa->v4->tmp.l++;
}
}
for(base_eve= em->verts.first; base_eve; base_eve= base_eve->next) {
if (base_eve->f1) {
if (mode==1) { /* same normal */
float angle;
for(eve= em->verts.first; eve; eve= eve->next) {
if (!(eve->f & SELECT) && !eve->h) {
angle= VecAngle2(base_eve->no, eve->no);
if (angle/180.0<=thresh) {
eve->f |= SELECT;
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
}
}
}
} else if (mode==2) { /* face users */
for(eve= em->verts.first; eve; eve= eve->next) {
if (
!(eve->f & SELECT) &&
!eve->h &&
base_eve->tmp.l==eve->tmp.l
) {
eve->f |= SELECT;
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
}
}
} else if (mode==3 && base_eve->totweight != 0) { /* vertex groups */
short i,j; /*weight index*/
for(eve= em->verts.first; eve; eve= eve->next) {
if (
!(eve->f & SELECT) &&
!eve->h &&
eve->totweight
) {
/* do the extra check for selection in the following if, so were not
checking verts that may be alredy selected */
for (i=0; base_eve->totweight >i && !(eve->f & SELECT); i++) {
for (j=0; eve->totweight >j; j++) {
if (base_eve->dw[i].def_nr==eve->dw[j].def_nr) {
eve->f |= SELECT;
selcount++;
deselcount--;
if (!deselcount) /*have we selected all posible faces?, if so return*/
return selcount;
break;
}
}
}
}
}
}
}
} /* end basevert loop */
return selcount;
}
/* EditMode menu triggered from space.c by pressing Shift+G
handles face/edge vert context and
facegroup_select/edgegroup_select/vertgroup_select do all the work
*/
void select_mesh_group_menu()
{
short ret;
int selcount;
if(G.scene->selectmode & SCE_SELECT_FACE) {
ret= pupmenu("Select Grouped Faces %t|Same Material %x1|Same Image %x2|Similar Area %x3|Similar Perimeter %x4|Similar Normal %x5|Similar Co-Planer %x6");
if (ret<1) return;
selcount= facegroup_select(ret);
if (selcount) { /* update if data was selected */
G.totfacesel+=selcount;
allqueue(REDRAWVIEW3D, 0);
BIF_undo_push("Select Grouped Faces");
}
} else if(G.scene->selectmode & SCE_SELECT_EDGE) {
ret= pupmenu("Select Grouped Edges%t|Similar Length %x1|Similar Direction %x2|Same Face Users%x3|Similar Adjacent Face Angle%x4|Similar Crease%x5");
if (ret<1) return;
selcount= edgegroup_select(ret);
if (selcount) { /* update if data was selected */
/*EM_select_flush();*/ /* dont use because it can end up selecting more edges and is not usefull*/
G.totedgesel+=selcount;
allqueue(REDRAWVIEW3D, 0);
BIF_undo_push("Select Grouped Edges");
}
} else if(G.scene->selectmode & SCE_SELECT_VERTEX) {
ret= pupmenu("Select Grouped Verts%t|Similar Normal %x1|Same Face Users %x2|Shared Vertex Groups%x3");
if (ret<1) return;
selcount= vertgroup_select(ret);
if (selcount) { /* update if data was selected */
EM_select_flush(); /* so that selected verts, go onto select faces */
G.totedgesel+=selcount;
allqueue(REDRAWVIEW3D, 0);
BIF_undo_push("Select Grouped Verts");
}
}
}
/* **************** LOOP SELECTS *************** */
/* selects quads in loop direction of indicated edge */
/* only flush over edges with valence <= 2 */
void faceloop_select(EditEdge *startedge, int select)
{
EditMesh *em = G.editMesh;
EditEdge *eed;
EditFace *efa;
int looking= 1;
/* in eed->f1 we put the valence (amount of faces in edge) */
/* in eed->f2 we put tagged flag as correct loop */
/* in efa->f1 we put tagged flag as correct to select */
for(eed= em->edges.first; eed; eed= eed->next) {
eed->f1= 0;
eed->f2= 0;
}
for(efa= em->faces.first; efa; efa= efa->next) {
efa->f1= 0;
if(efa->h==0) {
efa->e1->f1++;
efa->e2->f1++;
efa->e3->f1++;
if(efa->e4) efa->e4->f1++;
}
}
/* tag startedge OK*/
startedge->f2= 1;
while(looking) {
looking= 0;
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->e4 && efa->f1==0) { /* not done quad */
if(efa->e1->f1<=2 && efa->e2->f1<=2 && efa->e3->f1<=2 && efa->e4->f1<=2) { /* valence ok */
/* if edge tagged, select opposing edge and mark face ok */
if(efa->e1->f2) {
efa->e3->f2= 1;
efa->f1= 1;
looking= 1;
}
else if(efa->e2->f2) {
efa->e4->f2= 1;
efa->f1= 1;
looking= 1;
}
if(efa->e3->f2) {
efa->e1->f2= 1;
efa->f1= 1;
looking= 1;
}
if(efa->e4->f2) {
efa->e2->f2= 1;
efa->f1= 1;
looking= 1;
}
}
}
}
}
/* (de)select the faces */
if(select!=2) {
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->f1) EM_select_face(efa, select);
}
}
}
/* helper for edgeloop_select, checks for eed->f2 tag in faces */
static int edge_not_in_tagged_face(EditEdge *eed)
{
EditMesh *em = G.editMesh;
EditFace *efa;
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if(efa->e1==eed || efa->e2==eed || efa->e3==eed || efa->e4==eed) { /* edge is in face */
if(efa->e1->f2 || efa->e2->f2 || efa->e3->f2 || (efa->e4 && efa->e4->f2)) { /* face is tagged */
return 0;
}
}
}
}
return 1;
}
/* selects or deselects edges that:
- if edges has 2 faces:
- has vertices with valence of 4
- not shares face with previous edge
- if edge has 1 face:
- has vertices with valence 4
- not shares face with previous edge
- but also only 1 face
- if edge no face:
- has vertices with valence 2
*/
static void edgeloop_select(EditEdge *starteed, int select)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
int looking= 1;
/* in f1 we put the valence (amount of edges in a vertex, or faces in edge) */
/* in eed->f2 and efa->f1 we put tagged flag as correct loop */
for(eve= em->verts.first; eve; eve= eve->next) {
eve->f1= 0;
eve->f2= 0;
}
for(eed= em->edges.first; eed; eed= eed->next) {
eed->f1= 0;
eed->f2= 0;
if((eed->h & 1)==0) { /* fgon edges add to valence too */
eed->v1->f1++; eed->v2->f1++;
}
}
for(efa= em->faces.first; efa; efa= efa->next) {
efa->f1= 0;
if(efa->h==0) {
efa->e1->f1++;
efa->e2->f1++;
efa->e3->f1++;
if(efa->e4) efa->e4->f1++;
}
}
/* looped edges & vertices get tagged f2 */
starteed->f2= 1;
if(starteed->v1->f1<5) starteed->v1->f2= 1;
if(starteed->v2->f1<5) starteed->v2->f2= 1;
/* sorry, first edge isnt even ok */
if(starteed->v1->f2==0 && starteed->v2->f2==0) looking= 0;
while(looking) {
looking= 0;
/* find correct valence edges which are not tagged yet, but connect to tagged one */
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0 && eed->f2==0) { /* edge not hidden, not tagged */
if( (eed->v1->f1<5 && eed->v1->f2) || (eed->v2->f1<5 && eed->v2->f2)) { /* valence of vertex OK, and is tagged */
/* new edge is not allowed to be in face with tagged edge */
if(edge_not_in_tagged_face(eed)) {
if(eed->f1==starteed->f1) { /* same amount of faces */
looking= 1;
eed->f2= 1;
if(eed->v2->f1<5) eed->v2->f2= 1;
if(eed->v1->f1<5) eed->v1->f2= 1;
}
}
}
}
}
}
/* and we do the select */
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->f2) EM_select_edge(eed, select);
}
}
/*
Almostly exactly the same code as faceloop select
*/
static void edgering_select(EditEdge *startedge, int select){
EditMesh *em = G.editMesh;
EditEdge *eed;
EditFace *efa;
int looking= 1;
/* in eed->f1 we put the valence (amount of faces in edge) */
/* in eed->f2 we put tagged flag as correct loop */
/* in efa->f1 we put tagged flag as correct to select */
for(eed= em->edges.first; eed; eed= eed->next) {
eed->f1= 0;
eed->f2= 0;
}
for(efa= em->faces.first; efa; efa= efa->next) {
efa->f1= 0;
if(efa->h==0) {
efa->e1->f1++;
efa->e2->f1++;
efa->e3->f1++;
if(efa->e4) efa->e4->f1++;
}
}
/* tag startedge OK */
startedge->f2= 1;
while(looking) {
looking= 0;
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->e4 && efa->f1==0 && !efa->h) { /* not done quad */
if(efa->e1->f1<=2 && efa->e2->f1<=2 && efa->e3->f1<=2 && efa->e4->f1<=2) { /* valence ok */
/* if edge tagged, select opposing edge and mark face ok */
if(efa->e1->f2) {
efa->e3->f2= 1;
efa->f1= 1;
looking= 1;
}
else if(efa->e2->f2) {
efa->e4->f2= 1;
efa->f1= 1;
looking= 1;
}
if(efa->e3->f2) {
efa->e1->f2= 1;
efa->f1= 1;
looking= 1;
}
if(efa->e4->f2) {
efa->e2->f2= 1;
efa->f1= 1;
looking= 1;
}
}
}
}
}
/* (de)select the edges */
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->f2) EM_select_edge(eed, select);
}
}
void loop_multiselect(int looptype)
{
EditEdge *eed;
EditEdge **edarray;
int edindex, edfirstcount;
/*edarray = MEM_mallocN(sizeof(*edarray)*G.totedgesel,"edge array");*/
edarray = MEM_mallocN(sizeof(EditEdge*)*G.totedgesel,"edge array");
edindex = 0;
edfirstcount = G.totedgesel;
for(eed=G.editMesh->edges.first; eed; eed=eed->next){
if(eed->f&SELECT){
edarray[edindex] = eed;
edindex += 1;
}
}
if(looptype){
for(edindex = 0; edindex < edfirstcount; edindex +=1){
eed = edarray[edindex];
edgering_select(eed,SELECT);
}
countall();
EM_selectmode_flush();
BIF_undo_push("Edge Ring Multi-Select");
}
else{
for(edindex = 0; edindex < edfirstcount; edindex +=1){
eed = edarray[edindex];
edgeloop_select(eed,SELECT);
}
countall();
EM_selectmode_flush();
BIF_undo_push("Edge Loop Multi-Select");
}
MEM_freeN(edarray);
allqueue(REDRAWVIEW3D,0);
}
/* ***************** MAIN MOUSE SELECTION ************** */
/* just to have the functions nice together */
static void mouse_mesh_loop(void)
{
EditEdge *eed;
int select;
short dist= 50;
eed= findnearestedge(&dist);
if(eed) {
if((G.qual & LR_SHIFTKEY)==0) EM_clear_flag_all(SELECT);
if((eed->f & SELECT)==0) select=1;
else if(G.qual & LR_SHIFTKEY) select=0;
if(G.scene->selectmode & SCE_SELECT_FACE) {
faceloop_select(eed, select);
}
else if(G.scene->selectmode & SCE_SELECT_EDGE) {
if(G.qual == (LR_CTRLKEY | LR_ALTKEY) || G.qual == (LR_CTRLKEY | LR_ALTKEY |LR_SHIFTKEY))
edgering_select(eed, select);
else if(G.qual & LR_ALTKEY)
edgeloop_select(eed, select);
}
else if(G.scene->selectmode & SCE_SELECT_VERTEX) {
if(G.qual == (LR_CTRLKEY | LR_ALTKEY) || G.qual == (LR_CTRLKEY | LR_ALTKEY |LR_SHIFTKEY))
edgering_select(eed, select);
else if(G.qual & LR_ALTKEY)
edgeloop_select(eed, select);
}
/* frontbuffer draw of last selected only */
unified_select_draw(NULL, eed, NULL);
EM_selectmode_flush();
countall();
allqueue(REDRAWVIEW3D, 0);
}
}
/* here actual select happens */
void mouse_mesh(void)
{
EditVert *eve;
EditEdge *eed;
EditFace *efa;
if(G.qual & LR_ALTKEY) mouse_mesh_loop();
else if(unified_findnearest(&eve, &eed, &efa)) {
if((G.qual & LR_SHIFTKEY)==0) EM_clear_flag_all(SELECT);
if(efa) {
if( (efa->f & SELECT)==0 ) {
EM_store_selection(efa, EDITFACE);
EM_select_face_fgon(efa, 1);
}
else if(G.qual & LR_SHIFTKEY) {
EM_remove_selection(efa, EDITFACE);
EM_select_face_fgon(efa, 0);
}
}
else if(eed) {
if((eed->f & SELECT)==0) {
EM_store_selection(eed, EDITEDGE);
EM_select_edge(eed, 1);
}
else if(G.qual & LR_SHIFTKEY) {
EM_remove_selection(eed, EDITEDGE);
EM_select_edge(eed, 0);
}
}
else if(eve) {
if((eve->f & SELECT)==0) {
eve->f |= SELECT;
EM_store_selection(eve, EDITVERT);
}
else if(G.qual & LR_SHIFTKEY){
EM_remove_selection(eve, EDITVERT);
eve->f &= ~SELECT;
}
}
/* frontbuffer draw of last selected only */
unified_select_draw(eve, eed, efa);
EM_selectmode_flush();
countall();
allqueue(REDRAWVIEW3D, 0);
}
rightmouse_transform();
}
static void selectconnectedAll(void)
{
EditMesh *em = G.editMesh;
EditVert *v1,*v2;
EditEdge *eed;
short done=1, toggle=0;
if(em->edges.first==0) return;
while(done==1) {
done= 0;
toggle++;
if(toggle & 1) eed= em->edges.first;
else eed= em->edges.last;
while(eed) {
v1= eed->v1;
v2= eed->v2;
if(eed->h==0) {
if(v1->f & SELECT) {
if( (v2->f & SELECT)==0 ) {
v2->f |= SELECT;
done= 1;
}
}
else if(v2->f & SELECT) {
if( (v1->f & SELECT)==0 ) {
v1->f |= SELECT;
done= 1;
}
}
}
if(toggle & 1) eed= eed->next;
else eed= eed->prev;
}
}
/* now use vertex select flag to select rest */
EM_select_flush();
countall();
allqueue(REDRAWVIEW3D, 0);
BIF_undo_push("Select Connected (All)");
}
void selectconnected_mesh(int qual)
{
EditMesh *em = G.editMesh;
EditVert *eve, *v1, *v2;
EditEdge *eed;
EditFace *efa;
short done=1, sel, toggle=0;
if(em->edges.first==0) return;
if(qual & LR_CTRLKEY) {
selectconnectedAll();
return;
}
if( unified_findnearest(&eve, &eed, &efa)==0 ) {
error("Nothing indicated ");
return;
}
sel= 1;
if(qual & LR_SHIFTKEY) sel=0;
/* clear test flags */
for(v1= em->verts.first; v1; v1= v1->next) v1->f1= 0;
/* start vertex/face/edge */
if(eve) eve->f1= 1;
else if(eed) eed->v1->f1= eed->v2->f1= 1;
else efa->v1->f1= efa->v2->f1= efa->v3->f1= 1;
/* set flag f1 if affected */
while(done==1) {
done= 0;
toggle++;
if(toggle & 1) eed= em->edges.first;
else eed= em->edges.last;
while(eed) {
v1= eed->v1;
v2= eed->v2;
if(eed->h==0) {
if(v1->f1 && v2->f1==0) {
v2->f1= 1;
done= 1;
}
else if(v1->f1==0 && v2->f1) {
v1->f1= 1;
done= 1;
}
}
if(toggle & 1) eed= eed->next;
else eed= eed->prev;
}
}
/* now use vertex f1 flag to select/deselect */
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->v1->f1 && eed->v2->f1)
EM_select_edge(eed, sel);
}
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->v1->f1 && efa->v2->f1 && efa->v3->f1 && (efa->v4==NULL || efa->v4->f1))
EM_select_face(efa, sel);
}
/* no flush needed, connected geometry is done */
countall();
allqueue(REDRAWVIEW3D, 0);
BIF_undo_push("Select Linked");
}
/* swap is 0 or 1, if 1 it hides not selected */
void hide_mesh(int swap)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
int a;
if(G.obedit==0) return;
/* hide happens on least dominant select mode, and flushes up, not down! (helps preventing errors in subsurf) */
/* - vertex hidden, always means edge is hidden too
- edge hidden, always means face is hidden too
- face hidden, only set face hide
- then only flush back down what's absolute hidden
*/
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
for(eve= em->verts.first; eve; eve= eve->next) {
if((eve->f & SELECT)!=swap) {
eve->f &= ~SELECT;
eve->h= 1;
}
}
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->v1->h || eed->v2->h) {
eed->h |= 1;
eed->f &= ~SELECT;
}
}
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->e1->h || efa->e2->h || efa->e3->h || (efa->e4 && efa->e4->h)) {
efa->h= 1;
efa->f &= ~SELECT;
}
}
}
else if(G.scene->selectmode & SCE_SELECT_EDGE) {
for(eed= em->edges.first; eed; eed= eed->next) {
if((eed->f & SELECT)!=swap) {
eed->h |= 1;
EM_select_edge(eed, 0);
}
}
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->e1->h || efa->e2->h || efa->e3->h || (efa->e4 && efa->e4->h)) {
efa->h= 1;
efa->f &= ~SELECT;
}
}
}
else {
for(efa= em->faces.first; efa; efa= efa->next) {
if((efa->f & SELECT)!=swap) {
efa->h= 1;
EM_select_face(efa, 0);
}
}
}
/* flush down, only whats 100% hidden */
for(eve= em->verts.first; eve; eve= eve->next) eve->f1= 0;
for(eed= em->edges.first; eed; eed= eed->next) eed->f1= 0;
if(G.scene->selectmode & SCE_SELECT_FACE) {
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h) a= 1; else a= 2;
efa->e1->f1 |= a;
efa->e2->f1 |= a;
efa->e3->f1 |= a;
if(efa->e4) efa->e4->f1 |= a;
}
}
if(G.scene->selectmode >= SCE_SELECT_EDGE) {
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->f1==1) eed->h |= 1;
if(eed->h & 1) a= 1; else a= 2;
eed->v1->f1 |= a;
eed->v2->f1 |= a;
}
}
if(G.scene->selectmode >= SCE_SELECT_VERTEX) {
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->f1==1) eve->h= 1;
}
}
G.totedgesel= G.totfacesel= G.totvertsel= 0;
allqueue(REDRAWVIEW3D, 0);
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
BIF_undo_push("Hide");
}
void reveal_mesh(void)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
if(G.obedit==0) return;
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h) {
eve->h= 0;
eve->f |= SELECT;
}
}
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h & 1) {
eed->h &= ~1;
if(G.scene->selectmode & SCE_SELECT_VERTEX);
else EM_select_edge(eed, 1);
}
}
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h) {
efa->h= 0;
if(G.scene->selectmode & (SCE_SELECT_EDGE|SCE_SELECT_VERTEX));
else EM_select_face(efa, 1);
}
}
EM_fgon_flags(); /* redo flags and indices for fgons */
EM_selectmode_flush();
countall();
allqueue(REDRAWVIEW3D, 0);
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
BIF_undo_push("Reveal");
}
void select_faces_by_numverts(int numverts)
{
EditMesh *em = G.editMesh;
EditFace *efa;
/* Selects trias/qiads or isolated verts, and edges that do not have 2 neighboring
* faces
*/
/* for loose vertices/edges, we first select all, loop below will deselect */
if(numverts==5)
EM_set_flag_all(SELECT);
else if(G.scene->selectmode!=SCE_SELECT_FACE) {
error("Only works in face selection mode");
return;
}
for(efa= em->faces.first; efa; efa= efa->next) {
if (efa->e4) {
EM_select_face(efa, (numverts==4) );
}
else {
EM_select_face(efa, (numverts==3) );
}
}
countall();
addqueue(curarea->win, REDRAW, 0);
if (numverts==3)
BIF_undo_push("Select Triangles");
else if (numverts==4)
BIF_undo_push("Select Quads");
else
BIF_undo_push("Select non-Triangles/Quads");
}
void select_sharp_edges(void)
{
/* Find edges that have exactly two neighboring faces,
* check the angle between those faces, and if angle is
* small enough, select the edge
*/
EditMesh *em = G.editMesh;
EditEdge *eed;
EditFace *efa;
EditFace **efa1;
EditFace **efa2;
long edgecount = 0, i;
static short sharpness = 135;
float fsharpness;
if(G.scene->selectmode==SCE_SELECT_FACE) {
error("Doesn't work in face selection mode");
return;
}
if(button(&sharpness,0, 180,"Max Angle:")==0) return;
/* if faces are at angle 'sharpness', then the face normals
* are at angle 180.0 - 'sharpness' (convert to radians too)
*/
fsharpness = ((180.0 - sharpness) * M_PI) / 180.0;
i=0;
/* count edges, use tmp.l */
eed= em->edges.first;
while(eed) {
edgecount++;
eed->tmp.l = i;
eed= eed->next;
++i;
}
/* for each edge, we want a pointer to two adjacent faces */
efa1 = MEM_callocN(edgecount*sizeof(EditFace *),
"pairs of edit face pointers");
efa2 = MEM_callocN(edgecount*sizeof(EditFace *),
"pairs of edit face pointers");
#define face_table_edge(eed) { \
i = eed->tmp.l; \
if (i != -1) { \
if (efa1[i]) { \
if (efa2[i]) { \
/* invalidate, edge has more than two neighbors */ \
eed->tmp.l = -1; \
} \
else { \
efa2[i] = efa; \
} \
} \
else { \
efa1[i] = efa; \
} \
} \
}
/* find the adjacent faces of each edge, we want only two */
efa= em->faces.first;
while(efa) {
face_table_edge(efa->e1);
face_table_edge(efa->e2);
face_table_edge(efa->e3);
if (efa->e4) {
face_table_edge(efa->e4);
}
efa= efa->next;
}
#undef face_table_edge
eed = em->edges.first;
while(eed) {
i = eed->tmp.l;
if (i != -1) {
/* edge has two or less neighboring faces */
if ( (efa1[i]) && (efa2[i]) ) {
/* edge has exactly two neighboring faces, check angle */
float angle;
angle = saacos(efa1[i]->n[0]*efa2[i]->n[0] +
efa1[i]->n[1]*efa2[i]->n[1] +
efa1[i]->n[2]*efa2[i]->n[2]);
if (fabs(angle) >= fsharpness)
EM_select_edge(eed, 1);
}
}
eed= eed->next;
}
MEM_freeN(efa1);
MEM_freeN(efa2);
countall();
addqueue(curarea->win, REDRAW, 0);
BIF_undo_push("Select Sharp Edges");
}
void select_linked_flat_faces(void)
{
/* Find faces that are linked to selected faces that are
* relatively flat (angle between faces is higher than
* specified angle)
*/
EditMesh *em = G.editMesh;
EditEdge *eed;
EditFace *efa;
EditFace **efa1;
EditFace **efa2;
long edgecount = 0, i, faceselcount=0, faceselcountold=0;
static short sharpness = 135;
float fsharpness;
if(G.scene->selectmode!=SCE_SELECT_FACE) {
error("Only works in face selection mode");
return;
}
if(button(&sharpness,0, 180,"Min Angle:")==0) return;
/* if faces are at angle 'sharpness', then the face normals
* are at angle 180.0 - 'sharpness' (convert to radians too)
*/
fsharpness = ((180.0 - sharpness) * M_PI) / 180.0;
i=0;
/* count edges, use tmp.l */
eed= em->edges.first;
while(eed) {
edgecount++;
eed->tmp.l = i;
eed= eed->next;
++i;
}
/* for each edge, we want a pointer to two adjacent faces */
efa1 = MEM_callocN(edgecount*sizeof(EditFace *),
"pairs of edit face pointers");
efa2 = MEM_callocN(edgecount*sizeof(EditFace *),
"pairs of edit face pointers");
#define face_table_edge(eed) { \
i = eed->tmp.l; \
if (i != -1) { \
if (efa1[i]) { \
if (efa2[i]) { \
/* invalidate, edge has more than two neighbors */ \
eed->tmp.l = -1; \
} \
else { \
efa2[i] = efa; \
} \
} \
else { \
efa1[i] = efa; \
} \
} \
}
/* find the adjacent faces of each edge, we want only two */
efa= em->faces.first;
while(efa) {
face_table_edge(efa->e1);
face_table_edge(efa->e2);
face_table_edge(efa->e3);
if (efa->e4) {
face_table_edge(efa->e4);
}
/* while were at it, count the selected faces */
if (efa->f & SELECT) ++faceselcount;
efa= efa->next;
}
#undef face_table_edge
eed= em->edges.first;
while(eed) {
i = eed->tmp.l;
if (i != -1) {
/* edge has two or less neighboring faces */
if ( (efa1[i]) && (efa2[i]) ) {
/* edge has exactly two neighboring faces, check angle */
float angle;
angle = saacos(efa1[i]->n[0]*efa2[i]->n[0] +
efa1[i]->n[1]*efa2[i]->n[1] +
efa1[i]->n[2]*efa2[i]->n[2]);
/* invalidate: edge too sharp */
if (fabs(angle) >= fsharpness)
eed->tmp.l = -1;
}
else {
/* invalidate: less than two neighbors */
eed->tmp.l = -1;
}
}
eed= eed->next;
}
#define select_flat_neighbor(eed) { \
i = eed->tmp.l; \
if (i!=-1) { \
if (! (efa1[i]->f & SELECT) ) { \
EM_select_face(efa1[i], 1); \
++faceselcount; \
} \
if (! (efa2[i]->f & SELECT) ) { \
EM_select_face(efa2[i], 1); \
++faceselcount; \
} \
} \
}
while (faceselcount != faceselcountold) {
faceselcountold = faceselcount;
efa= em->faces.first;
while(efa) {
if (efa->f & SELECT) {
select_flat_neighbor(efa->e1);
select_flat_neighbor(efa->e2);
select_flat_neighbor(efa->e3);
if (efa->e4) {
select_flat_neighbor(efa->e4);
}
}
efa= efa->next;
}
}
#undef select_flat_neighbor
MEM_freeN(efa1);
MEM_freeN(efa2);
countall();
addqueue(curarea->win, REDRAW, 0);
BIF_undo_push("Select Linked Flat Faces");
}
void select_non_manifold(void)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
/* Selects isolated verts, and edges that do not have 2 neighboring
* faces
*/
if(G.scene->selectmode==SCE_SELECT_FACE) {
error("Doesn't work in face selection mode");
return;
}
eve= em->verts.first;
while(eve) {
/* this will count how many edges are connected
* to this vert */
eve->f1= 0;
eve= eve->next;
}
eed= em->edges.first;
while(eed) {
/* this will count how many faces are connected to
* this edge */
eed->f1= 0;
/* increase edge count for verts */
++eed->v1->f1;
++eed->v2->f1;
eed= eed->next;
}
efa= em->faces.first;
while(efa) {
/* increase face count for edges */
++efa->e1->f1;
++efa->e2->f1;
++efa->e3->f1;
if (efa->e4)
++efa->e4->f1;
efa= efa->next;
}
/* select verts that are attached to an edge that does not
* have 2 neighboring faces */
eed= em->edges.first;
while(eed) {
if (eed->h==0 && eed->f1 != 2) {
EM_select_edge(eed, 1);
}
eed= eed->next;
}
/* select isolated verts */
eve= em->verts.first;
while(eve) {
if (eve->f1 == 0) {
if (!eve->h) eve->f |= SELECT;
}
eve= eve->next;
}
countall();
addqueue(curarea->win, REDRAW, 0);
BIF_undo_push("Select Non Manifold");
}
void selectswap_mesh(void) /* UI level */
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h==0) {
if(eve->f & SELECT) eve->f &= ~SELECT;
else eve->f|= SELECT;
}
}
}
else if(G.scene->selectmode & SCE_SELECT_EDGE) {
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0) {
EM_select_edge(eed, !(eed->f & SELECT));
}
}
}
else {
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
EM_select_face(efa, !(efa->f & SELECT));
}
}
}
EM_selectmode_flush();
countall();
allqueue(REDRAWVIEW3D, 0);
BIF_undo_push("Select Swap");
}
void deselectall_mesh(void) /* this toggles!!!, UI level */
{
if(G.obedit->lay & G.vd->lay) {
if( EM_nvertices_selected() ) {
EM_clear_flag_all(SELECT);
BIF_undo_push("Deselect All");
}
else {
EM_set_flag_all(SELECT);
BIF_undo_push("Select All");
}
countall();
allqueue(REDRAWVIEW3D, 0);
}
}
void select_more(void)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->f & SELECT) eve->f1= 1;
else eve->f1 = 0;
}
/* set f1 flags in vertices to select 'more' */
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0) {
if (eed->v1->f & SELECT)
eed->v2->f1 = 1;
if (eed->v2->f & SELECT)
eed->v1->f1 = 1;
}
}
/* new selected edges, but not in facemode */
if(G.scene->selectmode <= SCE_SELECT_EDGE) {
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0) {
if(eed->v1->f1 && eed->v2->f1) EM_select_edge(eed, 1);
}
}
}
/* new selected faces */
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if(efa->v1->f1 && efa->v2->f1 && efa->v3->f1 && (efa->v4==NULL || efa->v4->f1))
EM_select_face(efa, 1);
}
}
countall();
addqueue(curarea->win, REDRAW, 0);
BIF_undo_push("Select More");
}
void select_less(void)
{
EditMesh *em = G.editMesh;
EditEdge *eed;
EditFace *efa;
if(G.scene->selectmode <= SCE_SELECT_EDGE) {
/* eed->f1 == 1: edge with a selected and deselected vert */
for(eed= em->edges.first; eed; eed= eed->next) {
eed->f1= 0;
if(eed->h==0) {
if ( !(eed->v1->f & SELECT) && (eed->v2->f & SELECT) )
eed->f1= 1;
if ( (eed->v1->f & SELECT) && !(eed->v2->f & SELECT) )
eed->f1= 1;
}
}
/* deselect edges with flag set */
for(eed= em->edges.first; eed; eed= eed->next) {
if (eed->h==0 && eed->f1 == 1) {
EM_select_edge(eed, 0);
}
}
EM_deselect_flush();
}
else {
/* deselect faces with 1 or more deselect edges */
/* eed->f1 == mixed selection edge */
for(eed= em->edges.first; eed; eed= eed->next) eed->f1= 0;
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if(efa->f & SELECT) {
efa->e1->f1 |= 1;
efa->e2->f1 |= 1;
efa->e3->f1 |= 1;
if(efa->e4) efa->e4->f1 |= 1;
}
else {
efa->e1->f1 |= 2;
efa->e2->f1 |= 2;
efa->e3->f1 |= 2;
if(efa->e4) efa->e4->f1 |= 2;
}
}
}
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if(efa->e1->f1==3 || efa->e2->f1==3 || efa->e3->f1==3 || (efa->e4 && efa->e4->f1==3)) {
EM_select_face(efa, 0);
}
}
}
EM_selectmode_flush();
}
countall();
BIF_undo_push("Select Less");
allqueue(REDRAWVIEW3D, 0);
}
void selectrandom_mesh(void) /* randomly selects a user-set % of vertices/edges/faces */
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
static short randfac = 50;
if(G.obedit==NULL || (G.obedit->lay & G.vd->lay)==0) return;
/* Get the percentage of vertices to randomly select as 'randfac' */
if(button(&randfac,0, 100,"Percentage:")==0) return;
BLI_srand( BLI_rand() ); /* random seed */
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h==0) {
if ( (BLI_frand() * 100) < randfac)
eve->f |= SELECT;
}
}
EM_selectmode_flush();
countall();
BIF_undo_push("Select Random: Vertices");
}
else if(G.scene->selectmode & SCE_SELECT_EDGE) {
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0) {
if ( (BLI_frand() * 100) < randfac)
EM_select_edge(eed, 1);
}
}
EM_selectmode_flush();
countall();
BIF_undo_push("Select Random:Edges");
}
else {
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if ( (BLI_frand() * 100) < randfac)
EM_select_face(efa, 1);
}
}
EM_selectmode_flush();
countall();
BIF_undo_push("Select Random:Faces");
}
allqueue(REDRAWVIEW3D, 0);
}
void editmesh_select_by_material(int index)
{
EditMesh *em = G.editMesh;
EditFace *efa;
for (efa=em->faces.first; efa; efa= efa->next) {
if (efa->mat_nr==index) {
EM_select_face(efa, 1);
}
}
EM_selectmode_flush();
}
void editmesh_deselect_by_material(int index)
{
EditMesh *em = G.editMesh;
EditFace *efa;
for (efa=em->faces.first; efa; efa= efa->next) {
if (efa->mat_nr==index) {
EM_select_face(efa, 0);
}
}
EM_selectmode_flush();
}
void EM_selectmode_menu(void)
{
int val;
if(G.scene->selectmode & SCE_SELECT_VERTEX) pupmenu_set_active(1);
else if(G.scene->selectmode & SCE_SELECT_EDGE) pupmenu_set_active(2);
else pupmenu_set_active(3);
val= pupmenu("Select Mode%t|Vertices|Edges|Faces");
if(val>0) {
if(val==1){
G.scene->selectmode= SCE_SELECT_VERTEX;
EM_selectmode_set();
countall();
BIF_undo_push("Selectmode Set: Vertex");
}
else if(val==2){
if((G.qual==LR_CTRLKEY)) EM_convertsel(G.scene->selectmode, SCE_SELECT_EDGE);
G.scene->selectmode= SCE_SELECT_EDGE;
EM_selectmode_set();
countall();
BIF_undo_push("Selectmode Set: Edge");
}
else{
if((G.qual==LR_CTRLKEY)) EM_convertsel(G.scene->selectmode, SCE_SELECT_FACE);
G.scene->selectmode= SCE_SELECT_FACE;
EM_selectmode_set();
countall();
BIF_undo_push("Selectmode Set: Vertex");
}
allqueue(REDRAWVIEW3D, 1);
}
}
/* ************************* SEAMS AND EDGES **************** */
void editmesh_mark_seam(int clear)
{
EditMesh *em= G.editMesh;
EditEdge *eed;
/* auto-enable seams drawing */
if(clear==0) {
if(!(G.f & G_DRAWSEAMS)) {
G.f |= G_DRAWSEAMS;
allqueue(REDRAWBUTSEDIT, 0);
}
}
if(clear) {
eed= em->edges.first;
while(eed) {
if((eed->h==0) && (eed->f & SELECT)) {
eed->seam = 0;
}
eed= eed->next;
}
BIF_undo_push("Mark Seam");
}
else {
eed= em->edges.first;
while(eed) {
if((eed->h==0) && (eed->f & SELECT)) {
eed->seam = 1;
}
eed= eed->next;
}
BIF_undo_push("Clear Seam");
}
allqueue(REDRAWVIEW3D, 0);
}
void Edge_Menu() {
short ret;
ret= pupmenu("Edge Specials%t|Mark Seam %x1|Clear Seam %x2|Rotate Edge CW%x3|Rotate Edge CCW%x4|Loopcut%x6|Edge Slide%x5|Edge Loop Select%x7|Edge Ring Select%x8|Loop to Region%x9|Region to Loop%x10");
switch(ret)
{
case 1:
editmesh_mark_seam(0);
break;
case 2:
editmesh_mark_seam(1);
break;
case 3:
edge_rotate_selected(2);
break;
case 4:
edge_rotate_selected(1);
break;
case 5:
EdgeSlide(0,0.0);
BIF_undo_push("EdgeSlide");
break;
case 6:
CutEdgeloop(1);
BIF_undo_push("Loopcut New");
break;
case 7:
loop_multiselect(0);
break;
case 8:
loop_multiselect(1);
break;
case 9:
loop_to_region();
break;
case 10:
region_to_loop();
break;
}
}
/* **************** NORMALS ************** */
void righthandfaces(int select) /* makes faces righthand turning */
{
EditMesh *em = G.editMesh;
EditEdge *eed, *ed1, *ed2, *ed3, *ed4;
EditFace *efa, *startvl;
float maxx, nor[3], cent[3];
int totsel, found, foundone, direct, turn, tria_nr;
/* based at a select-connected to witness loose objects */
/* count per edge the amount of faces */
/* find the ultimate left, front, upper face (not manhattan dist!!) */
/* also evaluate both triangle cases in quad, since these can be non-flat */
/* put normal to the outside, and set the first direction flags in edges */
/* then check the object, and set directions / direction-flags: but only for edges with 1 or 2 faces */
/* this is in fact the 'select connected' */
/* in case (selected) faces were not done: start over with 'find the ultimate ...' */
waitcursor(1);
eed= em->edges.first;
while(eed) {
eed->f2= 0; /* edge direction */
eed->f1= 0; /* counter */
eed= eed->next;
}
/* count faces and edges */
totsel= 0;
efa= em->faces.first;
while(efa) {
if(select==0 || (efa->f & SELECT) ) {
efa->f1= 1;
totsel++;
efa->e1->f1++;
efa->e2->f1++;
efa->e3->f1++;
if(efa->v4) efa->e4->f1++;
}
else efa->f1= 0;
efa= efa->next;
}
while(totsel>0) {
/* from the outside to the inside */
efa= em->faces.first;
startvl= NULL;
maxx= -1.0e10;
tria_nr= 0;
while(efa) {
if(efa->f1) {
CalcCent3f(cent, efa->v1->co, efa->v2->co, efa->v3->co);
cent[0]= cent[0]*cent[0] + cent[1]*cent[1] + cent[2]*cent[2];
if(cent[0]>maxx) {
maxx= cent[0];
startvl= efa;
tria_nr= 0;
}
if(efa->v4) {
CalcCent3f(cent, efa->v1->co, efa->v3->co, efa->v4->co);
cent[0]= cent[0]*cent[0] + cent[1]*cent[1] + cent[2]*cent[2];
if(cent[0]>maxx) {
maxx= cent[0];
startvl= efa;
tria_nr= 1;
}
}
}
efa= efa->next;
}
if (startvl==NULL)
startvl= em->faces.first;
/* set first face correct: calc normal */
if(tria_nr==1) {
CalcNormFloat(startvl->v1->co, startvl->v3->co, startvl->v4->co, nor);
CalcCent3f(cent, startvl->v1->co, startvl->v3->co, startvl->v4->co);
} else {
CalcNormFloat(startvl->v1->co, startvl->v2->co, startvl->v3->co, nor);
CalcCent3f(cent, startvl->v1->co, startvl->v2->co, startvl->v3->co);
}
/* first normal is oriented this way or the other */
if(select) {
if(select==2) {
if(cent[0]*nor[0]+cent[1]*nor[1]+cent[2]*nor[2] > 0.0) flipface(startvl);
}
else {
if(cent[0]*nor[0]+cent[1]*nor[1]+cent[2]*nor[2] < 0.0) flipface(startvl);
}
}
else if(cent[0]*nor[0]+cent[1]*nor[1]+cent[2]*nor[2] < 0.0) flipface(startvl);
eed= startvl->e1;
if(eed->v1==startvl->v1) eed->f2= 1;
else eed->f2= 2;
eed= startvl->e2;
if(eed->v1==startvl->v2) eed->f2= 1;
else eed->f2= 2;
eed= startvl->e3;
if(eed->v1==startvl->v3) eed->f2= 1;
else eed->f2= 2;
eed= startvl->e4;
if(eed) {
if(eed->v1==startvl->v4) eed->f2= 1;
else eed->f2= 2;
}
startvl->f1= 0;
totsel--;
/* test normals */
found= 1;
direct= 1;
while(found) {
found= 0;
if(direct) efa= em->faces.first;
else efa= em->faces.last;
while(efa) {
if(efa->f1) {
turn= 0;
foundone= 0;
ed1= efa->e1;
ed2= efa->e2;
ed3= efa->e3;
ed4= efa->e4;
if(ed1->f2) {
if(ed1->v1==efa->v1 && ed1->f2==1) turn= 1;
if(ed1->v2==efa->v1 && ed1->f2==2) turn= 1;
foundone= 1;
}
else if(ed2->f2) {
if(ed2->v1==efa->v2 && ed2->f2==1) turn= 1;
if(ed2->v2==efa->v2 && ed2->f2==2) turn= 1;
foundone= 1;
}
else if(ed3->f2) {
if(ed3->v1==efa->v3 && ed3->f2==1) turn= 1;
if(ed3->v2==efa->v3 && ed3->f2==2) turn= 1;
foundone= 1;
}
else if(ed4 && ed4->f2) {
if(ed4->v1==efa->v4 && ed4->f2==1) turn= 1;
if(ed4->v2==efa->v4 && ed4->f2==2) turn= 1;
foundone= 1;
}
if(foundone) {
found= 1;
totsel--;
efa->f1= 0;
if(turn) {
if(ed1->v1==efa->v1) ed1->f2= 2;
else ed1->f2= 1;
if(ed2->v1==efa->v2) ed2->f2= 2;
else ed2->f2= 1;
if(ed3->v1==efa->v3) ed3->f2= 2;
else ed3->f2= 1;
if(ed4) {
if(ed4->v1==efa->v4) ed4->f2= 2;
else ed4->f2= 1;
}
flipface(efa);
}
else {
if(ed1->v1== efa->v1) ed1->f2= 1;
else ed1->f2= 2;
if(ed2->v1==efa->v2) ed2->f2= 1;
else ed2->f2= 2;
if(ed3->v1==efa->v3) ed3->f2= 1;
else ed3->f2= 2;
if(ed4) {
if(ed4->v1==efa->v4) ed4->f2= 1;
else ed4->f2= 2;
}
}
}
}
if(direct) efa= efa->next;
else efa= efa->prev;
}
direct= 1-direct;
}
}
recalc_editnormals();
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
#ifdef WITH_VERSE
if(G.editMesh->vnode)
sync_all_versefaces_with_editfaces((VNode*)G.editMesh->vnode);
#endif
waitcursor(0);
}
/* ********** ALIGN WITH VIEW **************** */
static void editmesh_calc_selvert_center(float cent_r[3])
{
EditMesh *em = G.editMesh;
EditVert *eve;
int nsel= 0;
cent_r[0]= cent_r[1]= cent_r[0]= 0.0;
for (eve= em->verts.first; eve; eve= eve->next) {
if (eve->f & SELECT) {
cent_r[0]+= eve->co[0];
cent_r[1]+= eve->co[1];
cent_r[2]+= eve->co[2];
nsel++;
}
}
if (nsel) {
cent_r[0]/= nsel;
cent_r[1]/= nsel;
cent_r[2]/= nsel;
}
}
static int tface_is_selected(TFace *tf)
{
return (!(tf->flag & TF_HIDE) && (tf->flag & TF_SELECT));
}
static int faceselect_nfaces_selected(Mesh *me)
{
int i, count= 0;
for (i=0; i<me->totface; i++)
if (tface_is_selected(&me->tface[i]))
count++;
return count;
}
/* XXX, code for both these functions should be abstract,
* then unified, then written for other things (like objects,
* which would use same as vertices method), then added
* to interface! Hoera! - zr
*/
void faceselect_align_view_to_selected(View3D *v3d, Mesh *me, int axis)
{
if (!faceselect_nfaces_selected(me)) {
error("No faces selected.");
} else {
float norm[3];
int i;
norm[0]= norm[1]= norm[2]= 0.0;
for (i=0; i<me->totface; i++) {
MFace *mf= ((MFace*) me->mface) + i;
TFace *tf= ((TFace*) me->tface) + i;
if (tface_is_selected(tf)) {
float *v1, *v2, *v3, fno[3];
v1= me->mvert[mf->v1].co;
v2= me->mvert[mf->v2].co;
v3= me->mvert[mf->v3].co;
if (mf->v4) {
float *v4= me->mvert[mf->v4].co;
CalcNormFloat4(v1, v2, v3, v4, fno);
} else {
CalcNormFloat(v1, v2, v3, fno);
}
norm[0]+= fno[0];
norm[1]+= fno[1];
norm[2]+= fno[2];
}
}
view3d_align_axis_to_vector(v3d, axis, norm);
}
}
void editmesh_align_view_to_selected(View3D *v3d, int axis)
{
EditMesh *em = G.editMesh;
int nselverts= EM_nvertices_selected();
float norm[3]={0.0, 0.0, 0.0}; /* used for storing the mesh normal */
if (nselverts==0) {
error("No faces or vertices selected.");
} else if (EM_nfaces_selected()) {
EditFace *efa;
for (efa= em->faces.first; efa; efa= efa->next) {
if (faceselectedAND(efa, SELECT)) {
float fno[3];
if (efa->v4) CalcNormFloat4(efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co, fno);
else CalcNormFloat(efa->v1->co, efa->v2->co, efa->v3->co, fno);
/* XXX, fixme, should be flipped intp a
* consistent direction. -zr
*/
norm[0]+= fno[0];
norm[1]+= fno[1];
norm[2]+= fno[2];
}
}
Mat4Mul3Vecfl(G.obedit->obmat, norm);
view3d_align_axis_to_vector(v3d, axis, norm);
} else if (nselverts>2) {
float cent[3];
EditVert *eve, *leve= NULL;
editmesh_calc_selvert_center(cent);
for (eve= em->verts.first; eve; eve= eve->next) {
if (eve->f & SELECT) {
if (leve) {
float tno[3];
CalcNormFloat(cent, leve->co, eve->co, tno);
/* XXX, fixme, should be flipped intp a
* consistent direction. -zr
*/
norm[0]+= tno[0];
norm[1]+= tno[1];
norm[2]+= tno[2];
}
leve= eve;
}
}
Mat4Mul3Vecfl(G.obedit->obmat, norm);
view3d_align_axis_to_vector(v3d, axis, norm);
} else if (nselverts==2) { /* Align view to edge (or 2 verts) */
EditVert *eve, *leve= NULL;
for (eve= em->verts.first; eve; eve= eve->next) {
if (eve->f & SELECT) {
if (leve) {
norm[0]= leve->co[0] - eve->co[0];
norm[1]= leve->co[1] - eve->co[1];
norm[2]= leve->co[2] - eve->co[2];
break; /* we know there are only 2 verts so no need to keep looking */
}
leve= eve;
}
}
Mat4Mul3Vecfl(G.obedit->obmat, norm);
view3d_align_axis_to_vector(v3d, axis, norm);
} else if (nselverts==1) { /* Align view to vert normal */
EditVert *eve;
for (eve= em->verts.first; eve; eve= eve->next) {
if (eve->f & SELECT) {
norm[0]= eve->no[0];
norm[1]= eve->no[1];
norm[2]= eve->no[2];
break; /* we know this is the only selected vert, so no need to keep looking */
}
}
Mat4Mul3Vecfl(G.obedit->obmat, norm);
view3d_align_axis_to_vector(v3d, axis, norm);
}
}
/* **************** VERTEX DEFORMS *************** */
void vertexsmooth(void)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
float *adror, *adr, fac;
float fvec[3];
int teller=0;
ModifierData *md= G.obedit->modifiers.first;
if(G.obedit==0) return;
/* count */
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) teller++;
eve= eve->next;
}
if(teller==0) return;
adr=adror= (float *)MEM_callocN(3*sizeof(float *)*teller, "vertsmooth");
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
eve->tmp.fp = adr;
eve->f1= 0;
eve->f2= 0;
adr+= 3;
}
eve= eve->next;
}
/* if there is a mirror modifier with clipping, flag the verts that
* are within tolerance of the plane(s) of reflection
*/
for (; md; md=md->next) {
if (md->type==eModifierType_Mirror) {
MirrorModifierData *mmd = (MirrorModifierData*) md;
if(mmd->flag & MOD_MIR_CLIPPING) {
for (eve= em->verts.first; eve; eve= eve->next) {
if(eve->f & SELECT) {
switch(mmd->axis){
case 0:
if (fabs(eve->co[0]) < mmd->tolerance)
eve->f2 |= 1;
break;
case 1:
if (fabs(eve->co[1]) < mmd->tolerance)
eve->f2 |= 2;
break;
case 2:
if (fabs(eve->co[2]) < mmd->tolerance)
eve->f2 |= 4;
break;
}
}
}
}
}
}
eed= em->edges.first;
while(eed) {
if( (eed->v1->f & SELECT) || (eed->v2->f & SELECT) ) {
fvec[0]= (eed->v1->co[0]+eed->v2->co[0])/2.0;
fvec[1]= (eed->v1->co[1]+eed->v2->co[1])/2.0;
fvec[2]= (eed->v1->co[2]+eed->v2->co[2])/2.0;
if((eed->v1->f & SELECT) && eed->v1->f1<255) {
eed->v1->f1++;
VecAddf(eed->v1->tmp.fp, eed->v1->tmp.fp, fvec);
}
if((eed->v2->f & SELECT) && eed->v2->f1<255) {
eed->v2->f1++;
VecAddf(eed->v2->tmp.fp, eed->v2->tmp.fp, fvec);
}
}
eed= eed->next;
}
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
if(eve->f1) {
adr = eve->tmp.fp;
fac= 0.5/(float)eve->f1;
eve->co[0]= 0.5*eve->co[0]+fac*adr[0];
eve->co[1]= 0.5*eve->co[1]+fac*adr[1];
eve->co[2]= 0.5*eve->co[2]+fac*adr[2];
/* clip if needed by mirror modifier */
if (eve->f2) {
if (eve->f2 & 1) {
eve->co[0]= 0.0f;
}
if (eve->f2 & 2) {
eve->co[1]= 0.0f;
}
if (eve->f2 & 4) {
eve->co[2]= 0.0f;
}
}
}
eve->tmp.fp= 0;
}
eve= eve->next;
}
MEM_freeN(adror);
recalc_editnormals();
allqueue(REDRAWVIEW3D, 0);
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
#ifdef WITH_VERSE
if(G.editMesh->vnode)
sync_all_verseverts_with_editverts(G.editMesh->vnode);
#endif
BIF_undo_push("Vertex Smooth");
}
void vertexnoise(void)
{
EditMesh *em = G.editMesh;
Material *ma;
Tex *tex;
EditVert *eve;
float b2, ofs, vec[3];
if(G.obedit==0) return;
ma= give_current_material(G.obedit, G.obedit->actcol);
if(ma==0 || ma->mtex[0]==0 || ma->mtex[0]->tex==0) {
return;
}
tex= ma->mtex[0]->tex;
ofs= tex->turbul/200.0;
eve= (struct EditVert *)em->verts.first;
while(eve) {
if(eve->f & SELECT) {
if(tex->type==TEX_STUCCI) {
b2= BLI_hnoise(tex->noisesize, eve->co[0], eve->co[1], eve->co[2]);
if(tex->stype) ofs*=(b2*b2);
vec[0]= 0.2*(b2-BLI_hnoise(tex->noisesize, eve->co[0]+ofs, eve->co[1], eve->co[2]));
vec[1]= 0.2*(b2-BLI_hnoise(tex->noisesize, eve->co[0], eve->co[1]+ofs, eve->co[2]));
vec[2]= 0.2*(b2-BLI_hnoise(tex->noisesize, eve->co[0], eve->co[1], eve->co[2]+ofs));
VecAddf(eve->co, eve->co, vec);
}
else {
float tin, dum;
externtex(ma->mtex[0], eve->co, &tin, &dum, &dum, &dum, &dum);
eve->co[2]+= 0.05*tin;
}
}
eve= eve->next;
}
recalc_editnormals();
allqueue(REDRAWVIEW3D, 0);
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
#ifdef WITH_VERSE
if(G.editMesh->vnode)
sync_all_verseverts_with_editverts(G.editMesh->vnode);
#endif
BIF_undo_push("Vertex Noise");
}
void vertices_to_sphere(void)
{
EditMesh *em = G.editMesh;
EditVert *eve;
Object *ob= OBACT;
float *curs, len, vec[3], cent[3], fac, facm, imat[3][3], bmat[3][3];
int tot;
short perc=100;
if(ob==0) return;
TEST_EDITMESH
if(button(&perc, 1, 100, "Percentage:")==0) return;
fac= perc/100.0;
facm= 1.0-fac;
Mat3CpyMat4(bmat, ob->obmat);
Mat3Inv(imat, bmat);
/* centre */
curs= give_cursor();
cent[0]= curs[0]-ob->obmat[3][0];
cent[1]= curs[1]-ob->obmat[3][1];
cent[2]= curs[2]-ob->obmat[3][2];
Mat3MulVecfl(imat, cent);
len= 0.0;
tot= 0;
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
tot++;
len+= VecLenf(cent, eve->co);
}
eve= eve->next;
}
len/=tot;
if(len==0.0) len= 10.0;
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
vec[0]= eve->co[0]-cent[0];
vec[1]= eve->co[1]-cent[1];
vec[2]= eve->co[2]-cent[2];
Normalise(vec);
eve->co[0]= fac*(cent[0]+vec[0]*len) + facm*eve->co[0];
eve->co[1]= fac*(cent[1]+vec[1]*len) + facm*eve->co[1];
eve->co[2]= fac*(cent[2]+vec[2]*len) + facm*eve->co[2];
}
eve= eve->next;
}
recalc_editnormals();
allqueue(REDRAWVIEW3D, 0);
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
#ifdef WITH_VERSE
if(G.editMesh->vnode)
sync_all_verseverts_with_editverts(G.editMesh->vnode);
#endif
BIF_undo_push("To Sphere");
}