Files
test2/source/blender/src/editmesh_mods.c
2004-10-01 14:48:12 +00:00

2237 lines
48 KiB
C

/**
* $Id:
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2004 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
/*
editmesh_mods.c, UI level access, no geometry changes
*/
#include <stdlib.h>
#include <string.h>
#include <math.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "MEM_guardedalloc.h"
#include "MTC_matrixops.h"
#include "DNA_mesh_types.h"
#include "DNA_material_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_texture_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "BLI_rand.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_texture.h"
#include "BKE_utildefines.h"
#include "BIF_editmesh.h"
#include "BIF_resources.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "BIF_graphics.h"
#include "BIF_interface.h"
#include "BIF_mywindow.h"
#include "BIF_resources.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_toolbox.h"
#include "BDR_drawobject.h"
#include "BDR_editobject.h"
#include "BSE_view.h"
#include "BSE_edit.h"
#include "IMB_imbuf.h"
#include "mydevice.h"
#include "blendef.h"
#include "render.h" // externtex, badlevel call (ton)
#include "editmesh.h"
/* ****************************** SELECTION ROUTINES **************** */
int em_solidoffs=0, em_wireoffs=0, em_vertoffs; // set in drawobject.c ... for colorindices
/* samples a single pixel (copied from vpaint) */
static unsigned int sample_backbuf(int x, int y)
{
unsigned int col;
if(x>=curarea->winx || y>=curarea->winy) return 0;
x+= curarea->winrct.xmin;
y+= curarea->winrct.ymin;
#ifdef __APPLE__
glReadBuffer(GL_AUX0);
#endif
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
glReadBuffer(GL_BACK);
if(G.order==B_ENDIAN) SWITCH_INT(col);
return framebuffer_to_index(col);
}
/* reads full rect, converts indices */
static unsigned int *read_backbuf(short xmin, short ymin, short xmax, short ymax)
{
unsigned int *dr, *buf;
int a;
short xminc, yminc, xmaxc, ymaxc;
/* clip */
if(xmin<0) xminc= 0; else xminc= xmin;
if(xmax>=curarea->winx) xmaxc= curarea->winx-1; else xmaxc= xmax;
if(xminc > xmaxc) return NULL;
if(ymin<0) yminc= 0; else yminc= ymin;
if(ymax>=curarea->winy) ymaxc= curarea->winy-1; else ymaxc= ymax;
if(yminc > ymaxc) return NULL;
buf= MEM_mallocN( (xmaxc-xminc+1)*(ymaxc-yminc+1)*sizeof(int), "sample rect");
#ifdef __APPLE__
glReadBuffer(GL_AUX0);
#endif
glReadPixels(curarea->winrct.xmin+xminc, curarea->winrct.ymin+yminc, (xmaxc-xminc+1), (ymaxc-yminc+1), GL_RGBA, GL_UNSIGNED_BYTE, buf);
glReadBuffer(GL_BACK);
if(G.order==B_ENDIAN) IMB_convert_rgba_to_abgr((xmaxc-xminc+1)*(ymaxc-yminc+1), buf);
a= (xmaxc-xminc+1)*(ymaxc-yminc+1);
dr= buf;
while(a--) {
if(*dr) *dr= framebuffer_to_index(*dr);
dr++;
}
/* put clipped result back, if needed */
if(xminc==xmin && xmaxc==xmax && yminc==ymin && ymaxc==ymax) return buf;
else {
unsigned int *buf1= MEM_callocN( (xmax-xmin+1)*(ymax-ymin+1)*sizeof(int), "sample rect2");
unsigned int *rd;
short xs, ys;
rd= buf;
dr= buf1;
for(ys= ymin; ys<=ymax; ys++) {
for(xs= xmin; xs<=xmax; xs++, dr++) {
if( xs>=xminc && xs<=xmaxc && ys>=yminc && ys<=ymaxc) {
*dr= *rd;
rd++;
}
}
}
MEM_freeN(buf);
return buf1;
}
return buf;
}
/* smart function to sample a rect spiralling outside, nice for backbuf selection */
static unsigned int sample_backbuf_rect(unsigned int *buf, int size, int min, int max, short *dist)
{
unsigned int *bufmin, *bufmax;
int a, b, rc, nr, amount, dirvec[4][2];
short distance=0;
amount= (size-1)/2;
rc= 0;
dirvec[0][0]= 1; dirvec[0][1]= 0;
dirvec[1][0]= 0; dirvec[1][1]= -size;
dirvec[2][0]= -1; dirvec[2][1]= 0;
dirvec[3][0]= 0; dirvec[3][1]= size;
bufmin= buf;
bufmax= buf+ size*size;
buf+= amount*size+ amount;
for(nr=1; nr<=size; nr++) {
for(a=0; a<2; a++) {
for(b=0; b<nr; b++, distance++) {
if(*buf && *buf>=min && *buf<max ) {
*dist= (short) sqrt( (float)distance );
return *buf - min+1; // messy yah, but indices start at 1
}
buf+= (dirvec[rc][0]+dirvec[rc][1]);
if(buf<bufmin || buf>=bufmax) {
return 0;
}
}
rc++;
rc &= 3;
}
}
return 0;
}
/* facilities for border select and circle select */
static char *selbuf= NULL;
/* reads rect, and builds selection array for quick lookup */
/* returns if all is OK */
int EM_init_backbuf_border(short xmin, short ymin, short xmax, short ymax)
{
unsigned int *buf, *dr;
int a;
if(G.obedit==NULL || G.vd->drawtype<OB_SOLID || (G.vd->flag & V3D_ZBUF_SELECT)==0) return 0;
if(em_vertoffs==0) return 0;
dr= buf= read_backbuf(xmin, ymin, xmax, ymax);
if(buf==NULL) return 0;
/* build selection lookup */
selbuf= MEM_callocN(em_vertoffs+1, "selbuf");
a= (xmax-xmin+1)*(ymax-ymin+1);
while(a--) {
if(*dr>0 && *dr<=em_vertoffs) selbuf[*dr]= 1;
dr++;
}
MEM_freeN(buf);
return 1;
}
int EM_check_backbuf_border(int index)
{
if(selbuf==NULL) return 1;
if(index>0 && index<=em_vertoffs)
return selbuf[index];
return 0;
}
void EM_free_backbuf_border(void)
{
if(selbuf) MEM_freeN(selbuf);
selbuf= NULL;
}
/* mcords is a polygon mask
- grab backbuffer,
- draw with black in backbuffer,
- grab again and compare
returns 'OK'
*/
int EM_mask_init_backbuf_border(short mcords[][2], short tot, short xmin, short ymin, short xmax, short ymax)
{
unsigned int *buf, *bufmask, *dr, *drm;
int a;
if(G.obedit==NULL || G.vd->drawtype<OB_SOLID || (G.vd->flag & V3D_ZBUF_SELECT)==0) return 0;
if(em_vertoffs==0) return 0;
dr= buf= read_backbuf(xmin, ymin, xmax, ymax);
if(buf==NULL) return 0;
/* draw the mask */
#ifdef __APPLE__
glDrawBuffer(GL_AUX0);
#endif
glDisable(GL_DEPTH_TEST);
persp(PERSP_WIN);
glColor3ub(0, 0, 0);
glBegin(GL_POLYGON);
for(a=0; a<tot; a++) glVertex2s(mcords[a][0], mcords[a][1]);
glEnd();
glBegin(GL_LINE_LOOP); // for zero sized masks, lines
for(a=0; a<tot; a++) glVertex2s(mcords[a][0], mcords[a][1]);
glEnd();
persp(PERSP_VIEW);
glFinish(); // to be sure readpixels sees mask
glDrawBuffer(GL_BACK);
/* grab mask */
drm= bufmask= read_backbuf(xmin, ymin, xmax, ymax);
if(bufmask==NULL) return 0; // only when mem alloc fails, go crash somewhere else!
/* build selection lookup */
selbuf= MEM_callocN(em_vertoffs+1, "selbuf");
a= (xmax-xmin+1)*(ymax-ymin+1);
while(a--) {
if(*dr>0 && *dr<=em_vertoffs && *drm==0) selbuf[*dr]= 1;
dr++; drm++;
}
MEM_freeN(buf);
MEM_freeN(bufmask);
return 1;
}
/* circle shaped sample area */
int EM_init_backbuf_circle(short xs, short ys, short rads)
{
unsigned int *buf, *dr;
short xmin, ymin, xmax, ymax, xc, yc;
int radsq;
if(G.obedit==NULL || G.vd->drawtype<OB_SOLID || (G.vd->flag & V3D_ZBUF_SELECT)==0) return 0;
if(em_vertoffs==0) return 0;
xmin= xs-rads; xmax= xs+rads;
ymin= ys-rads; ymax= ys+rads;
dr= buf= read_backbuf(xmin, ymin, xmax, ymax);
if(buf==NULL) return 0;
/* build selection lookup */
selbuf= MEM_callocN(em_vertoffs+1, "selbuf");
radsq= rads*rads;
for(yc= -rads; yc<=rads; yc++) {
for(xc= -rads; xc<=rads; xc++, dr++) {
if(xc*xc + yc*yc < radsq) {
if(*dr>0 && *dr<=em_vertoffs) selbuf[*dr]= 1;
}
}
}
MEM_freeN(buf);
return 1;
}
static EditVert *findnearestvert_f(short *dist, short sel)
{
static EditVert *acto= NULL;
EditMesh *em = G.editMesh;
/* if sel==1 the vertices with flag==1 get a disadvantage */
EditVert *eve,*act=NULL;
short temp, mval[2];
if(em->verts.first==NULL) return NULL;
/* do projection */
calc_meshverts_ext(); /* drawobject.c */
/* we count from acto->next to last, and from first to acto */
/* does acto exist? */
eve= em->verts.first;
while(eve) {
if(eve==acto) break;
eve= eve->next;
}
if(eve==NULL) acto= em->verts.first;
/* is there an indicated vertex? part 1 */
getmouseco_areawin(mval);
eve= acto->next;
while(eve) {
if(eve->h==0) {
temp= abs(mval[0]- eve->xs)+ abs(mval[1]- eve->ys);
if( (eve->f & 1)==sel ) temp+=5;
if(temp< *dist) {
act= eve;
*dist= temp;
if(*dist<4) break;
}
}
eve= eve->next;
}
/* is there an indicated vertex? part 2 */
if(*dist>3) {
eve= em->verts.first;
while(eve) {
if(eve->h==0) {
temp= abs(mval[0]- eve->xs)+ abs(mval[1]- eve->ys);
if( (eve->f & 1)==sel ) temp+=5;
if(temp< *dist) {
act= eve;
if(temp<4) break;
*dist= temp;
}
if(eve== acto) break;
}
eve= eve->next;
}
}
acto= act;
return act;
}
/* backbuffer version */
EditVert *findnearestvert(short *dist, short sel)
{
if(G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT)) {
EditVert *eve=NULL;
unsigned int *buf;
int a=1, index;
short mval[2], distance=255;
getmouseco_areawin(mval);
// sample colorcode
buf= read_backbuf(mval[0]-25, mval[1]-25, mval[0]+24, mval[1]+24);
if(buf) {
index= sample_backbuf_rect(buf, 50, em_wireoffs, 0xFFFFFF, &distance); // globals, set in drawobject.c
MEM_freeN(buf);
if(distance < *dist) {
if(index>0) for(eve= G.editMesh->verts.first; eve; eve= eve->next, a++) if(index==a) break;
if(eve) *dist= distance;
}
}
return eve;
}
else return findnearestvert_f(dist, sel);
}
/* helper for findnearest edge */
static float dist_mval_edge(short *mval, EditEdge *eed)
{
float v1[2], v2[2], mval2[2];
mval2[0] = (float)mval[0];
mval2[1] = (float)mval[1];
v1[0] = eed->v1->xs;
v1[1] = eed->v1->ys;
v2[0] = eed->v2->xs;
v2[1] = eed->v2->ys;
return PdistVL2Dfl(mval2, v1, v2);
}
static EditEdge *findnearestedge_f(short *dist)
{
EditMesh *em = G.editMesh;
EditEdge *closest, *eed;
EditVert *eve;
short mval[2], distance;
if(em->edges.first==NULL) return NULL;
else eed= em->edges.first;
/* reset flags */
for(eve=em->verts.first; eve; eve=eve->next){
eve->f &= ~2;
}
calc_meshverts_ext_f2(); /*sets (eve->f & 2) for vertices that aren't visible*/
getmouseco_areawin(mval);
closest=NULL;
/*compare the distance to the rest of the edges and find the closest one*/
eed=em->edges.first;
while(eed) {
/* Are both vertices of the edge ofscreen or either of them hidden? then don't select the edge*/
if( !((eed->v1->f & 2) && (eed->v2->f & 2)) && eed->h==0){
distance= dist_mval_edge(mval, eed);
if(distance < *dist) {
*dist= distance;
closest= eed;
}
}
eed= eed->next;
}
/* reset flags */
for(eve=em->verts.first; eve; eve=eve->next){
eve->f &= ~2;
}
return closest;
}
/* backbuffer version */
EditEdge *findnearestedge(short *dist)
{
if(G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT)) {
EditEdge *eed=NULL;
unsigned int *buf;
int a=1, index;
short mval[2], distance=255;
getmouseco_areawin(mval);
// sample colorcode
buf= read_backbuf(mval[0]-25, mval[1]-25, mval[0]+24, mval[1]+24);
if(buf) {
index= sample_backbuf_rect(buf, 50, em_solidoffs, em_wireoffs, &distance); // global, set in drawobject.c
MEM_freeN(buf);
if(distance < *dist) {
if(index>0 && index<=em_wireoffs-em_solidoffs) {
for(eed= G.editMesh->edges.first; eed; eed= eed->next, a++)
if(index==a) break;
}
if(eed) *dist= distance;
}
}
return eed;
}
else return findnearestedge_f(dist);
}
static EditFace *findnearestface_f(short *dist)
{
static EditFace *acto= NULL;
EditMesh *em = G.editMesh;
/* if selected the faces with flag==1 get a disadvantage */
EditFace *efa, *act=NULL;
short temp, mval[2];
if(em->faces.first==NULL) return NULL;
/* do projection */
calc_mesh_facedots_ext();
/* we count from acto->next to last, and from first to acto */
/* does acto exist? */
efa= em->faces.first;
while(efa) {
if(efa==acto) break;
efa= efa->next;
}
if(efa==NULL) acto= em->faces.first;
/* is there an indicated face? part 1 */
getmouseco_areawin(mval);
efa= acto->next;
while(efa) {
if(efa->h==0 && efa->fgonf!=EM_FGON) {
temp= abs(mval[0]- efa->xs)+ abs(mval[1]- efa->ys);
if(temp< *dist) {
act= efa;
*dist= temp;
}
}
efa= efa->next;
}
/* is there an indicated face? part 2 */
if(*dist>3) {
efa= em->faces.first;
while(efa) {
if(efa->h==0 && efa->fgonf!=EM_FGON) {
temp= abs(mval[0]- efa->xs)+ abs(mval[1]- efa->ys);
if(temp< *dist) {
act= efa;
*dist= temp;
}
if(efa== acto) break;
}
efa= efa->next;
}
}
acto= act;
return act;
}
static EditFace *findnearestface(short *dist)
{
if(G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT)) {
EditFace *efa=NULL;
int a=1, index;
short mval[2], distance;
calc_mesh_facedots_ext(); // shouldnt be needed each click
getmouseco_areawin(mval);
// sample colorcode
index= sample_backbuf(mval[0], mval[1]);
if(index && index<=em_solidoffs) {
for(efa= G.editMesh->faces.first; efa; efa= efa->next, a++) if(index==a) break;
if(efa) {
distance= abs(mval[0]- efa->xs)+ abs(mval[1]- efa->ys);
if(G.scene->selectmode == SCE_SELECT_FACE || distance<*dist) { // only faces, no dist check
*dist= distance;
return efa;
}
}
}
return NULL;
}
else return findnearestface_f(dist);
}
/* for interactivity, frontbuffer draw in current window */
static void unified_select_draw(EditVert *eve, EditEdge *eed, EditFace *efa)
{
int optimal= subsurf_optimal(G.obedit);
glDrawBuffer(GL_FRONT);
persp(PERSP_VIEW);
glPushMatrix();
mymultmatrix(G.obedit->obmat);
/* face selected */
if(efa) {
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
glPointSize(BIF_GetThemeValuef(TH_VERTEX_SIZE));
if(efa->f & SELECT) BIF_ThemeColor(TH_VERTEX_SELECT);
else BIF_ThemeColor(TH_VERTEX);
bglBegin(GL_POINTS);
bglVertex3fv(efa->v1->co);
bglVertex3fv(efa->v2->co);
bglVertex3fv(efa->v3->co);
if(efa->v4) bglVertex3fv(efa->v4->co);
bglEnd();
}
if(G.scene->selectmode & (SCE_SELECT_EDGE|SCE_SELECT_FACE)) {
Mesh *me= G.obedit->data;
DispList *dl= find_displist(&me->disp, DL_MESH);
DispListMesh *dlm= NULL;
if(efa->fgonf==0) {
if(efa->f & SELECT) BIF_ThemeColor(TH_EDGE_SELECT);
else BIF_ThemeColor(TH_WIRE);
if(dl) dlm= dl->mesh;
if(dlm && optimal) {
MEdge *medge= dlm->medge;
MVert *mvert= dlm->mvert;
int b;
glBegin(GL_LINES);
for (b=0; b<dlm->totedge; b++, medge++) {
if(medge->flag & ME_EDGEDRAW) {
EditEdge *eed = dlm->editedge[b];
if(efa->e1==eed || efa->e2==eed || efa->e3==eed || (efa->e4 && efa->e4==eed)) {
glVertex3fv(mvert[medge->v1].co);
glVertex3fv(mvert[medge->v2].co);
}
}
}
glEnd();
}
else {
glBegin(GL_LINE_LOOP);
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
if(efa->v4) glVertex3fv(efa->v4->co);
glEnd();
}
}
}
if(G.scene->selectmode & SCE_SELECT_FACE) {
if(efa->fgonf==0) {
glPointSize(BIF_GetThemeValuef(TH_FACEDOT_SIZE));
if(efa->f & SELECT) BIF_ThemeColor(TH_FACE_DOT);
else BIF_ThemeColor(TH_WIRE);
bglBegin(GL_POINTS);
bglVertex3fv(efa->cent);
bglEnd();
}
}
}
/* edge selected */
if(eed) {
if(G.scene->selectmode & (SCE_SELECT_EDGE|SCE_SELECT_FACE)) {
Mesh *me= G.obedit->data;
DispList *dl= find_displist(&me->disp, DL_MESH);
DispListMesh *dlm= NULL;
if(dl) dlm= dl->mesh;
if(eed->f & SELECT) BIF_ThemeColor(TH_EDGE_SELECT);
else BIF_ThemeColor(TH_WIRE);
if(dlm && optimal) {
MEdge *medge= dlm->medge;
MVert *mvert= dlm->mvert;
int b;
glBegin(GL_LINES);
for (b=0; b<dlm->totedge; b++, medge++) {
if(medge->flag & ME_EDGEDRAW) {
if(eed == dlm->editedge[b]) {
glVertex3fv(mvert[medge->v1].co);
glVertex3fv(mvert[medge->v2].co);
}
}
}
glEnd();
}
else {
glBegin(GL_LINES);
glVertex3fv(eed->v1->co);
glVertex3fv(eed->v2->co);
glEnd();
}
}
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
glPointSize(BIF_GetThemeValuef(TH_VERTEX_SIZE));
if(eed->f & SELECT) BIF_ThemeColor(TH_VERTEX_SELECT);
else BIF_ThemeColor(TH_VERTEX);
bglBegin(GL_POINTS);
if(optimal) {
bglVertex3fv(eed->v1->ssco);
bglVertex3fv(eed->v2->ssco);
} else {
bglVertex3fv(eed->v1->co);
bglVertex3fv(eed->v2->co);
}
bglEnd();
}
}
if(eve) {
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
glPointSize(BIF_GetThemeValuef(TH_VERTEX_SIZE));
if(eve->f & SELECT) BIF_ThemeColor(TH_VERTEX_SELECT);
else BIF_ThemeColor(TH_VERTEX);
bglBegin(GL_POINTS);
if(optimal) bglVertex3fv(eve->ssco);
else bglVertex3fv(eve->co);
bglEnd();
}
}
glPointSize(1.0);
glPopMatrix();
glFlush();
glDrawBuffer(GL_BACK);
/* signal that frontbuf differs from back */
curarea->win_swap= WIN_FRONT_OK;
}
/* best distance based on screen coords.
use g.scene->selectmode to define how to use
selected vertices and edges get disadvantage
return 1 if found one
*/
static int unified_findnearest(EditVert **eve, EditEdge **eed, EditFace **efa)
{
short dist= 75;
*eve= NULL;
*eed= NULL;
*efa= NULL;
if(G.scene->selectmode & SCE_SELECT_VERTEX)
*eve= findnearestvert(&dist, SELECT);
if(G.scene->selectmode & SCE_SELECT_FACE)
*efa= findnearestface(&dist);
dist-= 20; // since edges select lines, we give dots advantage of 20 pix
if(G.scene->selectmode & SCE_SELECT_EDGE)
*eed= findnearestedge(&dist);
/* return only one of 3 pointers, for frontbuffer redraws */
if(*eed) {
*efa= NULL; *eve= NULL;
}
else if(*efa) {
*eve= NULL;
}
return (*eve || *eed || *efa);
}
/* **************** LOOP SELECTS *************** */
/* selects quads in loop direction of indicated edge */
/* only flush over edges with valence <= 2 */
static void faceloop_select(EditEdge *startedge, int select)
{
EditMesh *em = G.editMesh;
EditEdge *eed;
EditFace *efa;
int looking= 1;
/* in eed->f1 we put the valence (amount of faces in edge) */
/* in eed->f2 we put tagged flag as correct loop */
/* in efa->f1 we put tagged flag as correct to select */
for(eed= em->edges.first; eed; eed= eed->next) {
eed->f1= 0;
eed->f2= 0;
}
for(efa= em->faces.first; efa; efa= efa->next) {
efa->f1= 0;
if(efa->h==0) {
efa->e1->f1++;
efa->e2->f1++;
efa->e3->f1++;
if(efa->e4) efa->e4->f1++;
}
}
// tag startedge OK
startedge->f2= 1;
while(looking) {
looking= 0;
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->e4 && efa->f1==0) { // not done quad
if(efa->e1->f1<=2 && efa->e2->f1<=2 && efa->e3->f1<=2 && efa->e4->f1<=2) { // valence ok
// if edge tagged, select opposing edge and mark face ok
if(efa->e1->f2) {
efa->e3->f2= 1;
efa->f1= 1;
looking= 1;
}
else if(efa->e2->f2) {
efa->e4->f2= 1;
efa->f1= 1;
looking= 1;
}
if(efa->e3->f2) {
efa->e1->f2= 1;
efa->f1= 1;
looking= 1;
}
if(efa->e4->f2) {
efa->e2->f2= 1;
efa->f1= 1;
looking= 1;
}
}
}
}
}
/* (de)select the faces */
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->f1) EM_select_face(efa, select);
}
}
/* helper for edgeloop_select, checks for eed->f2 tag in faces */
static int edge_not_in_tagged_face(EditEdge *eed)
{
EditMesh *em = G.editMesh;
EditFace *efa;
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if(efa->e1==eed || efa->e2==eed || efa->e3==eed || efa->e4==eed) { // edge is in face
if(efa->e1->f2 || efa->e2->f2 || efa->e3->f2 || (efa->e4 && efa->e4->f2)) { // face is tagged
return 0;
}
}
}
}
return 1;
}
/* selects or deselects edges that:
- if edges has 2 faces:
- has vertices with valence of 4
- not shares face with previous edge
- if edge has 1 face:
- has vertices with valence 4
- not shares face with previous edge
- but also only 1 face
- if edge no face:
- has vertices with valence 2
*/
static void edgeloop_select(EditEdge *starteed, int select)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
int looking= 1;
/* in f1 we put the valence (amount of edges in a vertex, or faces in edge) */
/* in eed->f2 and efa->f1 we put tagged flag as correct loop */
for(eve= em->verts.first; eve; eve= eve->next) {
eve->f1= 0;
eve->f2= 0;
}
for(eed= em->edges.first; eed; eed= eed->next) {
eed->f1= 0;
eed->f2= 0;
if((eed->h & 1)==0) { // fgon edges add to valence too
eed->v1->f1++; eed->v2->f1++;
}
}
for(efa= em->faces.first; efa; efa= efa->next) {
efa->f1= 0;
if(efa->h==0) {
efa->e1->f1++;
efa->e2->f1++;
efa->e3->f1++;
if(efa->e4) efa->e4->f1++;
}
}
/* looped edges & vertices get tagged f2 */
starteed->f2= 1;
if(starteed->v1->f1<5) starteed->v1->f2= 1;
if(starteed->v2->f1<5) starteed->v2->f2= 1;
/* sorry, first edge isnt even ok */
if(starteed->v1->f2==0 && starteed->v2->f2==0) looking= 0;
while(looking) {
looking= 0;
/* find correct valence edges which are not tagged yet, but connect to tagged one */
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0 && eed->f2==0) { // edge not hidden, not tagged
if( (eed->v1->f1<5 && eed->v1->f2) || (eed->v2->f1<5 && eed->v2->f2)) { // valence of vertex OK, and is tagged
/* new edge is not allowed to be in face with tagged edge */
if(edge_not_in_tagged_face(eed)) {
if(eed->f1==starteed->f1) { // same amount of faces
looking= 1;
eed->f2= 1;
if(eed->v2->f1<5) eed->v2->f2= 1;
if(eed->v1->f1<5) eed->v1->f2= 1;
}
}
}
}
}
}
/* and we do the select */
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->f2) EM_select_edge(eed, select);
}
}
/* ***************** MAIN MOUSE SELECTION ************** */
// just to have the functions nice together
static void mouse_mesh_loop(void)
{
EditEdge *eed;
short dist= 50;
eed= findnearestedge(&dist);
if(eed) {
if((G.qual & LR_SHIFTKEY)==0) EM_clear_flag_all(SELECT);
if((eed->f & SELECT)==0) EM_select_edge(eed, 1);
else if(G.qual & LR_SHIFTKEY) EM_select_edge(eed, 0);
if(G.scene->selectmode & SCE_SELECT_FACE) {
faceloop_select(eed, eed->f & SELECT);
}
else {
edgeloop_select(eed, eed->f & SELECT);
}
/* frontbuffer draw of last selected only */
unified_select_draw(NULL, eed, NULL);
countall();
EM_selectmode_flush();
allqueue(REDRAWVIEW3D, 0);
}
}
/* here actual select happens */
void mouse_mesh(void)
{
EditVert *eve;
EditEdge *eed;
EditFace *efa;
if(G.qual & LR_ALTKEY) mouse_mesh_loop();
else if(unified_findnearest(&eve, &eed, &efa)) {
if((G.qual & LR_SHIFTKEY)==0) EM_clear_flag_all(SELECT);
if(efa) {
if( (efa->f & SELECT)==0 ) {
EM_select_face_fgon(efa, 1);
}
else if(G.qual & LR_SHIFTKEY) {
EM_select_face_fgon(efa, 0);
}
}
else if(eed) {
if((eed->f & SELECT)==0) {
EM_select_edge(eed, 1);
}
else if(G.qual & LR_SHIFTKEY) {
EM_select_edge(eed, 0);
}
}
else if(eve) {
if((eve->f & SELECT)==0) eve->f |= SELECT;
else if(G.qual & LR_SHIFTKEY) eve->f &= ~SELECT;
}
/* frontbuffer draw of last selected only */
unified_select_draw(eve, eed, efa);
countall();
EM_selectmode_flush();
allqueue(REDRAWVIEW3D, 0);
}
rightmouse_transform();
}
static void selectconnectedAll(void)
{
EditMesh *em = G.editMesh;
EditVert *v1,*v2;
EditEdge *eed;
short done=1, toggle=0;
if(em->edges.first==0) return;
while(done==1) {
done= 0;
toggle++;
if(toggle & 1) eed= em->edges.first;
else eed= em->edges.last;
while(eed) {
v1= eed->v1;
v2= eed->v2;
if(eed->h==0) {
if(v1->f & SELECT) {
if( (v2->f & SELECT)==0 ) {
v2->f |= SELECT;
done= 1;
}
}
else if(v2->f & SELECT) {
if( (v1->f & SELECT)==0 ) {
v1->f |= SELECT;
done= 1;
}
}
}
if(toggle & 1) eed= eed->next;
else eed= eed->prev;
}
}
/* now use vertex select flag to select rest */
EM_select_flush();
countall();
allqueue(REDRAWVIEW3D, 0);
BIF_undo_push("Select Connected (All)");
}
void selectconnected_mesh(int qual)
{
EditMesh *em = G.editMesh;
EditVert *eve, *v1, *v2;
EditEdge *eed;
EditFace *efa;
short done=1, sel, toggle=0;
if(em->edges.first==0) return;
if(qual & LR_CTRLKEY) {
selectconnectedAll();
return;
}
if( unified_findnearest(&eve, &eed, &efa)==0 ) {
error("Nothing indicated ");
return;
}
sel= 1;
if(qual & LR_SHIFTKEY) sel=0;
/* clear test flags */
for(v1= em->verts.first; v1; v1= v1->next) v1->f1= 0;
/* start vertex/face/edge */
if(eve) eve->f1= 1;
else if(eed) eed->v1->f1= eed->v2->f1= 1;
else efa->v1->f1= efa->v2->f1= efa->v3->f1= 1;
/* set flag f1 if affected */
while(done==1) {
done= 0;
toggle++;
if(toggle & 1) eed= em->edges.first;
else eed= em->edges.last;
while(eed) {
v1= eed->v1;
v2= eed->v2;
if(eed->h==0) {
if(v1->f1 && v2->f1==0) {
v2->f1= 1;
done= 1;
}
else if(v1->f1==0 && v2->f1) {
v1->f1= 1;
done= 1;
}
}
if(toggle & 1) eed= eed->next;
else eed= eed->prev;
}
}
/* now use vertex f1 flag to select/deselect */
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->v1->f1 && eed->v2->f1)
EM_select_edge(eed, sel);
}
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->v1->f1 && efa->v2->f1 && efa->v3->f1 && (efa->v4==NULL || efa->v4->f1))
EM_select_face(efa, sel);
}
/* no flush needed, connected geometry is done */
countall();
allqueue(REDRAWVIEW3D, 0);
BIF_undo_push("Select Linked");
}
/* swap is 0 or 1, if 1 it hides not selected */
void hide_mesh(int swap)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
if(G.obedit==0) return;
/* hide happens on least dominant select mode, and flushes up, not down! (helps preventing errors in subsurf) */
/* - vertex hidden, always means edge is hidden too
- edge hidden, always means face is hidden too
- face hidden, only set face hide
*/
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
for(eve= em->verts.first; eve; eve= eve->next) {
if((eve->f & SELECT)!=swap) {
eve->xs= 3200;
eve->f &= ~SELECT;
eve->h= 1;
}
}
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->v1->h || eed->v2->h) {
eed->h |= 1;
eed->f &= ~SELECT;
}
}
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->e1->h || efa->e2->h || efa->e3->h || (efa->e4 && efa->e4->h)) {
efa->h= 1;
efa->f &= ~SELECT;
}
}
}
else if(G.scene->selectmode & SCE_SELECT_EDGE) {
for(eed= em->edges.first; eed; eed= eed->next) {
if((eed->f & SELECT)!=swap) {
eed->h |= 1;
EM_select_edge(eed, 0);
}
}
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->e1->h || efa->e2->h || efa->e3->h || (efa->e4 && efa->e4->h)) {
efa->h= 1;
efa->f &= ~SELECT;
}
}
}
else {
for(efa= em->faces.first; efa; efa= efa->next) {
if((efa->f & SELECT)!=swap) {
efa->h= 1;
EM_select_face(efa, 0);
}
}
}
allqueue(REDRAWVIEW3D, 0);
makeDispList(G.obedit);
BIF_undo_push("Hide");
}
void reveal_mesh(void)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
if(G.obedit==0) return;
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h) {
eve->h= 0;
eve->f |= SELECT;
}
}
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h & 1) {
eed->h &= ~1;
eed->f |= SELECT;
}
}
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h) {
efa->h= 0;
efa->f |= SELECT;
}
}
allqueue(REDRAWVIEW3D, 0);
makeDispList(G.obedit);
BIF_undo_push("Reveal");
}
void select_non_manifold(void)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
/* Selects isolated verts, and edges that do not have 2 neighboring
* faces
*/
if(G.scene->selectmode==SCE_SELECT_FACE) {
error("Doesn't work in face selection mode");
return;
}
eve= em->verts.first;
while(eve) {
/* this will count how many edges are connected
* to this vert */
eve->f1= 0;
eve= eve->next;
}
eed= em->edges.first;
while(eed) {
/* this will count how many faces are connected to
* this edge */
eed->f1= 0;
/* increase edge count for verts */
++eed->v1->f1;
++eed->v2->f1;
eed= eed->next;
}
efa= em->faces.first;
while(efa) {
/* increase face count for edges */
++efa->e1->f1;
++efa->e2->f1;
++efa->e3->f1;
if (efa->e4)
++efa->e4->f1;
efa= efa->next;
}
/* select verts that are attached to an edge that does not
* have 2 neighboring faces */
eed= em->edges.first;
while(eed) {
if (eed->h==0 && eed->f1 != 2) {
EM_select_edge(eed, 1);
}
eed= eed->next;
}
/* select isolated verts */
eve= em->verts.first;
while(eve) {
if (eve->f1 == 0) {
if (!eve->h) eve->f |= SELECT;
}
eve= eve->next;
}
countall();
addqueue(curarea->win, REDRAW, 0);
BIF_undo_push("Select Non Manifold");
}
void selectswap_mesh(void) /* UI level */
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h==0) {
if(eve->f & SELECT) eve->f &= ~SELECT;
else eve->f|= SELECT;
}
}
}
else if(G.scene->selectmode & SCE_SELECT_EDGE) {
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0) {
EM_select_edge(eed, !(eed->f & SELECT));
}
}
}
else {
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
EM_select_face(efa, !(efa->f & SELECT));
}
}
}
EM_selectmode_flush();
countall();
allqueue(REDRAWVIEW3D, 0);
BIF_undo_push("Select Swap");
}
void deselectall_mesh(void) /* this toggles!!!, UI level */
{
if(G.obedit->lay & G.vd->lay) {
if( EM_nvertices_selected() ) {
EM_clear_flag_all(SELECT);
BIF_undo_push("Deselect All");
}
else {
EM_set_flag_all(SELECT);
BIF_undo_push("Select All");
}
countall();
allqueue(REDRAWVIEW3D, 0);
}
}
void select_more(void)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->f & SELECT) eve->f1= 1;
else eve->f1 = 0;
}
/* set f1 flags in vertices to select 'more' */
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0) {
if (eed->v1->f & SELECT)
eed->v2->f1 = 1;
if (eed->v2->f & SELECT)
eed->v1->f1 = 1;
}
}
/* new selected edges */
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0) {
if(eed->v1->f1 && eed->v2->f1) EM_select_edge(eed, 1);
}
}
/* new selected faces */
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if(efa->v1->f1 && efa->v2->f1 && efa->v3->f1 && (efa->v4==NULL || efa->v4->f1))
EM_select_face(efa, 1);
}
}
countall();
addqueue(curarea->win, REDRAW, 0);
BIF_undo_push("Select More");
}
void select_less(void)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
/* eve->f1 & 1 => isolated */
/* eve->f1 & 2 => on an edge */
/* eve->f1 & 4 => shares edge with a deselected vert */
/* eve->f1 & 8 => at most one neighbor */
for(eve= em->verts.first; eve; eve= eve->next) {
/* assume vert is isolated unless proven otherwise, */
/* assume at most one neighbor too */
eve->f1 = 1 | 8;
}
for(eed= em->edges.first; eed; eed= eed->next) {
eed->f1= 0;
if(eed->h==0) {
/* this will count how many faces are connected to
* this edge */
/* if vert wasn't isolated, it now has more than one neighbor */
if (~eed->v1->f1 & 1) eed->v1->f1 &= ~8;
if (~eed->v2->f1 & 1) eed->v2->f1 &= ~8;
/* verts on edge are clearly not isolated */
eed->v1->f1 &= ~1;
eed->v2->f1 &= ~1;
/* if one of the verts on the edge is deselected,
* deselect the other */
if ( (~eed->v1->f & SELECT) )
eed->v2->f1 |= 4;
if ( (~eed->v2->f & SELECT) )
eed->v1->f1 |= 4;
}
}
for(efa= em->faces.first; efa; efa= efa->next) {
/* increase face count for edges */
if(efa->h==0) {
++efa->e1->f1;
++efa->e2->f1;
++efa->e3->f1;
if (efa->e4) ++efa->e4->f1;
}
}
for(eed= em->edges.first; eed; eed= eed->next) {
/* if the edge has only one neighboring face, then
* deselect attached verts */
if (eed->h==0 && eed->f1 == 1) {
eed->v1->f1 |= 2;
eed->v2->f1 |= 2;
}
}
/* deselect verts */
for(eve= em->verts.first; eve; eve= eve->next) {
if (eve->f1) {
eve->f &= ~SELECT;
}
}
/* now rebuild selection state for edges & faces */
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->v1->f1 && eed->v2->f1) EM_select_edge(eed, 0);
}
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if(efa->v1->f1 && efa->v2->f1 && efa->v3->f1 && (efa->v4==NULL || efa->v4->f1))
EM_select_face(efa, 0);
}
}
countall();
allqueue(REDRAWVIEW3D, 0);
}
void selectrandom_mesh(void) /* randomly selects a user-set % of vertices/edges/faces */
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
EditFace *efa;
short randfac = 50;
if(G.obedit==NULL || (G.obedit->lay & G.vd->lay)==0) return;
/* Get the percentage of vertices to randomly select as 'randfac' */
if(button(&randfac,0, 100,"Percentage:")==0) return;
BLI_srand( BLI_rand() ); /* random seed */
if(G.scene->selectmode & SCE_SELECT_VERTEX) {
for(eve= em->verts.first; eve; eve= eve->next) {
if(eve->h==0) {
if ( (BLI_frand() * 100) < randfac)
eve->f |= SELECT;
}
}
}
else if(G.scene->selectmode & SCE_SELECT_EDGE) {
for(eed= em->edges.first; eed; eed= eed->next) {
if(eed->h==0) {
if ( (BLI_frand() * 100) < randfac)
EM_select_edge(eed, 1);
}
}
}
else {
for(efa= em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if ( (BLI_frand() * 100) < randfac)
EM_select_face(efa, 1);
}
}
}
EM_selectmode_flush();
countall();
allqueue(REDRAWVIEW3D, 0);
}
void editmesh_select_by_material(int index)
{
EditMesh *em = G.editMesh;
EditFace *efa;
for (efa=em->faces.first; efa; efa= efa->next) {
if (efa->mat_nr==index) {
EM_select_face(efa, 1);
}
}
EM_selectmode_flush();
}
void editmesh_deselect_by_material(int index)
{
EditMesh *em = G.editMesh;
EditFace *efa;
for (efa=em->faces.first; efa; efa= efa->next) {
if (efa->mat_nr==index) {
EM_select_face(efa, 0);
}
}
EM_selectmode_flush();
}
void EM_selectmode_menu(void)
{
int val;
if(G.scene->selectmode & SCE_SELECT_VERTEX) pupmenu_set_active(1);
else if(G.scene->selectmode & SCE_SELECT_EDGE) pupmenu_set_active(2);
else pupmenu_set_active(3);
val= pupmenu("Select Mode%t|Vertices|Edges|Faces");
if(val>0) {
if(val==1) G.scene->selectmode= SCE_SELECT_VERTEX;
else if(val==2) G.scene->selectmode= SCE_SELECT_EDGE;
else G.scene->selectmode= SCE_SELECT_FACE;
EM_selectmode_set(); // when mode changes
allqueue(REDRAWVIEW3D, 1);
}
}
/* ************************* SEAMS AND EDGES **************** */
void editmesh_mark_seam(int clear)
{
EditMesh *em= G.editMesh;
EditEdge *eed;
Mesh *me= G.obedit->data;
/* auto-enable seams drawing */
if(clear==0) {
if(!(G.f & G_DRAWSEAMS)) {
G.f |= G_DRAWSEAMS;
allqueue(REDRAWBUTSEDIT, 0);
}
if(!me->medge)
me->medge= MEM_callocN(sizeof(MEdge), "fake mesh edge");
}
if(clear) {
eed= em->edges.first;
while(eed) {
if((eed->h==0) && (eed->f & SELECT)) {
eed->seam = 0;
}
eed= eed->next;
}
}
else {
eed= em->edges.first;
while(eed) {
if((eed->h==0) && (eed->f & SELECT)) {
eed->seam = 1;
}
eed= eed->next;
}
}
allqueue(REDRAWVIEW3D, 0);
}
void Edge_Menu() {
short ret;
ret= pupmenu("Edge Specials%t|Mark Seam %x1|Clear Seam %x2|Rotate Edges %x3");
switch(ret)
{
case 1:
editmesh_mark_seam(0);
break;
case 2:
editmesh_mark_seam(1);
break;
case 3:
edge_rotate_selected();
break;
}
}
/* **************** NORMALS ************** */
void righthandfaces(int select) /* makes faces righthand turning */
{
EditMesh *em = G.editMesh;
EditEdge *eed, *ed1, *ed2, *ed3, *ed4;
EditFace *efa, *startvl;
float maxx, nor[3], cent[3];
int totsel, found, foundone, direct, turn, tria_nr;
/* based at a select-connected to witness loose objects */
/* count per edge the amount of faces */
/* find the ultimate left, front, upper face (not manhattan dist!!) */
/* also evaluate both triangle cases in quad, since these can be non-flat */
/* put normal to the outside, and set the first direction flags in edges */
/* then check the object, and set directions / direction-flags: but only for edges with 1 or 2 faces */
/* this is in fact the 'select connected' */
/* in case (selected) faces were not done: start over with 'find the ultimate ...' */
waitcursor(1);
eed= em->edges.first;
while(eed) {
eed->f2= 0; // edge direction
eed->f1= 0; // counter
eed= eed->next;
}
/* count faces and edges */
totsel= 0;
efa= em->faces.first;
while(efa) {
if(select==0 || (efa->f & SELECT) ) {
efa->f1= 1;
totsel++;
efa->e1->f1++;
efa->e2->f1++;
efa->e3->f1++;
if(efa->v4) efa->e4->f1++;
}
else efa->f1= 0;
efa= efa->next;
}
while(totsel>0) {
/* from the outside to the inside */
efa= em->faces.first;
startvl= NULL;
maxx= -1.0e10;
tria_nr= 0;
while(efa) {
if(efa->f1) {
CalcCent3f(cent, efa->v1->co, efa->v2->co, efa->v3->co);
cent[0]= cent[0]*cent[0] + cent[1]*cent[1] + cent[2]*cent[2];
if(cent[0]>maxx) {
maxx= cent[0];
startvl= efa;
tria_nr= 0;
}
if(efa->v4) {
CalcCent3f(cent, efa->v1->co, efa->v3->co, efa->v4->co);
cent[0]= cent[0]*cent[0] + cent[1]*cent[1] + cent[2]*cent[2];
if(cent[0]>maxx) {
maxx= cent[0];
startvl= efa;
tria_nr= 1;
}
}
}
efa= efa->next;
}
/* set first face correct: calc normal */
if(tria_nr==1) {
CalcNormFloat(startvl->v1->co, startvl->v3->co, startvl->v4->co, nor);
CalcCent3f(cent, startvl->v1->co, startvl->v3->co, startvl->v4->co);
} else {
CalcNormFloat(startvl->v1->co, startvl->v2->co, startvl->v3->co, nor);
CalcCent3f(cent, startvl->v1->co, startvl->v2->co, startvl->v3->co);
}
/* first normal is oriented this way or the other */
if(select) {
if(select==2) {
if(cent[0]*nor[0]+cent[1]*nor[1]+cent[2]*nor[2] > 0.0) flipface(startvl);
}
else {
if(cent[0]*nor[0]+cent[1]*nor[1]+cent[2]*nor[2] < 0.0) flipface(startvl);
}
}
else if(cent[0]*nor[0]+cent[1]*nor[1]+cent[2]*nor[2] < 0.0) flipface(startvl);
eed= startvl->e1;
if(eed->v1==startvl->v1) eed->f2= 1;
else eed->f2= 2;
eed= startvl->e2;
if(eed->v1==startvl->v2) eed->f2= 1;
else eed->f2= 2;
eed= startvl->e3;
if(eed->v1==startvl->v3) eed->f2= 1;
else eed->f2= 2;
eed= startvl->e4;
if(eed) {
if(eed->v1==startvl->v4) eed->f2= 1;
else eed->f2= 2;
}
startvl->f1= 0;
totsel--;
/* test normals */
found= 1;
direct= 1;
while(found) {
found= 0;
if(direct) efa= em->faces.first;
else efa= em->faces.last;
while(efa) {
if(efa->f1) {
turn= 0;
foundone= 0;
ed1= efa->e1;
ed2= efa->e2;
ed3= efa->e3;
ed4= efa->e4;
if(ed1->f2) {
if(ed1->v1==efa->v1 && ed1->f2==1) turn= 1;
if(ed1->v2==efa->v1 && ed1->f2==2) turn= 1;
foundone= 1;
}
else if(ed2->f2) {
if(ed2->v1==efa->v2 && ed2->f2==1) turn= 1;
if(ed2->v2==efa->v2 && ed2->f2==2) turn= 1;
foundone= 1;
}
else if(ed3->f2) {
if(ed3->v1==efa->v3 && ed3->f2==1) turn= 1;
if(ed3->v2==efa->v3 && ed3->f2==2) turn= 1;
foundone= 1;
}
else if(ed4 && ed4->f2) {
if(ed4->v1==efa->v4 && ed4->f2==1) turn= 1;
if(ed4->v2==efa->v4 && ed4->f2==2) turn= 1;
foundone= 1;
}
if(foundone) {
found= 1;
totsel--;
efa->f1= 0;
if(turn) {
if(ed1->v1==efa->v1) ed1->f2= 2;
else ed1->f2= 1;
if(ed2->v1==efa->v2) ed2->f2= 2;
else ed2->f2= 1;
if(ed3->v1==efa->v3) ed3->f2= 2;
else ed3->f2= 1;
if(ed4) {
if(ed4->v1==efa->v4) ed4->f2= 2;
else ed4->f2= 1;
}
flipface(efa);
}
else {
if(ed1->v1== efa->v1) ed1->f2= 1;
else ed1->f2= 2;
if(ed2->v1==efa->v2) ed2->f2= 1;
else ed2->f2= 2;
if(ed3->v1==efa->v3) ed3->f2= 1;
else ed3->f2= 2;
if(ed4) {
if(ed4->v1==efa->v4) ed4->f2= 1;
else ed4->f2= 2;
}
}
}
}
if(direct) efa= efa->next;
else efa= efa->prev;
}
direct= 1-direct;
}
}
recalc_editnormals();
makeDispList(G.obedit);
waitcursor(0);
}
/* ********** ALIGN WITH VIEW **************** */
static void editmesh_calc_selvert_center(float cent_r[3])
{
EditMesh *em = G.editMesh;
EditVert *eve;
int nsel= 0;
cent_r[0]= cent_r[1]= cent_r[0]= 0.0;
for (eve= em->verts.first; eve; eve= eve->next) {
if (eve->f & SELECT) {
cent_r[0]+= eve->co[0];
cent_r[1]+= eve->co[1];
cent_r[2]+= eve->co[2];
nsel++;
}
}
if (nsel) {
cent_r[0]/= nsel;
cent_r[1]/= nsel;
cent_r[2]/= nsel;
}
}
static int tface_is_selected(TFace *tf)
{
return (!(tf->flag & TF_HIDE) && (tf->flag & TF_SELECT));
}
static int faceselect_nfaces_selected(Mesh *me)
{
int i, count= 0;
for (i=0; i<me->totface; i++) {
MFace *mf= ((MFace*) me->mface) + i;
TFace *tf= ((TFace*) me->tface) + i;
if (mf->v3 && tface_is_selected(tf))
count++;
}
return count;
}
/* XXX, code for both these functions should be abstract,
* then unified, then written for other things (like objects,
* which would use same as vertices method), then added
* to interface! Hoera! - zr
*/
void faceselect_align_view_to_selected(View3D *v3d, Mesh *me, int axis)
{
if (!faceselect_nfaces_selected(me)) {
error("No faces selected.");
} else {
float norm[3];
int i;
norm[0]= norm[1]= norm[2]= 0.0;
for (i=0; i<me->totface; i++) {
MFace *mf= ((MFace*) me->mface) + i;
TFace *tf= ((TFace*) me->tface) + i;
if (mf->v3 && tface_is_selected(tf)) {
float *v1, *v2, *v3, fno[3];
v1= me->mvert[mf->v1].co;
v2= me->mvert[mf->v2].co;
v3= me->mvert[mf->v3].co;
if (mf->v4) {
float *v4= me->mvert[mf->v4].co;
CalcNormFloat4(v1, v2, v3, v4, fno);
} else {
CalcNormFloat(v1, v2, v3, fno);
}
norm[0]+= fno[0];
norm[1]+= fno[1];
norm[2]+= fno[2];
}
}
view3d_align_axis_to_vector(v3d, axis, norm);
}
}
void editmesh_align_view_to_selected(View3D *v3d, int axis)
{
EditMesh *em = G.editMesh;
int nselverts= EM_nvertices_selected();
if (nselverts<3) {
if (nselverts==0) {
error("No faces or vertices selected.");
} else {
error("At least one face or three vertices must be selected.");
}
} else if (EM_nfaces_selected()) {
float norm[3];
EditFace *efa;
norm[0]= norm[1]= norm[2]= 0.0;
for (efa= em->faces.first; efa; efa= efa->next) {
if (faceselectedAND(efa, SELECT)) {
float fno[3];
if (efa->v4) CalcNormFloat4(efa->v1->co, efa->v2->co, efa->v3->co, efa->v4->co, fno);
else CalcNormFloat(efa->v1->co, efa->v2->co, efa->v3->co, fno);
/* XXX, fixme, should be flipped intp a
* consistent direction. -zr
*/
norm[0]+= fno[0];
norm[1]+= fno[1];
norm[2]+= fno[2];
}
}
Mat4Mul3Vecfl(G.obedit->obmat, norm);
view3d_align_axis_to_vector(v3d, axis, norm);
} else {
float cent[3], norm[3];
EditVert *eve, *leve= NULL;
norm[0]= norm[1]= norm[2]= 0.0;
editmesh_calc_selvert_center(cent);
for (eve= em->verts.first; eve; eve= eve->next) {
if (eve->f & SELECT) {
if (leve) {
float tno[3];
CalcNormFloat(cent, leve->co, eve->co, tno);
/* XXX, fixme, should be flipped intp a
* consistent direction. -zr
*/
norm[0]+= tno[0];
norm[1]+= tno[1];
norm[2]+= tno[2];
}
leve= eve;
}
}
Mat4Mul3Vecfl(G.obedit->obmat, norm);
view3d_align_axis_to_vector(v3d, axis, norm);
}
}
/* **************** VERTEX DEFORMS *************** */
void vertexsmooth(void)
{
EditMesh *em = G.editMesh;
EditVert *eve;
EditEdge *eed;
float *adror, *adr, fac;
float fvec[3];
int teller=0;
if(G.obedit==0) return;
/* count */
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) teller++;
eve= eve->next;
}
if(teller==0) return;
adr=adror= (float *)MEM_callocN(3*sizeof(float *)*teller, "vertsmooth");
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
eve->vn= (EditVert *)adr;
eve->f1= 0;
adr+= 3;
}
eve= eve->next;
}
eed= em->edges.first;
while(eed) {
if( (eed->v1->f & SELECT) || (eed->v2->f & SELECT) ) {
fvec[0]= (eed->v1->co[0]+eed->v2->co[0])/2.0;
fvec[1]= (eed->v1->co[1]+eed->v2->co[1])/2.0;
fvec[2]= (eed->v1->co[2]+eed->v2->co[2])/2.0;
if((eed->v1->f & SELECT) && eed->v1->f1<255) {
eed->v1->f1++;
VecAddf((float *)eed->v1->vn, (float *)eed->v1->vn, fvec);
}
if((eed->v2->f & SELECT) && eed->v2->f1<255) {
eed->v2->f1++;
VecAddf((float *)eed->v2->vn, (float *)eed->v2->vn, fvec);
}
}
eed= eed->next;
}
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
if(eve->f1) {
adr= (float *)eve->vn;
fac= 0.5/(float)eve->f1;
eve->co[0]= 0.5*eve->co[0]+fac*adr[0];
eve->co[1]= 0.5*eve->co[1]+fac*adr[1];
eve->co[2]= 0.5*eve->co[2]+fac*adr[2];
}
eve->vn= 0;
}
eve= eve->next;
}
MEM_freeN(adror);
recalc_editnormals();
allqueue(REDRAWVIEW3D, 0);
makeDispList(G.obedit);
BIF_undo_push("Vertex Smooth");
}
void vertexnoise(void)
{
EditMesh *em = G.editMesh;
extern float Tin;
Material *ma;
Tex *tex;
EditVert *eve;
float b2, ofs, vec[3];
if(G.obedit==0) return;
ma= give_current_material(G.obedit, G.obedit->actcol);
if(ma==0 || ma->mtex[0]==0 || ma->mtex[0]->tex==0) {
return;
}
tex= ma->mtex[0]->tex;
ofs= tex->turbul/200.0;
eve= (struct EditVert *)em->verts.first;
while(eve) {
if(eve->f & SELECT) {
if(tex->type==TEX_STUCCI) {
b2= BLI_hnoise(tex->noisesize, eve->co[0], eve->co[1], eve->co[2]);
if(tex->stype) ofs*=(b2*b2);
vec[0]= 0.2*(b2-BLI_hnoise(tex->noisesize, eve->co[0]+ofs, eve->co[1], eve->co[2]));
vec[1]= 0.2*(b2-BLI_hnoise(tex->noisesize, eve->co[0], eve->co[1]+ofs, eve->co[2]));
vec[2]= 0.2*(b2-BLI_hnoise(tex->noisesize, eve->co[0], eve->co[1], eve->co[2]+ofs));
VecAddf(eve->co, eve->co, vec);
}
else {
externtex(ma->mtex[0], eve->co);
eve->co[2]+= 0.05*Tin;
}
}
eve= eve->next;
}
recalc_editnormals();
allqueue(REDRAWVIEW3D, 0);
makeDispList(G.obedit);
BIF_undo_push("Vertex Noise");
}
void vertices_to_sphere(void)
{
EditMesh *em = G.editMesh;
EditVert *eve;
Object *ob= OBACT;
float *curs, len, vec[3], cent[3], fac, facm, imat[3][3], bmat[3][3];
int tot;
short perc=100;
if(ob==0) return;
TEST_EDITMESH
if(button(&perc, 1, 100, "Percentage:")==0) return;
fac= perc/100.0;
facm= 1.0-fac;
Mat3CpyMat4(bmat, ob->obmat);
Mat3Inv(imat, bmat);
/* centre */
curs= give_cursor();
cent[0]= curs[0]-ob->obmat[3][0];
cent[1]= curs[1]-ob->obmat[3][1];
cent[2]= curs[2]-ob->obmat[3][2];
Mat3MulVecfl(imat, cent);
len= 0.0;
tot= 0;
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
tot++;
len+= VecLenf(cent, eve->co);
}
eve= eve->next;
}
len/=tot;
if(len==0.0) len= 10.0;
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
vec[0]= eve->co[0]-cent[0];
vec[1]= eve->co[1]-cent[1];
vec[2]= eve->co[2]-cent[2];
Normalise(vec);
eve->co[0]= fac*(cent[0]+vec[0]*len) + facm*eve->co[0];
eve->co[1]= fac*(cent[1]+vec[1]*len) + facm*eve->co[1];
eve->co[2]= fac*(cent[2]+vec[2]*len) + facm*eve->co[2];
}
eve= eve->next;
}
recalc_editnormals();
allqueue(REDRAWVIEW3D, 0);
makeDispList(G.obedit);
BIF_undo_push("To Sphere");
}