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test2/source/blender/src/editmesh_loop.c

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/**
* $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_loop: tools with own drawing subloops, select, knife, subdiv
*/
#include <stdlib.h>
#include <string.h>
#include <math.h>
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "MEM_guardedalloc.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_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 "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_utildefines.h"
#include "BIF_cursors.h"
#include "BIF_editmesh.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BIF_graphics.h"
#include "BIF_interface.h"
#include "BIF_mywindow.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_toolbox.h"
#include "BSE_view.h"
#include "BSE_edit.h"
#include "BSE_drawview.h"
#include "BDR_drawobject.h"
#include "BDR_editobject.h"
#include "mydevice.h"
#include "blendef.h"
#include "editmesh.h"
/* next 2 includes for knife tool... shouldnt be! (ton) */
#include "GHOST_C-api.h"
#include "winlay.h"
/* *************** LOOP SELECT ************* */
static short edgeFaces(EditEdge *e){
EditMesh *em = G.editMesh;
EditFace *search=NULL;
short count = 0;
search = em->faces.first;
while(search){
if((search->e1 == e || search->e2 == e) || (search->e3 == e || search->e4 == e))
count++;
search = search->next;
}
return count;
}
/* this utility function checks to see if 2 edit edges share a face,
returns 1 if they do
returns 0 if they do not, or if the function is passed the same edge 2 times
*/
static short sharesFace(EditEdge* e1, EditEdge* e2)
{
EditMesh *em = G.editMesh;
EditFace *search=NULL;
search = em->faces.first;
if (e1 == e2){
return 0 ;
}
while(search){
if(
((search->e1 == e1 || search->e2 == e1) || (search->e3 == e1 || search->e4 == e1)) &&
((search->e1 == e2 || search->e2 == e2) || (search->e3 == e2 || search->e4 == e2))
) {
return 1;
}
search = search->next;
}
return 0;
}
/* This function selects a vertex loop based on a each succesive edge having a valance of 4
and not sharing a face with the previous edge */
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
/* It uses ->f flags still, which isn't causing bugs now, but better be put in ->f1 (ton) */
void vertex_loop_select()
{
EditMesh *em = G.editMesh;
EditVert *v1=NULL,*v2=NULL;
EditEdge *search=NULL,*startEdge=NULL,*valSearch = NULL,*nearest = NULL,*compEdge;
EditEdge *EdgeVal[5] = {NULL,NULL,NULL,NULL,NULL};
short numEdges=0,curEdge = 0,looking = 1,edgeValCount = 0,i=0,looped = 0,choosing = 1,event,noloop=0,cancel=0, val;
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
short protect = 0, dist= 50;
short mvalo[2] = {0,0}, mval[2];
SetBlenderCursor(BC_VLOOPCURSOR);
for(search=em->edges.first;search;search=search->next)
numEdges++;
/* start with v1 and go in one direction. */
while(choosing){
getmouseco_areawin(mval);
if (mval[0] != mvalo[0] || mval[1] != mvalo[1]) {
mvalo[0] = mval[0];
mvalo[1] = mval[1];
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
dist= 50;
nearest = findnearestedge(&dist); // returns actual distance in dist
scrarea_do_windraw(curarea); // after findnearestedge, backbuf!
if (nearest && edgeFaces(nearest)==2) {
for(search = em->edges.first;search;search=search->next)
search->f &= ~32;
compEdge = startEdge = nearest;
nearest->f |= 32;
curEdge = 0;
v1 = startEdge->v1;
v2 = startEdge->v2;
looking = 1;
while(looking){
if(protect++ > numEdges) break;
if(edgeFaces(compEdge) != 2) break;
/*Find Edges that have v1*/
edgeValCount = -1;
EdgeVal[0] = EdgeVal[1] = EdgeVal[2] = NULL;
for(valSearch = em->edges.first;valSearch;valSearch = valSearch->next){
if(valSearch->v1 == v1 || valSearch->v2 == v1){
if(valSearch != compEdge){
if((valSearch->v1->h == 0) && (valSearch->v2->h == 0)){
if(edgeFaces(valSearch) == 2){
edgeValCount++;
EdgeVal[edgeValCount] = valSearch;
}
}
}
}
if(edgeValCount == 3)break;
}
/* Check that there was a valance of 4*/
if(edgeValCount != 2){
noloop = 1;
looking = 0;
break;
}
else{
/* There were 3 edges, so find the one that does not share the previous edge */
for(i=0;i<3;i++){
if(sharesFace(compEdge,EdgeVal[i]) == 0){
/* We went all the way around the loop */
if(EdgeVal[i] == nearest){
looking = 0;
looped = 1;
break;
}
else{
/* we are still in the loop, so add the next edge*/
curEdge++;
EdgeVal[i]->f |= 32;
compEdge = EdgeVal[i];
if(compEdge->v1 == v1)
v1 = compEdge->v2;
else
v1 = compEdge->v1;
}
}
}
}
}
compEdge = nearest;
looking = 1;
protect = 0;
while(looking/* && !looped*/){
if(protect++ > numEdges) break;
if(edgeFaces(compEdge) != 2) break;
/*Find Edges that have v1*/
edgeValCount = -1;
EdgeVal[0] = EdgeVal[1] = EdgeVal[2] = NULL;
for(valSearch = em->edges.first;valSearch;valSearch = valSearch->next){
if(valSearch->v1 == v2 || valSearch->v2 == v2){
if(valSearch != compEdge){
if((valSearch->v1->h == 0) && (valSearch->v2->h == 0)){
if(edgeFaces(valSearch) == 2){
edgeValCount++;
EdgeVal[edgeValCount] = valSearch;
}
}
}
}
if(edgeValCount == 3)break;
}
/* Check that there was a valance of 4*/
if(edgeValCount != 2){
noloop = 1;
looking = 0;
break;
}
else{
/* There were 3 edges, so find the one that does not share the previous edge */
for(i=0;i<3;i++){
if(sharesFace(compEdge,EdgeVal[i]) == 0){
/* We went all the way around the loop */
if(EdgeVal[i] == nearest){
looking = 0;
looped = 1;
break;
}
else{
/* we are still in the loop, so add the next edge*/
curEdge++;
EdgeVal[i]->f |= 32;
compEdge = EdgeVal[i];
if(compEdge->v1 == v2)
v2 = compEdge->v2;
else
v2 = compEdge->v1;
}
}
}
}
}
/* set up for opengl drawing in the 3d window */
persp(PERSP_VIEW);
glPushMatrix();
mymultmatrix(G.obedit->obmat);
glColor3ub(0, 255, 255);
for(search = em->edges.first;search;search= search->next){
if(search->f & 32){
glBegin(GL_LINES);
glVertex3f(search->v1->co[0],search->v1->co[1],search->v1->co[2]);
glVertex3f(search->v2->co[0],search->v2->co[1],search->v2->co[2]);
glEnd();
}
}
glPopMatrix();
}
}
screen_swapbuffers();
/* backbuffer refresh for non-apples (no aux) */
#ifndef __APPLE__
if(G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT)) {
backdrawview3d(0);
}
#endif
while(qtest())
{
val=0;
event= extern_qread(&val);
if(val && ((event==LEFTMOUSE || event==RETKEY) || event == MIDDLEMOUSE))
{
if (nearest==NULL)
cancel = 1;
choosing=0;
break;
}
if(val && (event==ESCKEY || event==RIGHTMOUSE ))
{
choosing=0;
cancel = 1;
break;
}
if(val && (event==BKEY && G.qual==LR_ALTKEY ))
{
SetBlenderCursor(SYSCURSOR);
loopoperations(LOOP_SELECT);
return;
}
}
}
if(!cancel){
/* If this is a unmodified select, clear the selection */
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
/* XXX note that !1 is 0, so it not only clears bit 1 (ton) */
if(!(G.qual & LR_SHIFTKEY) && !(G.qual & LR_ALTKEY)){
for(search = em->edges.first;search;search= search->next){
search->v1->f &= !1;
search->v2->f &= !1;
}
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
EM_clear_flag_all(SELECT); /* XXX probably that's sufficient */
}
/* Alt was not pressed, so add to the selection */
if(!(G.qual & LR_ALTKEY)){
for(search = em->edges.first;search;search= search->next){
if(search->f & 32){
search->v1->f |= 1;
search->v2->f |= 1;
}
search->f &= ~32;
}
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
/* XXX this will correctly flush */
}
/* alt was pressed, so subtract from the selection */
else
{
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
/* XXX this doesnt flush correct in face select mode */
for(search = em->edges.first;search;search= search->next){
if(search->f & 32){
search->v1->f &= !1;
search->v2->f &= !1;
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
EM_select_edge(search, 0); // the call to deselect edge
}
search->f &= ~32;
}
}
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
EM_select_flush(); // flushes vertex -> edge -> face selection
countall();
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
BIF_undo_push("Select Vertex Loop");
}
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
addqueue(curarea->win, REDRAW, 1);
SetBlenderCursor(SYSCURSOR);
return;
}
/* *********** END LOOP SELECT ********** */
/* ***************** TRAIL ************************
Read a trail of mouse coords and return them as an array of CutCurve structs
len returns number of mouse coords read before commiting with RETKEY
It is up to the caller to free the block when done with it,
XXX Is only used here, so local inside this file (ton)
*/
#define TRAIL_POLYLINE 1 /* For future use, They don't do anything yet */
#define TRAIL_FREEHAND 2
#define TRAIL_MIXED 3 /* (1|2) */
#define TRAIL_AUTO 4
#define TRAIL_MIDPOINTS 8
typedef struct CutCurve {
short x;
short y;
} CutCurve;
static CutCurve *get_mouse_trail(int *len, char mode){
CutCurve *curve,*temp;
short event, val, ldown=0, restart=0, rubberband=0;
short mval[2], lockaxis=0, lockx=0, locky=0, lastx=0, lasty=0;
int i=0, j, blocks=1, lasti=0;
*len=0;
curve=(CutCurve *)MEM_callocN(1024*sizeof(CutCurve), "MouseTrail");
if (!curve) {
printf("failed to allocate memory in get_mouse_trail()\n");
return(NULL);
}
mywinset(curarea->win);
glDrawBuffer(GL_FRONT);
headerprint("LMB to draw, Enter to finish, ESC to abort.");
persp(PERSP_WIN);
glColor3ub(200, 200, 0);
while(TRUE) {
event=extern_qread(&val); /* Enter or RMB indicates finish */
if(val) {
if(event==RETKEY || event==PADENTER) break;
}
if( event==ESCKEY || event==RIGHTMOUSE ) {
if (curve) MEM_freeN(curve);
*len=0;
glFlush();
glDrawBuffer(GL_BACK);
return(NULL);
break;
}
if (rubberband) { /* rubberband mode, undraw last rubberband */
glLineWidth(2.0);
sdrawXORline(curve[i-1].x, curve[i-1].y,mval[0], mval[1]);
glLineWidth(1.0);
glFlush();
rubberband=0;
}
getmouseco_areawin(mval);
if (lockaxis==1) mval[1]=locky;
if (lockaxis==2) mval[0]=lockx;
if ( ((i==0) || (mval[0]!=curve[i-1].x) || (mval[1]!=curve[i-1].y))
&& (get_mbut() & L_MOUSE) ){ /* record changes only, if LMB down */
lastx=curve[i].x=mval[0];
lasty=curve[i].y=mval[1];
lockaxis=0;
i++;
ldown=1;
if (restart) {
for(j=1;j<i;j++) sdrawXORline(curve[j-1].x, curve[j-1].y, curve[j].x, curve[j].y);
if (rubberband) sdrawXORline(curve[j].x, curve[j].y, mval[0], mval[1]);
glFlush();
rubberband=0;
lasti=i=0;
restart=0;
ldown=0;
}
}
if ((event==MIDDLEMOUSE)&&(get_mbut()&M_MOUSE)&&(i)){/*MMB Down*/
/*determine which axis to lock to, or clear if locked */
if (lockaxis) lockaxis=0;
else if (abs(curve[i-1].x-mval[0]) > abs(curve[i-1].y-mval[1])) lockaxis=1;
else lockaxis=2;
if (lockaxis) {
lockx=lastx;
locky=lasty;
}
}
if ((i>1)&&(i!=lasti)) { /*Draw recorded part of curve */
sdrawline(curve[i-2].x, curve[i-2].y, curve[i-1].x, curve[i-1].y);
glFlush();
}
if ((i==lasti)&&(i>0)) { /*Draw rubberband */
glLineWidth(2.0);
sdrawXORline(curve[i-1].x, curve[i-1].y,mval[0], mval[1]);
glLineWidth(1.0);
glFlush();
rubberband=1;
}
lasti=i;
if (i>=blocks*1024) { /* reallocate data if out of room */
temp=curve;
curve=(CutCurve *)MEM_callocN((blocks+1)*1024*sizeof(CutCurve), "MouseTrail");
if (!curve) {
printf("failed to re-allocate memory in get_mouse_trail()\n");
return(NULL);
}
memcpy(curve, temp, blocks*1024*sizeof(CutCurve));
blocks++;
MEM_freeN(temp);
}
}
glFlush();
glDrawBuffer(GL_BACK);
persp(PERSP_VIEW);
*len=i;
return(curve);
}
/* ******************************************************************** */
/* Knife Subdivide Tool. Subdivides edges intersected by a mouse trail
drawn by user.
Currently mapped to KKey when in MeshEdit mode.
Usage:
Hit Shift K, Select Centers or Exact
Hold LMB down to draw path, hit RETKEY.
ESC cancels as expected.
Contributed by Robert Wenzlaff (Det. Thorn).
*/
/* prototype */
short seg_intersect(struct EditEdge * e, CutCurve *c, int len);
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
void KnifeSubdivide(char mode)
{
EditMesh *em = G.editMesh;
int oldcursor, len=0;
short isect=0;
CutCurve *curve;
EditEdge *eed;
Window *win;
if (G.obedit==0) return;
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
if (EM_nvertices_selected() < 2) {
error("No edges are selected to operate on");
return;
}
if (mode==KNIFE_PROMPT) {
short val= pupmenu("Cut Type %t|Exact Line%x1|Midpoints%x2");
if(val<1) return;
mode= val; // warning, mode is char, pupmenu returns -1 with ESC
}
calc_meshverts_ext(); /*Update screen coords for current window */
/* Set a knife cursor here */
oldcursor=get_cursor();
win=winlay_get_active_window();
SetBlenderCursor(BC_KNIFECURSOR);
curve=get_mouse_trail(&len, TRAIL_MIXED);
if (curve && len && mode){
eed= em->edges.first;
while(eed) {
if( eed->f & SELECT ){
isect=seg_intersect(eed, curve, len);
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
if (isect) eed->f2= 1;
else eed->f2=0;
eed->f1= isect;
//printf("isect=%i\n", isect);
}
else {
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
eed->f2=0;
eed->f1=0;
}
eed= eed->next;
}
if (mode==1) subdivideflag(1, 0, B_KNIFE|B_PERCENTSUBD);
else if (mode==2) subdivideflag(1, 0, B_KNIFE);
eed=em->edges.first;
while(eed){
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
eed->f2=0;
eed->f1=0;
eed=eed->next;
}
}
/* Return to old cursor and flags...*/
addqueue(curarea->win, REDRAW, 0);
window_set_cursor(win, oldcursor);
if (curve) MEM_freeN(curve);
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
BIF_undo_push("Knife");
}
/* seg_intersect() Determines if and where a mouse trail intersects an EditEdge */
short seg_intersect(EditEdge *e, CutCurve *c, int len){
#define MAXSLOPE 100000
short isect=0;
float x11, y11, x12=0, y12=0, x2max, x2min, y2max;
float y2min, dist, lastdist=0, xdiff2, xdiff1;
float m1, b1, m2, b2, x21, x22, y21, y22, xi;
float yi, x1min, x1max, y1max, y1min, perc=0;
float scr[2], co[4];
int i;
/* Get screen coords of verts (v->xs and v->ys clip if off screen */
VECCOPY(co, e->v1->co);
co[3]= 1.0;
Mat4MulVec4fl(G.obedit->obmat, co);
project_float(co, scr);
x21=scr[0];
y21=scr[1];
VECCOPY(co, e->v2->co);
co[3]= 1.0;
Mat4MulVec4fl(G.obedit->obmat, co);
project_float(co, scr);
x22=scr[0];
y22=scr[1];
xdiff2=(x22-x21);
if (xdiff2) {
m2=(y22-y21)/xdiff2;
b2= ((x22*y21)-(x21*y22))/xdiff2;
}
else {
m2=MAXSLOPE; /* Verticle slope */
b2=x22;
}
for (i=0; i<len; i++){
if (i>0){
x11=x12;
y11=y12;
}
else {
x11=c[i].x;
y11=c[i].y;
}
x12=c[i].x;
y12=c[i].y;
/* Perp. Distance from point to line */
if (m2!=MAXSLOPE) dist=(y12-m2*x12-b2);/* /sqrt(m2*m2+1); Only looking for */
/* change in sign. Skip extra math */
else dist=x22-x12;
if (i==0) lastdist=dist;
/* if dist changes sign, and intersect point in edge's Bound Box*/
if ((lastdist*dist)<=0){
xdiff1=(x12-x11); /* Equation of line between last 2 points */
if (xdiff1){
m1=(y12-y11)/xdiff1;
b1= ((x12*y11)-(x11*y12))/xdiff1;
}
else{
m1=MAXSLOPE;
b1=x12;
}
x2max=MAX2(x21,x22)+0.001; /* prevent missed edges */
x2min=MIN2(x21,x22)-0.001; /* due to round off error */
y2max=MAX2(y21,y22)+0.001;
y2min=MIN2(y21,y22)-0.001;
/* Found an intersect, calc intersect point */
if (m1==m2){ /* co-incident lines */
/* cut at 50% of overlap area*/
x1max=MAX2(x11, x12);
x1min=MIN2(x11, x12);
xi= (MIN2(x2max,x1max)+MAX2(x2min,x1min))/2.0;
y1max=MAX2(y11, y12);
y1min=MIN2(y11, y12);
yi= (MIN2(y2max,y1max)+MAX2(y2min,y1min))/2.0;
}
else if (m2==MAXSLOPE){
xi=x22;
yi=m1*x22+b1;
}
else if (m1==MAXSLOPE){
xi=x12;
yi=m2*x12+b2;
}
else {
xi=(b1-b2)/(m2-m1);
yi=(b1*m2-m1*b2)/(m2-m1);
}
/* Intersect inside bounding box of edge?*/
if ((xi>=x2min)&&(xi<=x2max)&&(yi<=y2max)&&(yi>=y2min)){
if ((m2<=1.0)&&(m2>=-1.0)) perc = (xi-x21)/(x22-x21);
else perc=(yi-y21)/(y22-y21); /*lower slope more accurate*/
isect=32768.0*(perc+0.0000153); /* Percentage in 1/32768ths */
break;
}
}
lastdist=dist;
}
return(isect);
}
/* ******************** LOOP ******************************************* */
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
/* XXX: this loop function is totally out of control!
can be half the code, and using structured functions (ton) */
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
/*
functionality: various loop functions
parameters: mode tells the function what it should do with the loop:
LOOP_SELECT = select
LOOP_CUT = cut in half
*/
void loopoperations(char mode)
{
EditMesh *em = G.editMesh;
EditVert* look = NULL;
EditEdge *start, *eed, *opposite,*currente, *oldstart;
EditEdge **tagged = NULL,**taggedsrch = NULL,*close;
EditFace *efa,**percentfacesloop = NULL, *currentvl, *formervl;
short lastface=0, foundedge=0, c=0, tri=0, side=1, totface=0, searching=1, event=0, noface=1;
short skip,nextpos,percentfaces, dist=50;
int i=0,ect=0,j=0,k=0,cut,smooth,timesthrough=0,inset = 0;
float percentcut, outcut;
char mesg[100];
if ((G.obedit==0) || (em->faces.first==0)) return;
SetBlenderCursor(BC_VLOOPCURSOR);
/* Clear flags */
for(eed=em->edges.first; eed; eed=eed->next) eed->f2= 0;
for(efa= em->faces.first; efa; efa=efa->next) efa->f1= 0;
start=NULL;
oldstart=NULL;
while(searching){
/* reset variables */
start=eed=opposite=currente=0;
efa=currentvl=formervl=0;
side=noface=1;
lastface=foundedge=c=tri=totface=0;
//start=findnearestvisibleedge();
dist= 50;
start= findnearestedge(&dist);
/* used flags in the code:
vertex->f & 2: in findnearestvisibleedge
edge->f2 : subdiv codes
efa->f1 : subdiv codes
*/
/* If the edge doesn't belong to a face, it's not a valid starting edge */
/* and only accept starting edge if it is part of at least one visible face */
if(start){
start->f2 |= 16;
efa=em->faces.first;
while(efa){
/* since this edge is on the face, check if the face is hidden */
if( efa->h==0 ){
if(efa->e1->f2 & 16){
noface=0;
efa->e1->f2 &= ~16;
}
else if(efa->e2->f2 & 16){
noface=0;
efa->e2->f2 &= ~16;
}
else if(efa->e3->f2 & 16){
noface=0;
efa->e3->f2 &= ~16;
}
else if(efa->e4 && (efa->e4->f2 & 16)){
noface=0;
efa->e4->f2 &= ~16;
}
}
efa=efa->next;
}
}
/* Did we find anything that is selectable? */
if(start && !noface && (oldstart==NULL || start!=oldstart)){
/* If we stay in the neighbourhood of this edge, we don't have to recalculate the loop everytime*/
oldstart=start;
/* Clear flags */
for(eed=em->edges.first; eed; eed=eed->next){
eed->f2 &= ~(2|4|8|32|64);
eed->v1->f &= ~(2|8|16); // xxxx
eed->v2->f &= ~(2|8|16);
}
for(efa= em->faces.first; efa; efa=efa->next){
efa->f1 &= ~(4|8);
totface++;
}
/* Tag the starting edge */
start->f2 |= (2|4|8|64);
start->v1->f |= 2; /* xxxx */
start->v2->f |= 2;
currente=start;
/*-----Limit the Search----- */
while(!lastface && c<totface+1){
/*----------Get Loop------------------------*/
tri=foundedge=lastface=0;
efa= em->faces.first;
while(efa && !foundedge && !tri){
if(!(efa->v4)){ /* Exception for triangular faces */
if((efa->e1->f2 | efa->e2->f2 | efa->e3->f2) & 2){
if(!(efa->f1 & 4)){
tri=1;
currentvl=efa;
if(side==1) efa->f1 |= 4;
}
}
}
else{
if((efa->e1->f2 | efa->e2->f2 | efa->e3->f2 | efa->e4->f2) & 2){
if(c==0){ /* just pick a face, doesn't matter wich side of the edge we go to */
if(!(efa->f1 & 4)){
if(!(efa->e1->v1->f & 2) && !(efa->e1->v2->f & 2)){ // xxxxx
if(efa->e1->h==0){
opposite=efa->e1;
foundedge=1;
}
}
else if(!(efa->e2->v1->f & 2) && !(efa->e2->v2->f & 2)){ // xxxx
if(efa->e2->h==0){
opposite=efa->e2;
foundedge=1;
}
}
else if(!(efa->e3->v1->f & 2) && !(efa->e3->v2->f & 2)){
if(efa->e3->h==0){
opposite=efa->e3;
foundedge=1;
}
}
else if(!(efa->e4->v1->f & 2) && !(efa->e4->v2->f & 2)){
if(efa->e4->h==0){
opposite=efa->e4;
foundedge=1;
}
}
if(foundedge){
currentvl=efa;
formervl=efa;
/* mark this side of the edge so we know in which direction we went */
if(side==1) efa->f1 |= 4;
}
}
}
else {
if(efa!=formervl){ /* prevent going backwards in the loop */
if(!(efa->e1->v1->f & 2) && !(efa->e1->v2->f & 2)){
if(efa->e1->h==0){
opposite=efa->e1;
foundedge=1;
}
}
else if(!(efa->e2->v1->f & 2) && !(efa->e2->v2->f & 2)){
if(efa->e2->h==0){
opposite=efa->e2;
foundedge=1;
}
}
else if(!(efa->e3->v1->f & 2) && !(efa->e3->v2->f & 2)){
if(efa->e3->h==0){
opposite=efa->e3;
foundedge=1;
}
}
else if(!(efa->e4->v1->f & 2) && !(efa->e4->v2->f & 2)){
if(efa->e4->h==0){
opposite=efa->e4;
foundedge=1;
}
}
currentvl=efa;
}
}
}
}
efa=efa->next;
}
/*----------END Get Loop------------------------*/
/*----------Decisions-----------------------------*/
if(foundedge){
/* mark the edge and face as done */
currente->f2 |= 8;
currentvl->f1 |= 8;
if(opposite->f2 & 4) lastface=1; /* found the starting edge! close loop */
else{
/* un-set the testflags */
currente->f2 &= ~2;
currente->v1->f &= ~2; // xxxx
currente->v2->f &= ~2;
/* set the opposite edge to be the current edge */
currente=opposite;
/* set the current face to be the FORMER face (to prevent going backwards in the loop) */
formervl=currentvl;
/* set the testflags */
currente->f2 |= 2;
currente->v1->f |= 2; // xxxx
currente->v2->f |= 2;
}
c++;
}
else{
/* un-set the testflags */
currente->f2 &= ~2;
currente->v1->f &= ~2; // xxxx
currente->v2->f &= ~2;
/* mark the edge and face as done */
currente->f2 |= 8;
currentvl->f1 |= 8;
/* is the the first time we've ran out of possible faces?
* try to start from the beginning but in the opposite direction go as far as possible
*/
if(side==1){
if(tri)tri=0;
currente=start;
currente->f2 |= 2;
currente->v1->f |= 2; // xxxx
currente->v2->f |= 2;
side++;
c=0;
}
else lastface=1;
}
/*----------END Decisions-----------------------------*/
}
/*-----END Limit the Search----- */
/*------------- Preview lines--------------- */
/* uses callback mechanism to draw it all in current area */
scrarea_do_windraw(curarea);
/* set window matrix to perspective, default an area returns with buttons transform */
persp(PERSP_VIEW);
/* make a copy, for safety */
glPushMatrix();
/* multiply with the object transformation */
mymultmatrix(G.obedit->obmat);
glColor3ub(255, 255, 0);
if(mode==LOOP_SELECT){
efa= em->faces.first;
while(efa){
if(efa->f1 & 8){
if(!(efa->e1->f2 & 8)){
glBegin(GL_LINES);
glVertex3fv(efa->e1->v1->co);
glVertex3fv(efa->e1->v2->co);
glEnd();
}
if(!(efa->e2->f2 & 8)){
glBegin(GL_LINES);
glVertex3fv(efa->e2->v1->co);
glVertex3fv(efa->e2->v2->co);
glEnd();
}
if(!(efa->e3->f2 & 8)){
glBegin(GL_LINES);
glVertex3fv(efa->e3->v1->co);
glVertex3fv(efa->e3->v2->co);
glEnd();
}
if(efa->e4){
if(!(efa->e4->f2 & 8)){
glBegin(GL_LINES);
glVertex3fv(efa->e4->v1->co);
glVertex3fv(efa->e4->v2->co);
glEnd();
}
}
}
efa=efa->next;
}
}
if(mode==LOOP_CUT){
efa= em->faces.first;
while(efa){
if(efa->f1 & 8){
float cen[2][3];
int a=0;
efa->v1->f &= ~8; // xxx
efa->v2->f &= ~8;
efa->v3->f &= ~8;
if(efa->v4)efa->v4->f &= ~8;
if(efa->e1->f2 & 8){
cen[a][0]= (efa->e1->v1->co[0] + efa->e1->v2->co[0])/2.0;
cen[a][1]= (efa->e1->v1->co[1] + efa->e1->v2->co[1])/2.0;
cen[a][2]= (efa->e1->v1->co[2] + efa->e1->v2->co[2])/2.0;
efa->e1->v1->f |= 8; // xxx
efa->e1->v2->f |= 8;
a++;
}
if((efa->e2->f2 & 8) && a!=2){
cen[a][0]= (efa->e2->v1->co[0] + efa->e2->v2->co[0])/2.0;
cen[a][1]= (efa->e2->v1->co[1] + efa->e2->v2->co[1])/2.0;
cen[a][2]= (efa->e2->v1->co[2] + efa->e2->v2->co[2])/2.0;
efa->e2->v1->f |= 8; // xxx
efa->e2->v2->f |= 8;
a++;
}
if((efa->e3->f2 & 8) && a!=2){
cen[a][0]= (efa->e3->v1->co[0] + efa->e3->v2->co[0])/2.0;
cen[a][1]= (efa->e3->v1->co[1] + efa->e3->v2->co[1])/2.0;
cen[a][2]= (efa->e3->v1->co[2] + efa->e3->v2->co[2])/2.0;
efa->e3->v1->f |= 8; // xxx
efa->e3->v2->f |= 8;
a++;
}
if(efa->e4){
if((efa->e4->f2 & 8) && a!=2){
cen[a][0]= (efa->e4->v1->co[0] + efa->e4->v2->co[0])/2.0;
cen[a][1]= (efa->e4->v1->co[1] + efa->e4->v2->co[1])/2.0;
cen[a][2]= (efa->e4->v1->co[2] + efa->e4->v2->co[2])/2.0;
efa->e4->v1->f |= 8; // xxx
efa->e4->v2->f |= 8;
a++;
}
}
else{ /* if it's a triangular face, set the remaining vertex as the cutcurve coordinate */
if(!(efa->v1->f & 8) && efa->v1->h==0){ // xxx
cen[a][0]= efa->v1->co[0];
cen[a][1]= efa->v1->co[1];
cen[a][2]= efa->v1->co[2];
a++;
}
else if(!(efa->v2->f & 8) && efa->v2->h==0){
cen[a][0]= efa->v2->co[0];
cen[a][1]= efa->v2->co[1];
cen[a][2]= efa->v2->co[2];
a++;
}
else if(!(efa->v3->f & 8) && efa->v3->h==0){
cen[a][0]= efa->v3->co[0];
cen[a][1]= efa->v3->co[1];
cen[a][2]= efa->v3->co[2];
a++;
}
}
if(a==2){
glBegin(GL_LINES);
glVertex3fv(cen[0]);
glVertex3fv(cen[1]);
glEnd();
}
}
efa=efa->next;
}
eed=em->edges.first;
while(eed){
if(eed->f2 & 64){
glBegin(GL_LINES);
glColor3ub(200, 255, 200);
glVertex3fv(eed->v1->co);
glVertex3fv(eed->v2->co);
glEnd();
eed=0;
}else{
eed = eed->next;
}
}
}
/* restore matrix transform */
glPopMatrix();
headerprint("LMB to confirm, RMB to cancel");
/* this also verifies other area/windows for clean swap */
screen_swapbuffers();
/* backbuffer refresh for non-apples (no aux) */
#ifndef __APPLE__
if(G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT)) {
backdrawview3d(0);
}
#endif
/*--------- END Preview Lines------------*/
}/*if(start!=NULL){ */
while(qtest()) {
unsigned short val=0;
event= extern_qread(&val); /* extern_qread stores important events for the mainloop to handle */
/* val==0 on key-release event */
if(val && (event==ESCKEY || event==RIGHTMOUSE || event==LEFTMOUSE || event==RETKEY || event == MIDDLEMOUSE)){
searching=0;
}
}
}/*while(event!=ESCKEY && event!=RIGHTMOUSE && event!=LEFTMOUSE && event!=RETKEY){*/
/*----------Select Loop------------*/
if(mode==LOOP_SELECT && start!=NULL && ((event==LEFTMOUSE || event==RETKEY) || event == MIDDLEMOUSE || event == BKEY)){
/* If this is a unmodified select, clear the selection */
if(!(G.qual & LR_SHIFTKEY) && !(G.qual & LR_ALTKEY)){
for(efa= em->faces.first;efa;efa=efa->next){
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
EM_select_face(efa, 0); // and this is correct deselect face
}
}
/* Alt was not pressed, so add to the selection */
if(!(G.qual & LR_ALTKEY)){
for(efa= em->faces.first;efa;efa=efa->next){
if(efa->f1 & 8){
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
EM_select_face(efa, 1); // and this is correct select face
}
}
}
/* alt was pressed, so subtract from the selection */
else
{
for(efa= em->faces.first;efa;efa=efa->next){
if(efa->f1 & 8){
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
EM_select_face(efa, 0); // this is correct deselect face
}
}
}
}
/*----------END Select Loop------------*/
/*----------Cut Loop---------------*/
if(mode==LOOP_CUT && start!=NULL && (event==LEFTMOUSE || event==RETKEY)){
/* count the number of edges in the loop */
for(eed=em->edges.first; eed; eed = eed->next){
if(eed->f2 & 8)
ect++;
}
tagged = MEM_mallocN(ect*sizeof(EditEdge*), "tagged");
taggedsrch = MEM_mallocN(ect*sizeof(EditEdge*), "taggedsrch");
for(i=0;i<ect;i++)
{
tagged[i] = NULL;
taggedsrch[i] = NULL;
}
ect = 0;
for(eed=em->edges.first; eed; eed = eed->next){
if(eed->f2 & 8)
{
if(eed->h==0){
eed->v1->f |= SELECT;
eed->v2->f |= SELECT;
eed->f |= SELECT;
tagged[ect] = eed;
eed->f2 &= ~(32);
ect++;
}
}
}
taggedsrch[0] = tagged[0];
while(timesthrough < 2)
{
i=0;
while(i < ect){/*Look at the members of the search array to line up cuts*/
if(taggedsrch[i]==NULL)break;
for(j=0;j<ect;j++){ /*Look through the list of tagged verts for connected edges*/
int addededge = 0;
if(taggedsrch[i]->f2 & 32) /*If this edgee is marked as flipped, use vert 2*/
look = taggedsrch[i]->v2;
else /*else use vert 1*/
look = taggedsrch[i]->v1;
if(taggedsrch[i] == tagged[j])
continue; /*If we are looking at the same edge, skip it*/
skip = 0;
for(k=0;k<ect;k++) {
if(taggedsrch[k] == NULL) /*go to empty part of search list without finding*/
break;
if(tagged[j] == taggedsrch[k]){ /*We found a match already in the list*/
skip = 1;
break;
}
}
if(skip)
continue;
nextpos = 0;
if(findedgelist(look,tagged[j]->v2)){
while(nextpos < ect){ /*Find the first open spot in the search array*/
if(taggedsrch[nextpos] == NULL){
taggedsrch[nextpos] = tagged[j]; /*put tagged[j] in it*/
taggedsrch[nextpos]->f2 |= 32;
addededge = 1;
break;
}
else
nextpos++;
}
} /* End else if connected to vert 2*/
else if(findedgelist(look,tagged[j]->v1)){ /*If our vert is connected to vert 1 */
while(nextpos < ect){ /*Find the first open spot in the search array */
if(taggedsrch[nextpos] == NULL){
taggedsrch[nextpos] = tagged[j]; /*put tagged[j] in it*/
addededge = 1;
break;
}
else
nextpos++;
}
}
if(addededge)
{
break;
}
}/* End Outer For (j)*/
i++;
} /* End while(j<ect)*/
timesthrough++;
} /*end while timesthrough */
percentcut = 0.50;
searching = 1;
cut = 1;
smooth = 0;
close = NULL;
/* Count the Number of Faces in the selected loop*/
percentfaces = 0;
for(efa= em->faces.first; efa ;efa=efa->next){
if(efa->f1 & 8)
{
percentfaces++;
}
}
/* create a dynamic array for those face pointers */
percentfacesloop = MEM_mallocN(percentfaces*sizeof(EditFace*), "percentage");
/* put those faces in the array */
i=0;
for(efa= em->faces.first; efa ;efa=efa->next){
if(efa->f1 & 8)
{
percentfacesloop[i] = efa;
i++;
}
}
while(searching){
/* For the % calculation */
short mval[2];
float labda, rc[2], len, slen=0.0;
float v1[2], v2[2], v3[2];
/*------------- Percent Cut Preview Lines--------------- */
scrarea_do_windraw(curarea);
persp(PERSP_VIEW);
glPushMatrix();
mymultmatrix(G.obedit->obmat);
glColor3ub(0, 255, 255);
/*Put the preview lines where they should be for the percentage selected.*/
for(i=0;i<percentfaces;i++){
efa = percentfacesloop[i];
for(eed = em->edges.first; eed; eed=eed->next){
if(eed->f2 & 64){ /* color the starting edge */
glBegin(GL_LINES);
glColor3ub(200, 255, 200);
glVertex3fv(eed->v1->co);
glVertex3fv(eed->v2->co);
glEnd();
glPointSize(5);
glBegin(GL_POINTS);
glColor3ub(255,0,255);
if(eed->f2 & 32)
glVertex3fv(eed->v2->co);
else
glVertex3fv(eed->v1->co);
glEnd();
/*Get Starting Edge Length*/
slen = sqrt((eed->v1->co[0]-eed->v2->co[0])*(eed->v1->co[0]-eed->v2->co[0])+
(eed->v1->co[1]-eed->v2->co[1])*(eed->v1->co[1]-eed->v2->co[1])+
(eed->v1->co[2]-eed->v2->co[2])*(eed->v1->co[2]-eed->v2->co[2]));
}
}
if(!inset){
glColor3ub(0,255,255);
if(efa->f1 & 8)
{
float cen[2][3];
int a=0;
efa->v1->f &= ~8; // xxx
efa->v2->f &= ~8;
efa->v3->f &= ~8;
if(efa->v4)efa->v4->f &= ~8;
if(efa->e1->f2 & 8){
float pct;
if(efa->e1->f2 & 32)
pct = 1-percentcut;
else
pct = percentcut;
cen[a][0]= efa->e1->v1->co[0] - ((efa->e1->v1->co[0] - efa->e1->v2->co[0]) * (pct));
cen[a][1]= efa->e1->v1->co[1] - ((efa->e1->v1->co[1] - efa->e1->v2->co[1]) * (pct));
cen[a][2]= efa->e1->v1->co[2] - ((efa->e1->v1->co[2] - efa->e1->v2->co[2]) * (pct));
efa->e1->v1->f |= 8; // xxx
efa->e1->v2->f |= 8;
a++;
}
if((efa->e2->f2 & 8) && a!=2)
{
float pct;
if(efa->e2->f2 & 32)
pct = 1-percentcut;
else
pct = percentcut;
cen[a][0]= efa->e2->v1->co[0] - ((efa->e2->v1->co[0] - efa->e2->v2->co[0]) * (pct));
cen[a][1]= efa->e2->v1->co[1] - ((efa->e2->v1->co[1] - efa->e2->v2->co[1]) * (pct));
cen[a][2]= efa->e2->v1->co[2] - ((efa->e2->v1->co[2] - efa->e2->v2->co[2]) * (pct));
efa->e2->v1->f |= 8; // xxx
efa->e2->v2->f |= 8;
a++;
}
if((efa->e3->f2 & 8) && a!=2){
float pct;
if(efa->e3->f2 & 32)
pct = 1-percentcut;
else
pct = percentcut;
cen[a][0]= efa->e3->v1->co[0] - ((efa->e3->v1->co[0] - efa->e3->v2->co[0]) * (pct));
cen[a][1]= efa->e3->v1->co[1] - ((efa->e3->v1->co[1] - efa->e3->v2->co[1]) * (pct));
cen[a][2]= efa->e3->v1->co[2] - ((efa->e3->v1->co[2] - efa->e3->v2->co[2]) * (pct));
efa->e3->v1->f |= 8; // xxx
efa->e3->v2->f |= 8;
a++;
}
if(efa->e4){
if((efa->e4->f2 & 8) && a!=2){
float pct;
if(efa->e4->f2 & 32)
pct = 1-percentcut;
else
pct = percentcut;
cen[a][0]= efa->e4->v1->co[0] - ((efa->e4->v1->co[0] - efa->e4->v2->co[0]) * (pct));
cen[a][1]= efa->e4->v1->co[1] - ((efa->e4->v1->co[1] - efa->e4->v2->co[1]) * (pct));
cen[a][2]= efa->e4->v1->co[2] - ((efa->e4->v1->co[2] - efa->e4->v2->co[2]) * (pct));
efa->e4->v1->f |= 8; // xxx
efa->e4->v2->f |= 8;
a++;
}
}
else { /* if it's a triangular face, set the remaining vertex as the cutcurve coordinate */
if(!(efa->v1->f & 8) && efa->v1->h==0){ // xxx
cen[a][0]= efa->v1->co[0];
cen[a][1]= efa->v1->co[1];
cen[a][2]= efa->v1->co[2];
a++;
}
else if(!(efa->v2->f & 8) && efa->v2->h==0){ // xxx
cen[a][0]= efa->v2->co[0];
cen[a][1]= efa->v2->co[1];
cen[a][2]= efa->v2->co[2];
a++;
}
else if(!(efa->v3->f & 8) && efa->v3->h==0){ // xxx
cen[a][0]= efa->v3->co[0];
cen[a][1]= efa->v3->co[1];
cen[a][2]= efa->v3->co[2];
a++;
}
}
if(a==2){
glBegin(GL_LINES);
glVertex3fv(cen[0]);
glVertex3fv(cen[1]);
glEnd();
}
}
}/* end preview line drawing */
else{
glColor3ub(0,128,255);
if(efa->f1 & 8)
{
float cen[2][3];
int a=0;
efa->v1->f &= ~8; // xxx
efa->v2->f &= ~8;
efa->v3->f &= ~8;
if(efa->v4)efa->v4->f &= ~8;
if(efa->e1->f2 & 8){
float nlen,npct;
nlen = sqrt((efa->e1->v1->co[0] - efa->e1->v2->co[0])*(efa->e1->v1->co[0] - efa->e1->v2->co[0])+
(efa->e1->v1->co[1] - efa->e1->v2->co[1])*(efa->e1->v1->co[1] - efa->e1->v2->co[1])+
(efa->e1->v1->co[2] - efa->e1->v2->co[2])*(efa->e1->v1->co[2] - efa->e1->v2->co[2]));
npct = (percentcut*slen)/nlen;
if(npct >= 1) npct = 1;
if(efa->e1->f2 & 32) npct = 1-npct;
cen[a][0]= efa->e1->v1->co[0] - ((efa->e1->v1->co[0] - efa->e1->v2->co[0]) * (npct));
cen[a][1]= efa->e1->v1->co[1] - ((efa->e1->v1->co[1] - efa->e1->v2->co[1]) * (npct));
cen[a][2]= efa->e1->v1->co[2] - ((efa->e1->v1->co[2] - efa->e1->v2->co[2]) * (npct));
efa->e1->f1 = 32768*(npct);
efa->e1->v1->f |= 8; // xxx
efa->e1->v2->f |= 8;
a++;
}
if((efa->e2->f2 & 8) && a!=2)
{
float nlen,npct;
nlen = sqrt((efa->e2->v1->co[0] - efa->e2->v2->co[0])*(efa->e2->v1->co[0] - efa->e2->v2->co[0])+
(efa->e2->v1->co[1] - efa->e2->v2->co[1])*(efa->e2->v1->co[1] - efa->e2->v2->co[1])+
(efa->e2->v1->co[2] - efa->e2->v2->co[2])*(efa->e2->v1->co[2] - efa->e2->v2->co[2]));
npct = (percentcut*slen)/nlen;
if(npct >= 1) npct = 1;
if(efa->e2->f2 & 32) npct = 1-npct;
cen[a][0]= efa->e2->v1->co[0] - ((efa->e2->v1->co[0] - efa->e2->v2->co[0]) * (npct));
cen[a][1]= efa->e2->v1->co[1] - ((efa->e2->v1->co[1] - efa->e2->v2->co[1]) * (npct));
cen[a][2]= efa->e2->v1->co[2] - ((efa->e2->v1->co[2] - efa->e2->v2->co[2]) * (npct));
efa->e2->f1 = 32768*(npct);
efa->e2->v1->f |= 8; // xxx
efa->e2->v2->f |= 8;
a++;
}
if((efa->e3->f2 & 8) && a!=2){
float nlen,npct;
nlen = sqrt((efa->e3->v1->co[0] - efa->e3->v2->co[0])*(efa->e3->v1->co[0] - efa->e3->v2->co[0])+
(efa->e3->v1->co[1] - efa->e3->v2->co[1])*(efa->e3->v1->co[1] - efa->e3->v2->co[1])+
(efa->e3->v1->co[2] - efa->e3->v2->co[2])*(efa->e3->v1->co[2] - efa->e3->v2->co[2]));
npct = (percentcut*slen)/nlen;
if(npct >= 1) npct = 1;
if(efa->e3->f2 & 32) npct = 1-npct;
cen[a][0]= efa->e3->v1->co[0] - ((efa->e3->v1->co[0] - efa->e3->v2->co[0]) * (npct));
cen[a][1]= efa->e3->v1->co[1] - ((efa->e3->v1->co[1] - efa->e3->v2->co[1]) * (npct));
cen[a][2]= efa->e3->v1->co[2] - ((efa->e3->v1->co[2] - efa->e3->v2->co[2]) * (npct));
efa->e3->f1 = 32768*(npct);
efa->e3->v1->f |= 8; // xxx
efa->e3->v2->f |= 8;
a++;
}
if(efa->e4){
if((efa->e4->f2 & 8) && a!=2){
float nlen,npct;
nlen = sqrt((efa->e4->v1->co[0] - efa->e4->v2->co[0])*(efa->e4->v1->co[0] - efa->e4->v2->co[0])+
(efa->e4->v1->co[1] - efa->e4->v2->co[1])*(efa->e4->v1->co[1] - efa->e4->v2->co[1])+
(efa->e4->v1->co[2] - efa->e4->v2->co[2])*(efa->e4->v1->co[2] - efa->e4->v2->co[2]));
npct = (percentcut*slen)/nlen;
if(npct >= 1) npct = 1;
if(efa->e4->f2 & 32) npct = 1-npct;
cen[a][0]= efa->e4->v1->co[0] - ((efa->e4->v1->co[0] - efa->e4->v2->co[0]) * (npct));
cen[a][1]= efa->e4->v1->co[1] - ((efa->e4->v1->co[1] - efa->e4->v2->co[1]) * (npct));
cen[a][2]= efa->e4->v1->co[2] - ((efa->e4->v1->co[2] - efa->e4->v2->co[2]) * (npct));
efa->e4->f1 = 32768*(npct);
efa->e4->v1->f |= 8; // xxx
efa->e4->v2->f |= 8;
a++;
}
}
else { /* if it's a triangular face, set the remaining vertex as the cutcurve coordinate */
if(!(efa->v1->f & 8) && efa->v1->h==0){ // xxx
cen[a][0]= efa->v1->co[0];
cen[a][1]= efa->v1->co[1];
cen[a][2]= efa->v1->co[2];
a++;
}
else if(!(efa->v2->f & 8) && efa->v2->h==0){ // xxx
cen[a][0]= efa->v2->co[0];
cen[a][1]= efa->v2->co[1];
cen[a][2]= efa->v2->co[2];
a++;
}
else if(!(efa->v3->f & 8) && efa->v3->h==0){ // xxx
cen[a][0]= efa->v3->co[0];
cen[a][1]= efa->v3->co[1];
cen[a][2]= efa->v3->co[2];
a++;
}
}
if(a==2){
glBegin(GL_LINES);
glVertex3fv(cen[0]);
glVertex3fv(cen[1]);
glEnd();
}
}
}
}
/* restore matrix transform */
glPopMatrix();
/*--------- END Preview Lines------------*/
while(qtest())
{
unsigned short val=0;
event= extern_qread(&val); /* extern_qread stores important events for the mainloop to handle */
/* val==0 on key-release event */
if(val && (event==SKEY))
{
if(smooth)smooth = 0;
else smooth = 1;
}
if(val && (event==PKEY))
{
if(inset)inset = 0;
else inset = 1;
}
if(val && (event==FKEY))
{
int ct;
for(ct = 0; ct < ect; ct++){
if(tagged[ct]->f2 & 32)
tagged[ct]->f2 &= ~32;
else
tagged[ct]->f2 |= 32;
}
}
if(val && (event == MIDDLEMOUSE))
{
cut = 2;
searching=0;
}
else if(val && (event==LEFTMOUSE || event==RETKEY))
{
searching=0;
}
if(val && (event==ESCKEY || event==RIGHTMOUSE ))
{
searching=0;
cut = 0;
}
}
/* window coords, no clip with vertices f2 flags set (not used) */
calc_meshverts_ext_f2();
/* Determine the % on wich the loop should be cut */
getmouseco_areawin(mval);
v1[0]=(float)mval[0];
v1[1]=(float)mval[1];
v2[0]=(float)start->v1->xs;
v2[1]=(float)start->v1->ys;
v3[0]=(float)start->v2->xs;
v3[1]=(float)start->v2->ys;
rc[0]= v3[0]-v2[0];
rc[1]= v3[1]-v2[1];
len= rc[0]*rc[0]+ rc[1]*rc[1];
labda= ( rc[0]*(v1[0]-v2[0]) + rc[1]*(v1[1]-v2[1]) )/len;
if(labda<=0.0) labda=0.0;
else if(labda>=1.0)labda=1.0;
percentcut=labda;
if(start->f2 & 32)
percentcut = 1.0-percentcut;
if(cut == 2){
percentcut = 0.5;
}
if (G.qual & LR_SHIFTKEY){
percentcut = (int)(percentcut*100.0)/100.0;
}
else if (G.qual & LR_CTRLKEY)
percentcut = (int)(percentcut*10.0)/10.0;
outcut = (percentcut*100.0);
/* Build the Header Line */
if(inset)
sprintf(mesg,"Cut: %0.2f%% ",slen*percentcut);
else
sprintf(mesg,"Cut: %0.2f%% ",outcut);
if(smooth)
sprintf(mesg,"%s| (f)lip side | (s)mooth on |",mesg);
else
sprintf(mesg,"%s| (f)lip side | (s)mooth off |",mesg);
if(inset)
sprintf(mesg,"%s (p)roportional on ",mesg);
else
sprintf(mesg,"%s (p)roportional off",mesg);
headerprint(mesg);
screen_swapbuffers();
}
if(cut){
/* Now that we have selected a cut %, mark the edges for cutting. */
if(!inset){
for(eed = em->edges.first; eed; eed=eed->next){
if(percentcut == 1.0)
percentcut = 0.9999;
else if(percentcut == 0.0)
percentcut = 0.0001;
if(eed->f2 & 8){
if(eed->f2 & 32)/* Need to offset by a const. (0.5/32768) for consistant roundoff */
eed->f1 = 32768*(1.0-percentcut - 0.0000153);
else
eed->f1 = 32768*(percentcut + 0.0000153);
}
}
}
/*-------------------------------------*/
if(smooth)
subdivideflag(8, 0, B_KNIFE | B_PERCENTSUBD | B_SMOOTH); /* B_KNIFE tells subdivide that edgeflags are already set */
else
subdivideflag(8, 0, B_KNIFE | B_PERCENTSUBD); /* B_KNIFE tells subdivide that edgeflags are already set */
for(eed = em->edges.first; eed; eed=eed->next){
if(eed->v1->f & 16) eed->v1->f |= SELECT; //
else eed->v1->f &= ~SELECT;
if(eed->v2->f & 16) eed->v2->f |= SELECT;
else eed->v2->f &= ~SELECT;
/* proper edge select state, needed because subdivide still doesnt do it OK */
if(eed->v1->f & eed->v2->f & SELECT) eed->f |= SELECT;
else eed->f &= ~SELECT;
}
}
}
/*----------END Cut Loop-----------------------------*/
/* Clear flags */
for(eed = em->edges.first; eed; eed=eed->next){
eed->f2 &= ~(2|4|8|32|64);
eed->v1->f &= ~(2|16); // xxx
eed->v2->f &= ~(2|16);
}
for(efa= em->faces.first; efa; efa=efa->next){
efa->f1 &= ~(4|8);
/* proper face select state, needed because subdivide still doesnt do it OK */
if( faceselectedAND(efa, SELECT) ) efa->f |= SELECT;
else efa->f &= ~SELECT;
}
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
// flushes vertex -> edge -> face selection
EM_select_flush();
countall();
if(tagged)
MEM_freeN(tagged);
if(taggedsrch)
MEM_freeN(taggedsrch);
if(percentfacesloop)
MEM_freeN(percentfacesloop);
/* send event to redraw this window, does header too */
SetBlenderCursor(SYSCURSOR);
addqueue(curarea->win, REDRAW, 1);
EditMesh refactory + undo recode The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
/* should have check for cancelled (ton) */
if(mode==LOOP_CUT) BIF_undo_push("Face Loop Subdivide");
else if(mode==LOOP_SELECT) BIF_undo_push("Select Face Loop");
}
/* ****************************** END LOOPOPERATIONS ********************** */
void LoopMenu(){ /* Called by KKey */
short ret;
ret=pupmenu("Loop/Cut Menu %t|Face Loop Select %x1|Face Loop Cut %x2|"
"Knife (Exact) %x3|Knife (Midpoints)%x4|");
switch (ret){
case 1:
loopoperations(LOOP_SELECT);
break;
case 2:
loopoperations(LOOP_CUT);
break;
case 3:
KnifeSubdivide(KNIFE_EXACT);
break;
case 4:
KnifeSubdivide(KNIFE_MIDPOINT);
}
}