1322 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1322 lines
		
	
	
		
			31 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) 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): Martin Poirier
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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#include <stdlib.h>
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#include <math.h>
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#include <float.h>
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#include <stdio.h>
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#include "PIL_time.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_meshdata_types.h" // Temporary, for snapping to other unselected meshes
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#include "DNA_space_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_view3d_types.h"
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#include "BLI_arithb.h"
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#include "BLI_editVert.h"
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//#include "BDR_drawobject.h"
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//
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//#include "editmesh.h"
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//#include "BIF_editsima.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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//#include "BIF_mywindow.h"
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//#include "BIF_screen.h"
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//#include "BIF_editsima.h"
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//#include "BIF_drawimage.h"
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//#include "BIF_editmesh.h"
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#include "BKE_global.h"
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#include "BKE_utildefines.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_object.h"
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#include "BKE_anim.h" /* for duplis */
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#include "BKE_context.h"
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#include "ED_view3d.h"
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#include "ED_mesh.h"
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#include "WM_types.h"
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#include "UI_resources.h"
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#include "MEM_guardedalloc.h"
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#include "transform.h"
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//#include "blendef.h" /* for selection modes */
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/********************* PROTOTYPES ***********************/
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void setSnappingCallback(TransInfo *t);
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void ApplySnapTranslation(TransInfo *t, float vec[3]);
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void ApplySnapRotation(TransInfo *t, float *vec);
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void ApplySnapResize(TransInfo *t, float *vec);
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void CalcSnapGrid(TransInfo *t, float *vec);
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void CalcSnapGeometry(TransInfo *t, float *vec);
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void TargetSnapMedian(TransInfo *t);
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void TargetSnapCenter(TransInfo *t);
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void TargetSnapClosest(TransInfo *t);
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void TargetSnapActive(TransInfo *t);
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float RotationBetween(TransInfo *t, float p1[3], float p2[3]);
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float TranslationBetween(TransInfo *t, float p1[3], float p2[3]);
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float ResizeBetween(TransInfo *t, float p1[3], float p2[3]);
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/* Modes */
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#define SNAP_ALL			0
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#define SNAP_NOT_SELECTED	1
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#define SNAP_NOT_OBEDIT		2
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int snapObjects(TransInfo *t, int *dist, float *loc, float *no, int mode);
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/****************** IMPLEMENTATIONS *********************/
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int BIF_snappingSupported(Object *obedit)
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{
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	int status = 0;
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	if (obedit == NULL || obedit->type==OB_MESH) /* only support object or mesh */
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	{
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		status = 1;
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	}
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	return status;
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}
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void drawSnapping(TransInfo *t)
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{
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	if ((t->tsnap.status & (SNAP_ON|POINT_INIT|TARGET_INIT)) == (SNAP_ON|POINT_INIT|TARGET_INIT) &&
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		(t->modifiers & MOD_SNAP_GEARS))
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		{
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		char col[4] = {1, 0, 1};
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		UI_GetThemeColor3ubv(TH_TRANSFORM, col);
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		glColor4ub(col[0], col[1], col[2], 128);
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		if (t->spacetype == SPACE_VIEW3D) {
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			View3D *v3d = t->view;
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			RegionView3D *rv3d= t->ar->regiondata;
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			float tmat[4][4], imat[4][4];
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			float size;
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			glDisable(GL_DEPTH_TEST);
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			size = get_drawsize(t->ar, t->tsnap.snapPoint);
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			size *= 0.5f * UI_GetThemeValuef(TH_VERTEX_SIZE);
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			Mat4CpyMat4(tmat, rv3d->viewmat);
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			Mat4Invert(imat, tmat);
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			drawcircball(GL_LINE_LOOP, t->tsnap.snapPoint, size, imat);
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			/* draw normal if needed */
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			if (usingSnappingNormal(t) && validSnappingNormal(t))
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			{
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				glBegin(GL_LINES);
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					glVertex3f(t->tsnap.snapPoint[0], t->tsnap.snapPoint[1], t->tsnap.snapPoint[2]);
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					glVertex3f(	t->tsnap.snapPoint[0] + t->tsnap.snapNormal[0],
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								t->tsnap.snapPoint[1] + t->tsnap.snapNormal[1],
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								t->tsnap.snapPoint[2] + t->tsnap.snapNormal[2]);
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				glEnd();
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			}
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			if(v3d->zbuf)
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				glEnable(GL_DEPTH_TEST);
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		}
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		else if (t->spacetype==SPACE_IMAGE)
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		{
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			/*This will not draw, and Im nor sure why - campbell */
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			/*			
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			float xuser_asp, yuser_asp;
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			int wi, hi;
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			float w, h;
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			calc_image_view(G.sima, 'f');	// float
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			myortho2(G.v2d->cur.xmin, G.v2d->cur.xmax, G.v2d->cur.ymin, G.v2d->cur.ymax);
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			glLoadIdentity();
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			aspect_sima(G.sima, &xuser_asp, &yuser_asp);
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			transform_width_height_tface_uv(&wi, &hi);
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			w = (((float)wi)/256.0f)*G.sima->zoom * xuser_asp;
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			h = (((float)hi)/256.0f)*G.sima->zoom * yuser_asp;
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			cpack(0xFFFFFF);
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			glTranslatef(t->tsnap.snapPoint[0], t->tsnap.snapPoint[1], 0.0f);
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			//glRectf(0,0,1,1);
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			setlinestyle(0);
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			cpack(0x0);
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			fdrawline(-0.020/w, 0, -0.1/w, 0);
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			fdrawline(0.1/w, 0, .020/w, 0);
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			fdrawline(0, -0.020/h, 0, -0.1/h);
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			fdrawline(0, 0.1/h, 0, 0.020/h);
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			glTranslatef(-t->tsnap.snapPoint[0], -t->tsnap.snapPoint[1], 0.0f);
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			setlinestyle(0);
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			*/
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		}
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	}
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}
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int  handleSnapping(TransInfo *t, wmEvent *event)
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{
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	int status = 0;
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	if (BIF_snappingSupported(t->obedit) && event->type == TABKEY && event->shift)
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	{
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		/* toggle snap and reinit */
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		t->scene->snap_flag ^= SCE_SNAP;
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		initSnapping(t);
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		status = 1;
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	}
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	return status;
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}
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void applySnapping(TransInfo *t, float *vec)
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{
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	if ((t->tsnap.status & SNAP_ON) && 
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		(t->modifiers & MOD_SNAP_GEARS))
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	{
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		double current = PIL_check_seconds_timer();
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		// Time base quirky code to go around findnearest slowness
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		/* !TODO! add exception for object mode, no need to slow it down then */
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		if (current - t->tsnap.last  >= 0.1)
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		{
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			t->tsnap.calcSnap(t, vec);
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			t->tsnap.targetSnap(t);
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			t->tsnap.last = current;
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		}
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		if ((t->tsnap.status & (POINT_INIT|TARGET_INIT)) == (POINT_INIT|TARGET_INIT))
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		{
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			t->tsnap.applySnap(t, vec);
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		}
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	}
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}
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void resetSnapping(TransInfo *t)
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{
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	t->tsnap.status = 0;
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	t->tsnap.modePoint = 0;
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	t->tsnap.modeTarget = 0;
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	t->tsnap.last = 0;
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	t->tsnap.applySnap = NULL;
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	t->tsnap.snapNormal[0] = 0;
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	t->tsnap.snapNormal[1] = 0;
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	t->tsnap.snapNormal[2] = 0;
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}
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int usingSnappingNormal(TransInfo *t)
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{
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	if (t->scene->snap_flag & SCE_SNAP_ROTATE)
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	{
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		return 1;
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	}
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	else
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	{
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		return 0;
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	}
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}
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int validSnappingNormal(TransInfo *t)
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{
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	if ((t->tsnap.status & (POINT_INIT|TARGET_INIT)) == (POINT_INIT|TARGET_INIT))
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	{
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		if (Inpf(t->tsnap.snapNormal, t->tsnap.snapNormal) > 0)
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		{
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			return 1;
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		}
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	}
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	return 0;
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}
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void initSnapping(TransInfo *t)
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{
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	Scene *scene = t->scene;
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	Object *obedit = t->obedit;
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	resetSnapping(t);
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	if ((t->spacetype == SPACE_VIEW3D || t->spacetype == SPACE_IMAGE) && // Only 3D view or UV
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			(t->flag & T_CAMERA) == 0) { // Not with camera selected
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		setSnappingCallback(t);
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		/* Edit mode */
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		if (t->tsnap.applySnap != NULL && // A snapping function actually exist
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			(scene->snap_flag & SCE_SNAP) && // Only if the snap flag is on
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			(obedit != NULL && obedit->type==OB_MESH) ) // Temporary limited to edit mode meshes
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		{
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			t->tsnap.status |= SNAP_ON;
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			t->tsnap.modePoint = SNAP_GEO;
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			if (t->flag & T_PROP_EDIT)
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			{
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				t->tsnap.mode = SNAP_NOT_OBEDIT;
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			}
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			else
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			{
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				t->tsnap.mode = SNAP_ALL;
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			}
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		}
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		/* Object mode */
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		else if (t->tsnap.applySnap != NULL && // A snapping function actually exist
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			(scene->snap_flag & SCE_SNAP) && // Only if the snap flag is on
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			(obedit == NULL) ) // Object Mode
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		{
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			t->tsnap.status |= SNAP_ON;
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			t->tsnap.modePoint = SNAP_GEO;
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			t->tsnap.mode = SNAP_NOT_SELECTED;
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		}
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		else
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		{	
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			/* Grid if snap is not possible */
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			t->tsnap.modePoint = SNAP_GRID;
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						|
		}
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						|
	}
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	else
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	{
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		/* Always grid outside of 3D view */
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		t->tsnap.modePoint = SNAP_GRID;
 | 
						|
	}
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}
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void setSnappingCallback(TransInfo *t)
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						|
{
 | 
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	Scene *scene = t->scene;
 | 
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	t->tsnap.calcSnap = CalcSnapGeometry;
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						|
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						|
	switch(scene->snap_target)
 | 
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	{
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		case SCE_SNAP_TARGET_CLOSEST:
 | 
						|
			t->tsnap.modeTarget = SNAP_CLOSEST;
 | 
						|
			t->tsnap.targetSnap = TargetSnapClosest;
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						|
			break;
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		case SCE_SNAP_TARGET_CENTER:
 | 
						|
			t->tsnap.modeTarget = SNAP_CENTER;
 | 
						|
			t->tsnap.targetSnap = TargetSnapCenter;
 | 
						|
			break;
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		case SCE_SNAP_TARGET_MEDIAN:
 | 
						|
			t->tsnap.modeTarget = SNAP_MEDIAN;
 | 
						|
			t->tsnap.targetSnap = TargetSnapMedian;
 | 
						|
			break;
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						|
		case SCE_SNAP_TARGET_ACTIVE:
 | 
						|
			t->tsnap.modeTarget = SNAP_ACTIVE;
 | 
						|
			t->tsnap.targetSnap = TargetSnapActive;
 | 
						|
			break;
 | 
						|
 | 
						|
	}
 | 
						|
 | 
						|
	switch (t->mode)
 | 
						|
	{
 | 
						|
	case TFM_TRANSLATION:
 | 
						|
		t->tsnap.applySnap = ApplySnapTranslation;
 | 
						|
		t->tsnap.distance = TranslationBetween;
 | 
						|
		break;
 | 
						|
	case TFM_ROTATION:
 | 
						|
		t->tsnap.applySnap = ApplySnapRotation;
 | 
						|
		t->tsnap.distance = RotationBetween;
 | 
						|
		
 | 
						|
		// Can't do TARGET_CENTER with rotation, use TARGET_MEDIAN instead
 | 
						|
		if (scene->snap_target == SCE_SNAP_TARGET_CENTER) {
 | 
						|
			t->tsnap.modeTarget = SNAP_MEDIAN;
 | 
						|
			t->tsnap.targetSnap = TargetSnapMedian;
 | 
						|
		}
 | 
						|
		break;
 | 
						|
	case TFM_RESIZE:
 | 
						|
		t->tsnap.applySnap = ApplySnapResize;
 | 
						|
		t->tsnap.distance = ResizeBetween;
 | 
						|
		
 | 
						|
		// Can't do TARGET_CENTER with resize, use TARGET_MEDIAN instead
 | 
						|
		if (scene->snap_target == SCE_SNAP_TARGET_CENTER) {
 | 
						|
			t->tsnap.modeTarget = SNAP_MEDIAN;
 | 
						|
			t->tsnap.targetSnap = TargetSnapMedian;
 | 
						|
		}
 | 
						|
		break;
 | 
						|
	default:
 | 
						|
		t->tsnap.applySnap = NULL;
 | 
						|
		break;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/********************** APPLY **************************/
 | 
						|
 | 
						|
void ApplySnapTranslation(TransInfo *t, float vec[3])
 | 
						|
{
 | 
						|
	VecSubf(vec, t->tsnap.snapPoint, t->tsnap.snapTarget);
 | 
						|
}
 | 
						|
 | 
						|
void ApplySnapRotation(TransInfo *t, float *vec)
 | 
						|
{
 | 
						|
	if (t->tsnap.modeTarget == SNAP_CLOSEST) {
 | 
						|
		*vec = t->tsnap.dist;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		*vec = RotationBetween(t, t->tsnap.snapTarget, t->tsnap.snapPoint);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void ApplySnapResize(TransInfo *t, float vec[3])
 | 
						|
{
 | 
						|
	if (t->tsnap.modeTarget == SNAP_CLOSEST) {
 | 
						|
		vec[0] = vec[1] = vec[2] = t->tsnap.dist;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		vec[0] = vec[1] = vec[2] = ResizeBetween(t, t->tsnap.snapTarget, t->tsnap.snapPoint);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/********************** DISTANCE **************************/
 | 
						|
 | 
						|
float TranslationBetween(TransInfo *t, float p1[3], float p2[3])
 | 
						|
{
 | 
						|
	return VecLenf(p1, p2);
 | 
						|
}
 | 
						|
 | 
						|
float RotationBetween(TransInfo *t, float p1[3], float p2[3])
 | 
						|
{
 | 
						|
	float angle, start[3], end[3], center[3];
 | 
						|
	
 | 
						|
	VECCOPY(center, t->center);	
 | 
						|
	if(t->flag & (T_EDIT|T_POSE)) {
 | 
						|
		Object *ob= t->obedit?t->obedit:t->poseobj;
 | 
						|
		Mat4MulVecfl(ob->obmat, center);
 | 
						|
	}
 | 
						|
 | 
						|
	VecSubf(start, p1, center);
 | 
						|
	VecSubf(end, p2, center);	
 | 
						|
		
 | 
						|
	// Angle around a constraint axis (error prone, will need debug)
 | 
						|
	if (t->con.applyRot != NULL && (t->con.mode & CON_APPLY)) {
 | 
						|
		float axis[3], tmp[3];
 | 
						|
		
 | 
						|
		t->con.applyRot(t, NULL, axis, NULL);
 | 
						|
 | 
						|
		Projf(tmp, end, axis);
 | 
						|
		VecSubf(end, end, tmp);
 | 
						|
		
 | 
						|
		Projf(tmp, start, axis);
 | 
						|
		VecSubf(start, start, tmp);
 | 
						|
		
 | 
						|
		Normalize(end);
 | 
						|
		Normalize(start);
 | 
						|
		
 | 
						|
		Crossf(tmp, start, end);
 | 
						|
		
 | 
						|
		if (Inpf(tmp, axis) < 0.0)
 | 
						|
			angle = -acos(Inpf(start, end));
 | 
						|
		else	
 | 
						|
			angle = acos(Inpf(start, end));
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		float mtx[3][3];
 | 
						|
		
 | 
						|
		Mat3CpyMat4(mtx, t->viewmat);
 | 
						|
 | 
						|
		Mat3MulVecfl(mtx, end);
 | 
						|
		Mat3MulVecfl(mtx, start);
 | 
						|
		
 | 
						|
		angle = atan2(start[1],start[0]) - atan2(end[1],end[0]);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (angle > M_PI) {
 | 
						|
		angle = angle - 2 * M_PI;
 | 
						|
	}
 | 
						|
	else if (angle < -(M_PI)) {
 | 
						|
		angle = 2 * M_PI + angle;
 | 
						|
	}
 | 
						|
	
 | 
						|
	return angle;
 | 
						|
}
 | 
						|
 | 
						|
float ResizeBetween(TransInfo *t, float p1[3], float p2[3])
 | 
						|
{
 | 
						|
	float d1[3], d2[3], center[3];
 | 
						|
	
 | 
						|
	VECCOPY(center, t->center);	
 | 
						|
	if(t->flag & (T_EDIT|T_POSE)) {
 | 
						|
		Object *ob= t->obedit?t->obedit:t->poseobj;
 | 
						|
		Mat4MulVecfl(ob->obmat, center);
 | 
						|
	}
 | 
						|
 | 
						|
	VecSubf(d1, p1, center);
 | 
						|
	VecSubf(d2, p2, center);
 | 
						|
	
 | 
						|
	if (t->con.applyRot != NULL && (t->con.mode & CON_APPLY)) {
 | 
						|
		Mat3MulVecfl(t->con.pmtx, d1);
 | 
						|
		Mat3MulVecfl(t->con.pmtx, d2);
 | 
						|
	}
 | 
						|
	
 | 
						|
	return VecLength(d2) / VecLength(d1);
 | 
						|
}
 | 
						|
 | 
						|
/********************** CALC **************************/
 | 
						|
 | 
						|
void CalcSnapGrid(TransInfo *t, float *vec)
 | 
						|
{
 | 
						|
	snapGridAction(t, t->tsnap.snapPoint, BIG_GEARS);
 | 
						|
}
 | 
						|
 | 
						|
void CalcSnapGeometry(TransInfo *t, float *vec)
 | 
						|
{
 | 
						|
	/* Object mode */
 | 
						|
	if (t->obedit == NULL)
 | 
						|
	{
 | 
						|
		if (t->spacetype == SPACE_VIEW3D)
 | 
						|
		{
 | 
						|
			float vec[3];
 | 
						|
			float no[3];
 | 
						|
			int found = 0;
 | 
						|
			int dist = 40; // Use a user defined value here
 | 
						|
			
 | 
						|
			found = snapObjects(t, &dist, vec, no, t->tsnap.mode);
 | 
						|
			if (found == 1)
 | 
						|
			{
 | 
						|
				float tangent[3];
 | 
						|
				
 | 
						|
				VecSubf(tangent, vec, t->tsnap.snapPoint);
 | 
						|
				tangent[2] = 0; 
 | 
						|
				
 | 
						|
				if (Inpf(tangent, tangent) > 0)
 | 
						|
				{
 | 
						|
					VECCOPY(t->tsnap.snapTangent, tangent);
 | 
						|
				}
 | 
						|
				
 | 
						|
				VECCOPY(t->tsnap.snapPoint, vec);
 | 
						|
				VECCOPY(t->tsnap.snapNormal, no);
 | 
						|
 | 
						|
				t->tsnap.status |=  POINT_INIT;
 | 
						|
			}
 | 
						|
			else
 | 
						|
			{
 | 
						|
				t->tsnap.status &= ~POINT_INIT;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	/* Mesh edit mode */
 | 
						|
	else if (t->obedit->type==OB_MESH)
 | 
						|
	{
 | 
						|
		if (t->spacetype == SPACE_VIEW3D)
 | 
						|
		{
 | 
						|
			float vec[3];
 | 
						|
			float no[3];
 | 
						|
			int found = 0;
 | 
						|
			int dist = 40; // Use a user defined value here
 | 
						|
 | 
						|
			found = snapObjects(t, &dist, vec, no, t->tsnap.mode);
 | 
						|
			if (found == 1)
 | 
						|
			{
 | 
						|
				VECCOPY(t->tsnap.snapPoint, vec);
 | 
						|
				VECCOPY(t->tsnap.snapNormal, no);
 | 
						|
				
 | 
						|
				t->tsnap.status |=  POINT_INIT;
 | 
						|
			}
 | 
						|
			else
 | 
						|
			{
 | 
						|
				t->tsnap.status &= ~POINT_INIT;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else if (t->spacetype == SPACE_IMAGE)
 | 
						|
		{	/* same as above but for UV's */
 | 
						|
			MTFace *nearesttf=NULL;
 | 
						|
			float aspx, aspy;
 | 
						|
			int face_corner;
 | 
						|
			
 | 
						|
			// TRANSFORM_FIX_ME
 | 
						|
			//find_nearest_uv(&nearesttf, NULL, NULL, &face_corner);
 | 
						|
 | 
						|
			if (nearesttf != NULL)
 | 
						|
			{
 | 
						|
				VECCOPY2D(t->tsnap.snapPoint, nearesttf->uv[face_corner]);
 | 
						|
 | 
						|
				// TRANSFORM_FIX_ME
 | 
						|
				//transform_aspect_ratio_tface_uv(&aspx, &aspy);
 | 
						|
				t->tsnap.snapPoint[0] *= aspx;
 | 
						|
				t->tsnap.snapPoint[1] *= aspy;
 | 
						|
 | 
						|
				Mat4MulVecfl(t->obedit->obmat, t->tsnap.snapPoint);
 | 
						|
				
 | 
						|
				t->tsnap.status |=  POINT_INIT;
 | 
						|
			}
 | 
						|
			else
 | 
						|
			{
 | 
						|
				t->tsnap.status &= ~POINT_INIT;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/********************** TARGET **************************/
 | 
						|
 | 
						|
void TargetSnapCenter(TransInfo *t)
 | 
						|
{
 | 
						|
	// Only need to calculate once
 | 
						|
	if ((t->tsnap.status & TARGET_INIT) == 0)
 | 
						|
	{
 | 
						|
		VECCOPY(t->tsnap.snapTarget, t->center);	
 | 
						|
		if(t->flag & (T_EDIT|T_POSE)) {
 | 
						|
			Object *ob= t->obedit?t->obedit:t->poseobj;
 | 
						|
			Mat4MulVecfl(ob->obmat, t->tsnap.snapTarget);
 | 
						|
		}
 | 
						|
		
 | 
						|
		t->tsnap.status |= TARGET_INIT;		
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void TargetSnapActive(TransInfo *t)
 | 
						|
{
 | 
						|
	// Only need to calculate once
 | 
						|
	if ((t->tsnap.status & TARGET_INIT) == 0)
 | 
						|
	{
 | 
						|
		TransData *td = NULL;
 | 
						|
		TransData *active_td = NULL;
 | 
						|
		int i;
 | 
						|
 | 
						|
		for(td = t->data, i = 0 ; i < t->total && td->flag & TD_SELECTED ; i++, td++)
 | 
						|
		{
 | 
						|
			if (td->flag & TD_ACTIVE)
 | 
						|
			{
 | 
						|
				active_td = td;
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (active_td)
 | 
						|
		{	
 | 
						|
			VECCOPY(t->tsnap.snapTarget, active_td->center);
 | 
						|
				
 | 
						|
			if(t->flag & (T_EDIT|T_POSE)) {
 | 
						|
				Object *ob= t->obedit?t->obedit:t->poseobj;
 | 
						|
				Mat4MulVecfl(ob->obmat, t->tsnap.snapTarget);
 | 
						|
			}
 | 
						|
			
 | 
						|
			t->tsnap.status |= TARGET_INIT;
 | 
						|
		}
 | 
						|
		/* No active, default to median */
 | 
						|
		else
 | 
						|
		{
 | 
						|
			t->tsnap.modeTarget = SNAP_MEDIAN;
 | 
						|
			t->tsnap.targetSnap = TargetSnapMedian;
 | 
						|
			TargetSnapMedian(t);
 | 
						|
		}		
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void TargetSnapMedian(TransInfo *t)
 | 
						|
{
 | 
						|
	// Only need to calculate once
 | 
						|
	if ((t->tsnap.status & TARGET_INIT) == 0)
 | 
						|
	{
 | 
						|
		TransData *td = NULL;
 | 
						|
		int i;
 | 
						|
 | 
						|
		t->tsnap.snapTarget[0] = 0;
 | 
						|
		t->tsnap.snapTarget[1] = 0;
 | 
						|
		t->tsnap.snapTarget[2] = 0;
 | 
						|
		
 | 
						|
		for(td = t->data, i = 0 ; i < t->total && td->flag & TD_SELECTED ; i++, td++)
 | 
						|
		{
 | 
						|
			VecAddf(t->tsnap.snapTarget, t->tsnap.snapTarget, td->center);
 | 
						|
		}
 | 
						|
		
 | 
						|
		VecMulf(t->tsnap.snapTarget, 1.0 / i);
 | 
						|
		
 | 
						|
		if(t->flag & (T_EDIT|T_POSE)) {
 | 
						|
			Object *ob= t->obedit?t->obedit:t->poseobj;
 | 
						|
			Mat4MulVecfl(ob->obmat, t->tsnap.snapTarget);
 | 
						|
		}
 | 
						|
		
 | 
						|
		t->tsnap.status |= TARGET_INIT;		
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void TargetSnapClosest(TransInfo *t)
 | 
						|
{
 | 
						|
	// Only valid if a snap point has been selected
 | 
						|
	if (t->tsnap.status & POINT_INIT)
 | 
						|
	{
 | 
						|
		TransData *closest = NULL, *td = NULL;
 | 
						|
		
 | 
						|
		/* Object mode */
 | 
						|
		if (t->flag & T_OBJECT)
 | 
						|
		{
 | 
						|
			int i;
 | 
						|
			for(td = t->data, i = 0 ; i < t->total && td->flag & TD_SELECTED ; i++, td++)
 | 
						|
			{
 | 
						|
				struct BoundBox *bb = object_get_boundbox(td->ob);
 | 
						|
				
 | 
						|
				/* use boundbox if possible */
 | 
						|
				if (bb)
 | 
						|
				{
 | 
						|
					int j;
 | 
						|
					
 | 
						|
					for (j = 0; j < 8; j++) {
 | 
						|
						float loc[3];
 | 
						|
						float dist;
 | 
						|
						
 | 
						|
						VECCOPY(loc, bb->vec[j]);
 | 
						|
						Mat4MulVecfl(td->ext->obmat, loc);
 | 
						|
						
 | 
						|
						dist = t->tsnap.distance(t, loc, t->tsnap.snapPoint);
 | 
						|
						
 | 
						|
						if (closest == NULL || fabs(dist) < fabs(t->tsnap.dist))
 | 
						|
						{
 | 
						|
							VECCOPY(t->tsnap.snapTarget, loc);
 | 
						|
							closest = td;
 | 
						|
							t->tsnap.dist = dist; 
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
				/* use element center otherwise */
 | 
						|
				else
 | 
						|
				{
 | 
						|
					float loc[3];
 | 
						|
					float dist;
 | 
						|
					
 | 
						|
					VECCOPY(loc, td->center);
 | 
						|
					
 | 
						|
					dist = t->tsnap.distance(t, loc, t->tsnap.snapPoint);
 | 
						|
					
 | 
						|
					if (closest == NULL || fabs(dist) < fabs(t->tsnap.dist))
 | 
						|
					{
 | 
						|
						VECCOPY(t->tsnap.snapTarget, loc);
 | 
						|
						closest = td;
 | 
						|
						t->tsnap.dist = dist; 
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else
 | 
						|
		{
 | 
						|
			int i;
 | 
						|
			for(td = t->data, i = 0 ; i < t->total && td->flag & TD_SELECTED ; i++, td++)
 | 
						|
			{
 | 
						|
				float loc[3];
 | 
						|
				float dist;
 | 
						|
				
 | 
						|
				VECCOPY(loc, td->center);
 | 
						|
				
 | 
						|
				if(t->flag & (T_EDIT|T_POSE)) {
 | 
						|
					Object *ob= t->obedit?t->obedit:t->poseobj;
 | 
						|
					Mat4MulVecfl(ob->obmat, loc);
 | 
						|
				}
 | 
						|
				
 | 
						|
				dist = t->tsnap.distance(t, loc, t->tsnap.snapPoint);
 | 
						|
				
 | 
						|
				if (closest == NULL || fabs(dist) < fabs(t->tsnap.dist))
 | 
						|
				{
 | 
						|
					VECCOPY(t->tsnap.snapTarget, loc);
 | 
						|
					closest = td;
 | 
						|
					t->tsnap.dist = dist; 
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		t->tsnap.status |= TARGET_INIT;
 | 
						|
	}
 | 
						|
}
 | 
						|
/*================================================================*/
 | 
						|
 | 
						|
int snapDerivedMesh(TransInfo *t, Object *ob, DerivedMesh *dm, EditMesh *em, float obmat[][4], float ray_start[3], float ray_normal[3], short mval[2], float *loc, float *no, int *dist, float *depth)
 | 
						|
{
 | 
						|
	int retval = 0;
 | 
						|
	int totvert = dm->getNumVerts(dm);
 | 
						|
	int totface = dm->getNumFaces(dm);
 | 
						|
	
 | 
						|
	if (totvert > 0) {
 | 
						|
		float imat[4][4];
 | 
						|
		float timat[3][3]; /* transpose inverse matrix for normals */
 | 
						|
		float ray_start_local[3], ray_normal_local[3];
 | 
						|
		int test = 1;
 | 
						|
 | 
						|
		Mat4Invert(imat, obmat);
 | 
						|
 | 
						|
		Mat3CpyMat4(timat, imat);
 | 
						|
		Mat3Transp(timat);
 | 
						|
		
 | 
						|
		VECCOPY(ray_start_local, ray_start);
 | 
						|
		VECCOPY(ray_normal_local, ray_normal);
 | 
						|
		
 | 
						|
		Mat4MulVecfl(imat, ray_start_local);
 | 
						|
		Mat4Mul3Vecfl(imat, ray_normal_local);
 | 
						|
		
 | 
						|
		
 | 
						|
		/* If number of vert is more than an arbitrary limit, 
 | 
						|
		 * test against boundbox first
 | 
						|
		 * */
 | 
						|
		if (totface > 16) {
 | 
						|
			struct BoundBox *bb = object_get_boundbox(ob);
 | 
						|
			test = ray_hit_boundbox(bb, ray_start_local, ray_normal_local);
 | 
						|
		}
 | 
						|
		
 | 
						|
		if (test == 1) {
 | 
						|
			
 | 
						|
			switch (t->scene->snap_mode)
 | 
						|
			{
 | 
						|
				case SCE_SNAP_MODE_FACE:
 | 
						|
				{ 
 | 
						|
					MVert *verts = dm->getVertArray(dm);
 | 
						|
					MFace *faces = dm->getFaceArray(dm);
 | 
						|
					int *index_array = NULL;
 | 
						|
					int index = 0;
 | 
						|
					int i;
 | 
						|
					
 | 
						|
					if (em != NULL)
 | 
						|
					{
 | 
						|
						index_array = dm->getFaceDataArray(dm, CD_ORIGINDEX);
 | 
						|
						EM_init_index_arrays(em, 0, 0, 1);
 | 
						|
					}
 | 
						|
					
 | 
						|
					for( i = 0; i < totface; i++) {
 | 
						|
						EditFace *efa = NULL;
 | 
						|
						MFace *f = faces + i;
 | 
						|
						float lambda;
 | 
						|
						int result;
 | 
						|
						
 | 
						|
						test = 1; /* reset for every face */
 | 
						|
					
 | 
						|
						if (em != NULL)
 | 
						|
						{
 | 
						|
							if (index_array)
 | 
						|
							{
 | 
						|
								index = index_array[i];
 | 
						|
							}
 | 
						|
							else
 | 
						|
							{
 | 
						|
								index = i;
 | 
						|
							}
 | 
						|
							
 | 
						|
							if (index == ORIGINDEX_NONE)
 | 
						|
							{
 | 
						|
								test = 0;
 | 
						|
							}
 | 
						|
							else
 | 
						|
							{
 | 
						|
								efa = EM_get_face_for_index(index);
 | 
						|
								
 | 
						|
								if (efa && (efa->h || (efa->v1->f & SELECT) || (efa->v2->f & SELECT) || (efa->v3->f & SELECT) || (efa->v4 && efa->v4->f & SELECT)))
 | 
						|
								{
 | 
						|
									test = 0;
 | 
						|
								}
 | 
						|
							}
 | 
						|
						}
 | 
						|
						
 | 
						|
						
 | 
						|
						if (test)
 | 
						|
						{
 | 
						|
							result = RayIntersectsTriangle(ray_start_local, ray_normal_local, verts[f->v1].co, verts[f->v2].co, verts[f->v3].co, &lambda, NULL);
 | 
						|
							
 | 
						|
							if (result) {
 | 
						|
								float location[3], normal[3];
 | 
						|
								float intersect[3];
 | 
						|
								float new_depth;
 | 
						|
								int screen_loc[2];
 | 
						|
								int new_dist;
 | 
						|
								
 | 
						|
								VECCOPY(intersect, ray_normal_local);
 | 
						|
								VecMulf(intersect, lambda);
 | 
						|
								VecAddf(intersect, intersect, ray_start_local);
 | 
						|
								
 | 
						|
								VECCOPY(location, intersect);
 | 
						|
								
 | 
						|
								if (f->v4)
 | 
						|
									CalcNormFloat4(verts[f->v1].co, verts[f->v2].co, verts[f->v3].co, verts[f->v4].co, normal);
 | 
						|
								else
 | 
						|
									CalcNormFloat(verts[f->v1].co, verts[f->v2].co, verts[f->v3].co, normal);
 | 
						|
 | 
						|
								Mat4MulVecfl(obmat, location);
 | 
						|
								
 | 
						|
								new_depth = VecLenf(location, ray_start);					
 | 
						|
								
 | 
						|
								project_int(t->ar, location, screen_loc);
 | 
						|
								new_dist = abs(screen_loc[0] - mval[0]) + abs(screen_loc[1] - mval[1]);
 | 
						|
								
 | 
						|
								if (new_dist <= *dist && new_depth < *depth)
 | 
						|
								{
 | 
						|
									*depth = new_depth;
 | 
						|
									retval = 1;
 | 
						|
									
 | 
						|
									VECCOPY(loc, location);
 | 
						|
									VECCOPY(no, normal);
 | 
						|
									
 | 
						|
									Mat3MulVecfl(timat, no);
 | 
						|
									Normalize(no);
 | 
						|
					
 | 
						|
									*dist = new_dist;
 | 
						|
								} 
 | 
						|
							}
 | 
						|
					
 | 
						|
							if (f->v4 && result == 0)
 | 
						|
							{
 | 
						|
								result = RayIntersectsTriangle(ray_start_local, ray_normal_local, verts[f->v3].co, verts[f->v4].co, verts[f->v1].co, &lambda, NULL);
 | 
						|
								
 | 
						|
								if (result) {
 | 
						|
									float location[3], normal[3];
 | 
						|
									float intersect[3];
 | 
						|
									float new_depth;
 | 
						|
									int screen_loc[2];
 | 
						|
									int new_dist;
 | 
						|
									
 | 
						|
									VECCOPY(intersect, ray_normal_local);
 | 
						|
									VecMulf(intersect, lambda);
 | 
						|
									VecAddf(intersect, intersect, ray_start_local);
 | 
						|
									
 | 
						|
									VECCOPY(location, intersect);
 | 
						|
									
 | 
						|
									if (f->v4)
 | 
						|
										CalcNormFloat4(verts[f->v1].co, verts[f->v2].co, verts[f->v3].co, verts[f->v4].co, normal);
 | 
						|
									else
 | 
						|
										CalcNormFloat(verts[f->v1].co, verts[f->v2].co, verts[f->v3].co, normal);
 | 
						|
	
 | 
						|
									Mat4MulVecfl(obmat, location);
 | 
						|
									
 | 
						|
									new_depth = VecLenf(location, ray_start);					
 | 
						|
									
 | 
						|
									project_int(t->ar, location, screen_loc);
 | 
						|
									new_dist = abs(screen_loc[0] - mval[0]) + abs(screen_loc[1] - mval[1]);
 | 
						|
									
 | 
						|
									if (new_dist <= *dist && new_depth < *depth)
 | 
						|
									{
 | 
						|
										*depth = new_depth;
 | 
						|
										retval = 1;
 | 
						|
										
 | 
						|
										VECCOPY(loc, location);
 | 
						|
										VECCOPY(no, normal);
 | 
						|
										
 | 
						|
										Mat3MulVecfl(timat, no);
 | 
						|
										Normalize(no);
 | 
						|
						
 | 
						|
										*dist = new_dist;
 | 
						|
									}
 | 
						|
								} 
 | 
						|
							}
 | 
						|
						}
 | 
						|
					}
 | 
						|
					
 | 
						|
					if (em != NULL)
 | 
						|
					{
 | 
						|
						EM_free_index_arrays();
 | 
						|
					}
 | 
						|
					break;
 | 
						|
				}
 | 
						|
				case SCE_SNAP_MODE_VERTEX:
 | 
						|
				{
 | 
						|
					MVert *verts = dm->getVertArray(dm);
 | 
						|
					int *index_array = NULL;
 | 
						|
					int index = 0;
 | 
						|
					int i;
 | 
						|
					
 | 
						|
					if (em != NULL)
 | 
						|
					{
 | 
						|
						index_array = dm->getVertDataArray(dm, CD_ORIGINDEX);
 | 
						|
						EM_init_index_arrays(em, 1, 0, 0);
 | 
						|
					}
 | 
						|
					
 | 
						|
					for( i = 0; i < totvert; i++) {
 | 
						|
						EditVert *eve = NULL;
 | 
						|
						MVert *v = verts + i;
 | 
						|
						
 | 
						|
						test = 1; /* reset for every vert */
 | 
						|
					
 | 
						|
						if (em != NULL)
 | 
						|
						{
 | 
						|
							if (index_array)
 | 
						|
							{
 | 
						|
								index = index_array[i];
 | 
						|
							}
 | 
						|
							else
 | 
						|
							{
 | 
						|
								index = i;
 | 
						|
							}
 | 
						|
							
 | 
						|
							if (index == ORIGINDEX_NONE)
 | 
						|
							{
 | 
						|
								test = 0;
 | 
						|
							}
 | 
						|
							else
 | 
						|
							{
 | 
						|
								eve = EM_get_vert_for_index(index);
 | 
						|
								
 | 
						|
								if (eve && (eve->h || (eve->f & SELECT)))
 | 
						|
								{
 | 
						|
									test = 0;
 | 
						|
								}
 | 
						|
							}
 | 
						|
						}
 | 
						|
						
 | 
						|
						
 | 
						|
						if (test)
 | 
						|
						{
 | 
						|
							float dvec[3];
 | 
						|
							
 | 
						|
							VecSubf(dvec, v->co, ray_start_local);
 | 
						|
							
 | 
						|
							if (Inpf(ray_normal_local, dvec) > 0)
 | 
						|
							{
 | 
						|
								float location[3];
 | 
						|
								float new_depth;
 | 
						|
								int screen_loc[2];
 | 
						|
								int new_dist;
 | 
						|
								
 | 
						|
								VECCOPY(location, v->co);
 | 
						|
								
 | 
						|
								Mat4MulVecfl(obmat, location);
 | 
						|
								
 | 
						|
								new_depth = VecLenf(location, ray_start);					
 | 
						|
								
 | 
						|
								project_int(t->ar, location, screen_loc);
 | 
						|
								new_dist = abs(screen_loc[0] - mval[0]) + abs(screen_loc[1] - mval[1]);
 | 
						|
								
 | 
						|
								if (new_dist <= *dist && new_depth < *depth)
 | 
						|
								{
 | 
						|
									*depth = new_depth;
 | 
						|
									retval = 1;
 | 
						|
									
 | 
						|
									VECCOPY(loc, location);
 | 
						|
									
 | 
						|
									NormalShortToFloat(no, v->no);
 | 
						|
									Mat3MulVecfl(timat, no);
 | 
						|
									Normalize(no);
 | 
						|
					
 | 
						|
									*dist = new_dist;
 | 
						|
								} 
 | 
						|
							}
 | 
						|
						}
 | 
						|
					}
 | 
						|
 | 
						|
					if (em != NULL)
 | 
						|
					{
 | 
						|
						EM_free_index_arrays();
 | 
						|
					}
 | 
						|
					break;
 | 
						|
				}
 | 
						|
				case SCE_SNAP_MODE_EDGE:
 | 
						|
				{
 | 
						|
					MVert *verts = dm->getVertArray(dm);
 | 
						|
					MEdge *edges = dm->getEdgeArray(dm);
 | 
						|
					int totedge = dm->getNumEdges(dm);
 | 
						|
					int *index_array = NULL;
 | 
						|
					int index = 0;
 | 
						|
					int i;
 | 
						|
					
 | 
						|
					if (em != NULL)
 | 
						|
					{
 | 
						|
						index_array = dm->getEdgeDataArray(dm, CD_ORIGINDEX);
 | 
						|
						EM_init_index_arrays(em, 0, 1, 0);
 | 
						|
					}
 | 
						|
					
 | 
						|
					for( i = 0; i < totedge; i++) {
 | 
						|
						EditEdge *eed = NULL;
 | 
						|
						MEdge *e = edges + i;
 | 
						|
						
 | 
						|
						test = 1; /* reset for every vert */
 | 
						|
					
 | 
						|
						if (em != NULL)
 | 
						|
						{
 | 
						|
							if (index_array)
 | 
						|
							{
 | 
						|
								index = index_array[i];
 | 
						|
							}
 | 
						|
							else
 | 
						|
							{
 | 
						|
								index = i;
 | 
						|
							}
 | 
						|
							
 | 
						|
							if (index == ORIGINDEX_NONE)
 | 
						|
							{
 | 
						|
								test = 0;
 | 
						|
							}
 | 
						|
							else
 | 
						|
							{
 | 
						|
								eed = EM_get_edge_for_index(index);
 | 
						|
								
 | 
						|
								if (eed && (eed->h || (eed->v1->f & SELECT) || (eed->v2->f & SELECT)))
 | 
						|
								{
 | 
						|
									test = 0;
 | 
						|
								}
 | 
						|
							}
 | 
						|
						}
 | 
						|
						
 | 
						|
						
 | 
						|
						if (test)
 | 
						|
						{
 | 
						|
							float intersect[3] = {0, 0, 0}, ray_end[3], dvec[3];
 | 
						|
							int result;
 | 
						|
							
 | 
						|
							VECCOPY(ray_end, ray_normal_local);
 | 
						|
							VecMulf(ray_end, 2000);
 | 
						|
							VecAddf(ray_end, ray_start_local, ray_end);
 | 
						|
							
 | 
						|
							result = LineIntersectLine(verts[e->v1].co, verts[e->v2].co, ray_start_local, ray_end, intersect, dvec); /* dvec used but we don't care about result */
 | 
						|
							
 | 
						|
							if (result)
 | 
						|
							{
 | 
						|
								float edge_loc[3], vec[3];
 | 
						|
								float mul;
 | 
						|
							
 | 
						|
								/* check for behind ray_start */
 | 
						|
								VecSubf(dvec, intersect, ray_start_local);
 | 
						|
								
 | 
						|
								VecSubf(edge_loc, verts[e->v1].co, verts[e->v2].co);
 | 
						|
								VecSubf(vec, intersect, verts[e->v2].co);
 | 
						|
								
 | 
						|
								mul = Inpf(vec, edge_loc) / Inpf(edge_loc, edge_loc);
 | 
						|
								
 | 
						|
								if (mul > 1) {
 | 
						|
									mul = 1;
 | 
						|
									VECCOPY(intersect, verts[e->v1].co);
 | 
						|
								}
 | 
						|
								else if (mul < 0) {
 | 
						|
									mul = 0;
 | 
						|
									VECCOPY(intersect, verts[e->v2].co);
 | 
						|
								}
 | 
						|
	
 | 
						|
								if (Inpf(ray_normal_local, dvec) > 0)
 | 
						|
								{
 | 
						|
									float location[3];
 | 
						|
									float new_depth;
 | 
						|
									int screen_loc[2];
 | 
						|
									int new_dist;
 | 
						|
									
 | 
						|
									VECCOPY(location, intersect);
 | 
						|
									
 | 
						|
									Mat4MulVecfl(obmat, location);
 | 
						|
									
 | 
						|
									new_depth = VecLenf(location, ray_start);					
 | 
						|
									
 | 
						|
									project_int(t->ar, location, screen_loc);
 | 
						|
									new_dist = abs(screen_loc[0] - mval[0]) + abs(screen_loc[1] - mval[1]);
 | 
						|
									
 | 
						|
									if (new_dist <= *dist && new_depth < *depth)
 | 
						|
									{
 | 
						|
										float n1[3], n2[3];
 | 
						|
										
 | 
						|
										*depth = new_depth;
 | 
						|
										retval = 1;
 | 
						|
										
 | 
						|
										VecSubf(edge_loc, verts[e->v1].co, verts[e->v2].co);
 | 
						|
										VecSubf(vec, intersect, verts[e->v2].co);
 | 
						|
										
 | 
						|
										mul = Inpf(vec, edge_loc) / Inpf(edge_loc, edge_loc);
 | 
						|
										
 | 
						|
										NormalShortToFloat(n1, verts[e->v1].no);						
 | 
						|
										NormalShortToFloat(n2, verts[e->v2].no);
 | 
						|
										VecLerpf(no, n2, n1, mul);
 | 
						|
										Normalize(no);			
 | 
						|
	
 | 
						|
										VECCOPY(loc, location);
 | 
						|
										
 | 
						|
										Mat3MulVecfl(timat, no);
 | 
						|
										Normalize(no);
 | 
						|
										
 | 
						|
										*dist = new_dist;
 | 
						|
									} 
 | 
						|
								}
 | 
						|
							}
 | 
						|
						}
 | 
						|
					}
 | 
						|
 | 
						|
					if (em != NULL)
 | 
						|
					{
 | 
						|
						EM_free_index_arrays();
 | 
						|
					}
 | 
						|
					break;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return retval;
 | 
						|
} 
 | 
						|
 | 
						|
int snapObjects(TransInfo *t, int *dist, float *loc, float *no, int mode) {
 | 
						|
	Scene *scene = t->scene;
 | 
						|
	View3D *v3d = t->view;
 | 
						|
	Base *base;
 | 
						|
	float depth = FLT_MAX;
 | 
						|
	int retval = 0;
 | 
						|
	float ray_start[3], ray_normal[3];
 | 
						|
	
 | 
						|
	viewray(t->ar, v3d, t->mval, ray_start, ray_normal);
 | 
						|
 | 
						|
	if (mode == SNAP_ALL && t->obedit)
 | 
						|
	{
 | 
						|
		DerivedMesh *dm;
 | 
						|
		Object *ob = t->obedit;
 | 
						|
		EditMesh *em = ((Mesh *)t->obedit->data)->edit_mesh;
 | 
						|
		
 | 
						|
		dm = editmesh_get_derived_cage(t->scene, t->obedit, em, CD_MASK_BAREMESH);
 | 
						|
		
 | 
						|
		retval = snapDerivedMesh(t, ob, dm, em, ob->obmat, ray_start, ray_normal, t->mval, loc, no, dist, &depth);
 | 
						|
		
 | 
						|
		dm->release(dm);
 | 
						|
	}
 | 
						|
	
 | 
						|
	for ( base = scene->base.first; base != NULL; base = base->next ) {
 | 
						|
		if ( BASE_SELECTABLE(v3d, base) && /* SELECTABLE */
 | 
						|
			(base->flag & (BA_HAS_RECALC_OB|BA_HAS_RECALC_DATA)) == 0 && /* IS NOT AFFECTED BY TRANSFORM */
 | 
						|
			(	(mode == SNAP_NOT_SELECTED && (base->flag & (SELECT|BA_WAS_SEL)) == 0) || /* NOT_SELECTED */
 | 
						|
				((mode == SNAP_NOT_OBEDIT || mode == SNAP_ALL) && base->object != t->obedit)) /* OR NOT OBEDIT */
 | 
						|
			) {
 | 
						|
			Object *ob = base->object;
 | 
						|
			
 | 
						|
			if (ob->transflag & OB_DUPLI)
 | 
						|
			{
 | 
						|
				DupliObject *dupli_ob;
 | 
						|
				ListBase *lb = object_duplilist(t->scene, ob);
 | 
						|
				
 | 
						|
				for(dupli_ob = lb->first; dupli_ob; dupli_ob = dupli_ob->next)
 | 
						|
				{
 | 
						|
					Object *ob = dupli_ob->ob;
 | 
						|
					
 | 
						|
					if (ob->type == OB_MESH) {
 | 
						|
						DerivedMesh *dm;
 | 
						|
						EditMesh *em;
 | 
						|
						int val;
 | 
						|
 | 
						|
						if(ob == t->obedit)
 | 
						|
						{
 | 
						|
							em = ((Mesh *)ob->data)->edit_mesh;
 | 
						|
							dm = editmesh_get_derived_cage(t->scene, t->obedit, em, CD_MASK_BAREMESH);
 | 
						|
						}
 | 
						|
						else
 | 
						|
						{
 | 
						|
							em = NULL;
 | 
						|
							dm = mesh_get_derived_final(t->scene, ob, CD_MASK_BAREMESH);
 | 
						|
						}
 | 
						|
 | 
						|
						val = snapDerivedMesh(t, ob, dm, em, dupli_ob->mat, ray_start, ray_normal, t->mval, loc, no, dist, &depth);
 | 
						|
	
 | 
						|
						retval = retval || val;
 | 
						|
	
 | 
						|
						dm->release(dm);
 | 
						|
					}
 | 
						|
				}
 | 
						|
				
 | 
						|
				free_object_duplilist(lb);
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (ob->type == OB_MESH) {
 | 
						|
				DerivedMesh *dm = mesh_get_derived_final(t->scene, ob, CD_MASK_BAREMESH);
 | 
						|
				int val;
 | 
						|
				
 | 
						|
				val = snapDerivedMesh(t, ob, dm, NULL, ob->obmat, ray_start, ray_normal, t->mval, loc, no, dist, &depth);
 | 
						|
				
 | 
						|
				retval = retval || val;
 | 
						|
				
 | 
						|
				dm->release(dm);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	return retval;
 | 
						|
}
 | 
						|
 | 
						|
/*================================================================*/
 | 
						|
 | 
						|
static void applyGrid(TransInfo *t, float *val, int max_index, float fac[3], GearsType action);
 | 
						|
 | 
						|
 | 
						|
void snapGridAction(TransInfo *t, float *val, GearsType action) {
 | 
						|
	float fac[3];
 | 
						|
 | 
						|
	fac[NO_GEARS]    = t->snap[0];
 | 
						|
	fac[BIG_GEARS]   = t->snap[1];
 | 
						|
	fac[SMALL_GEARS] = t->snap[2];
 | 
						|
	
 | 
						|
	applyGrid(t, val, t->idx_max, fac, action);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
void snapGrid(TransInfo *t, float *val) {
 | 
						|
	int invert;
 | 
						|
	GearsType action;
 | 
						|
 | 
						|
	// Only do something if using Snap to Grid
 | 
						|
	if (t->tsnap.modePoint != SNAP_GRID)
 | 
						|
		return;
 | 
						|
 | 
						|
	if(t->mode==TFM_ROTATION || t->mode==TFM_WARP || t->mode==TFM_TILT || t->mode==TFM_TRACKBALL || t->mode==TFM_BONE_ROLL)
 | 
						|
		invert = U.flag & USER_AUTOROTGRID;
 | 
						|
	else if(t->mode==TFM_RESIZE || t->mode==TFM_SHEAR || t->mode==TFM_BONESIZE || t->mode==TFM_SHRINKFATTEN || t->mode==TFM_CURVE_SHRINKFATTEN)
 | 
						|
		invert = U.flag & USER_AUTOSIZEGRID;
 | 
						|
	else
 | 
						|
		invert = U.flag & USER_AUTOGRABGRID;
 | 
						|
 | 
						|
	if(invert) {
 | 
						|
		action = (t->modifiers & MOD_SNAP_GEARS) ? NO_GEARS: BIG_GEARS;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		action = (t->modifiers & MOD_SNAP_GEARS) ? BIG_GEARS : NO_GEARS;
 | 
						|
	}
 | 
						|
 | 
						|
	if (action == BIG_GEARS && (t->modifiers & MOD_PRECISION)) {
 | 
						|
		action = SMALL_GEARS;
 | 
						|
	}
 | 
						|
 | 
						|
	snapGridAction(t, val, action);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static void applyGrid(TransInfo *t, float *val, int max_index, float fac[3], GearsType action)
 | 
						|
{
 | 
						|
	int i;
 | 
						|
	float asp[3] = {1.0f, 1.0f, 1.0f}; // TODO: Remove hard coded limit here (3)
 | 
						|
 | 
						|
	// Early bailing out if no need to snap
 | 
						|
	if (fac[action] == 0.0)
 | 
						|
		return;
 | 
						|
	
 | 
						|
	/* evil hack - snapping needs to be adapted for image aspect ratio */
 | 
						|
	if((t->spacetype==SPACE_IMAGE) && (t->mode==TFM_TRANSLATION)) {
 | 
						|
		// TRANSFORM_FIX_ME
 | 
						|
		//transform_aspect_ratio_tface_uv(asp, asp+1);
 | 
						|
	}
 | 
						|
 | 
						|
	for (i=0; i<=max_index; i++) {
 | 
						|
		val[i]= fac[action]*asp[i]*(float)floor(val[i]/(fac[action]*asp[i]) +.5);
 | 
						|
	}
 | 
						|
}
 |