colors. This because of the pretty weird (ab)use of load & make editmesh... For each added undo step, the load_editmesh was fed with an empty mesh to assign data to, without knowledge of what was in the original mesh. That way UV and color data got lost. Solved it in 2 steps: 1. removing the ->tface pointer from EditVlak, and make TFace a builtin struct inside EditVlak. This didnt cost much extra mem, since it already stored UV and color. This enabled some pretty cleanup in editmesh.c as well, storing tface pointers was cumbersome. 2. for each undo step, it then generates always a tface and mcol block to link to the undo Mesh. Even when it wasn't in the actual Mesh, at exit editmode the original Mesh is used as reference anyway, and undo-meshes are freed correctly. The enormous commit is because I had to change the BLI_editVert.h file, and found it was included in about every file unnecessary. I removed it there. ALso found out that subsurf has code ready (unfinished) to make UV coords for the displaylist in EditMode as well, nice to know for later...
173 lines
3.5 KiB
C
173 lines
3.5 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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) 2001-2002 by NaN Holding BV.
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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/BL DUAL LICENSE BLOCK *****
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*/
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "DNA_group_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_group.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BIF_space.h"
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#include "BIF_interface.h"
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#include "BIF_toolbox.h"
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#include "BIF_editgroup.h"
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#include "blendef.h"
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#include "mydevice.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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void set_active_group(void)
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{
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/* with active object, find active group */
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Group *group;
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GroupObject *go;
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G.scene->group= NULL;
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if(BASACT) {
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group= G.main->group.first;
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while(group) {
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go= group->gobject.first;
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while(go) {
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if(go->ob == OBACT) {
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G.scene->group= group;
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return;
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}
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go= go->next;
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}
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group= group->id.next;
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}
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}
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}
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void add_selected_to_group(void)
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{
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Base *base= FIRSTBASE;
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Group *group;
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if(BASACT==NULL) {
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error("No active object");
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return;
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}
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if(okee("Add selected to group")==0) return;
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if(G.scene->group==NULL) G.scene->group= add_group();
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while(base) {
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if TESTBASE(base) {
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/* each object only in one group */
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group= find_group(base->object);
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if(group==G.scene->group);
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else {
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if(group) {
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rem_from_group(group, base->object);
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}
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add_to_group(G.scene->group, base->object);
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base->object->flag |= OB_FROMGROUP;
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base->flag |= OB_FROMGROUP;
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}
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}
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base= base->next;
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}
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWBUTSOBJECT, 0);
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}
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void rem_selected_from_group(void)
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{
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Base *base=FIRSTBASE;
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Group *group;
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if(okee("Remove selected from group")==0) return;
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while(base) {
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if TESTBASE(base) {
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group= find_group(base->object);
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if(group) {
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rem_from_group(group, base->object);
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base->object->flag &= ~OB_FROMGROUP;
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base->flag &= ~OB_FROMGROUP;
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}
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}
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base= base->next;
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}
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWBUTSOBJECT, 0);
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}
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void prev_group_key(Group *group)
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{
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GroupKey *gk= group->active;
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if(gk) gk= gk->prev;
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if(gk==NULL) group->active= group->gkey.last;
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else group->active= gk;
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set_group_key(group);
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}
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void next_group_key(Group *group)
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{
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GroupKey *gk= group->active;
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if(gk) gk= gk->next;
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if(gk==NULL) group->active= group->gkey.first;
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else group->active= gk;
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set_group_key(group);
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}
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