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authorTon Roosendaal <ton@blender.org>2008-12-30 16:16:14 +0300
committerTon Roosendaal <ton@blender.org>2008-12-30 16:16:14 +0300
commit25fac7b001aaa03f6341a0c04e08798a01379ca3 (patch)
tree1606ead91f45c805dd5035990ea04e75cbe87682 /source/blender/editors/mesh/editface.c
parent446492c2669773e34dc2d827648021f9115dc821 (diff)
2.5
Editmesh code cleaned and compiling/linking. A whopping 20k lines back! :) Not that it does stuff... editmode in/out has to be done, and loads of operators. Also linking/exporting editmesh calls has to be reviewed. Also: added a blender_test_break() mechanism in BKE.
Diffstat (limited to 'source/blender/editors/mesh/editface.c')
-rw-r--r--source/blender/editors/mesh/editface.c1439
1 files changed, 1439 insertions, 0 deletions
diff --git a/source/blender/editors/mesh/editface.c b/source/blender/editors/mesh/editface.c
new file mode 100644
index 00000000000..69d73846710
--- /dev/null
+++ b/source/blender/editors/mesh/editface.c
@@ -0,0 +1,1439 @@
+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL 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.
+ *
+ * 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) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation, Campbell Barton
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+
+#include <math.h>
+#include <string.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+#include "BLI_heap.h"
+#include "BLI_edgehash.h"
+#include "BLI_editVert.h"
+
+#include "IMB_imbuf_types.h"
+#include "IMB_imbuf.h"
+
+#include "DNA_image_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_object_types.h"
+#include "DNA_space_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_view3d_types.h"
+
+#include "BKE_brush.h"
+#include "BKE_customdata.h"
+#include "BKE_depsgraph.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_displist.h"
+#include "BKE_global.h"
+#include "BKE_mesh.h"
+#include "BKE_multires.h"
+#include "BKE_object.h"
+#include "BKE_texture.h"
+#include "BKE_utildefines.h"
+#include "BKE_customdata.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "GPU_draw.h"
+
+#ifndef DISABLE_PYTHON
+//#include "BPY_extern.h"
+//#include "BPY_menus.h"
+#endif
+
+#include "ED_mesh.h"
+#include "ED_object.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+/* own include */
+#include "editmesh.h"
+
+
+/* Pupmenu codes: */
+#define UV_CUBE_MAPPING 2
+#define UV_CYL_MAPPING 3
+#define UV_SPHERE_MAPPING 4
+#define UV_BOUNDS_MAPPING 5
+#define UV_RESET_MAPPING 6
+#define UV_WINDOW_MAPPING 7
+#define UV_UNWRAP_MAPPING 8
+#define UV_CYL_EX 32
+#define UV_SPHERE_EX 34
+
+/* Some macro tricks to make pupmenu construction look nicer :-)
+ Sorry, just did it for fun. */
+
+#define _STR(x) " " #x
+#define STRING(x) _STR(x)
+
+#define MENUSTRING(string, code) string " %x" STRING(code)
+#define MENUTITLE(string) string " %t|"
+
+/* ***************** XXX **************** */
+static int sample_backbuf_rect() {return 0;}
+static int sample_backbuf() {return 0;}
+static void BIF_undo_push() {}
+static void error() {}
+static int pupmenu() {return 0;}
+static void *give_cursor() {return NULL;}
+/* ***************** XXX **************** */
+
+
+/* returns 0 if not found, otherwise 1 */
+int facesel_face_pick(View3D *v3d, Mesh *me, short *mval, unsigned int *index, short rect)
+{
+ if (!me || me->totface==0)
+ return 0;
+
+ if (v3d->flag & V3D_NEEDBACKBUFDRAW) {
+// XXX drawview.c! check_backbuf();
+// XXX persp(PERSP_VIEW);
+ }
+
+ if (rect) {
+ /* sample rect to increase changes of selecting, so that when clicking
+ on an edge in the backbuf, we can still select a face */
+ int dist;
+ *index = sample_backbuf_rect(mval, 3, 1, me->totface+1, &dist,0,NULL);
+ }
+ else
+ /* sample only on the exact position */
+ *index = sample_backbuf(mval[0], mval[1]);
+
+ if ((*index)<=0 || (*index)>(unsigned int)me->totface)
+ return 0;
+
+ (*index)--;
+
+ return 1;
+}
+
+/* only operates on the edit object - this is all thats needed at the moment */
+static void uv_calc_center_vector(Scene *scene, View3D *v3d, float *result, Object *ob, EditMesh *em)
+{
+ float min[3], max[3], *cursx;
+
+ EditFace *efa;
+ switch (v3d->around)
+ {
+ case V3D_CENTER: /* bounding box center */
+ min[0]= min[1]= min[2]= 1e20f;
+ max[0]= max[1]= max[2]= -1e20f;
+
+ for (efa= em->faces.first; efa; efa= efa->next) {
+ if (efa->f & SELECT) {
+ DO_MINMAX(efa->v1->co, min, max);
+ DO_MINMAX(efa->v2->co, min, max);
+ DO_MINMAX(efa->v3->co, min, max);
+ if(efa->v4) DO_MINMAX(efa->v4->co, min, max);
+ }
+ }
+ VecMidf(result, min, max);
+ break;
+ case V3D_CURSOR: /*cursor center*/
+ cursx= give_cursor(scene, v3d);
+ /* shift to objects world */
+ result[0]= cursx[0]-ob->obmat[3][0];
+ result[1]= cursx[1]-ob->obmat[3][1];
+ result[2]= cursx[2]-ob->obmat[3][2];
+ break;
+ case V3D_LOCAL: /*object center*/
+ case V3D_CENTROID: /* multiple objects centers, only one object here*/
+ default:
+ result[0]= result[1]= result[2]= 0.0;
+ break;
+ }
+}
+
+static void uv_calc_map_matrix(float result[][4], View3D *v3d, Object *ob, float upangledeg, float sideangledeg, float radius)
+{
+ float rotup[4][4], rotside[4][4], viewmatrix[4][4], rotobj[4][4];
+ float sideangle= 0.0, upangle= 0.0;
+ int k;
+
+ /* get rotation of the current view matrix */
+ Mat4CpyMat4(viewmatrix,v3d->viewmat);
+ /* but shifting */
+ for( k= 0; k< 4; k++) viewmatrix[3][k] =0.0;
+
+ /* get rotation of the current object matrix */
+ Mat4CpyMat4(rotobj,ob->obmat);
+ /* but shifting */
+ for( k= 0; k< 4; k++) rotobj[3][k] =0.0;
+
+ Mat4Clr(*rotup);
+ Mat4Clr(*rotside);
+
+ /* compensate front/side.. against opengl x,y,z world definition */
+ /* this is "kanonen gegen spatzen", a few plus minus 1 will do here */
+ /* i wanted to keep the reason here, so we're rotating*/
+ sideangle= M_PI * (sideangledeg + 180.0) /180.0;
+ rotside[0][0]= (float)cos(sideangle);
+ rotside[0][1]= -(float)sin(sideangle);
+ rotside[1][0]= (float)sin(sideangle);
+ rotside[1][1]= (float)cos(sideangle);
+ rotside[2][2]= 1.0f;
+
+ upangle= M_PI * upangledeg /180.0;
+ rotup[1][1]= (float)cos(upangle)/radius;
+ rotup[1][2]= -(float)sin(upangle)/radius;
+ rotup[2][1]= (float)sin(upangle)/radius;
+ rotup[2][2]= (float)cos(upangle)/radius;
+ rotup[0][0]= (float)1.0/radius;
+
+ /* calculate transforms*/
+ Mat4MulSerie(result,rotup,rotside,viewmatrix,rotobj,NULL,NULL,NULL,NULL);
+}
+
+static void uv_calc_shift_project(ARegion *ar, View3D *v3d, float *target, float *shift, float rotmat[][4], int projectionmode, float *source, float *min, float *max)
+{
+ float pv[3];
+
+ VecSubf(pv, source, shift);
+ Mat4MulVecfl(rotmat, pv);
+
+ switch(projectionmode) {
+ case B_UVAUTO_CYLINDER:
+ tubemap(pv[0], pv[1], pv[2], &target[0],&target[1]);
+ /* split line is always zero */
+ if (target[0] >= 1.0f) target[0] -= 1.0f;
+ break;
+
+ case B_UVAUTO_SPHERE:
+ spheremap(pv[0], pv[1], pv[2], &target[0],&target[1]);
+ /* split line is always zero */
+ if (target[0] >= 1.0f) target[0] -= 1.0f;
+ break;
+
+ case 3: /* ortho special case for BOUNDS */
+ target[0] = -pv[0];
+ target[1] = pv[2];
+ break;
+
+ case 4:
+ {
+ /* very special case for FROM WINDOW */
+ float pv4[4], dx, dy, x= 0.0, y= 0.0;
+
+ dx= ar->winx;
+ dy= ar->winy;
+
+ VecCopyf(pv4, source);
+ pv4[3] = 1.0;
+
+ /* rotmat is the object matrix in this case */
+ Mat4MulVec4fl(rotmat, pv4);
+
+ /* almost project_short */
+ Mat4MulVec4fl(v3d->persmat, pv4);
+ if (fabs(pv4[3]) > 0.00001) { /* avoid division by zero */
+ target[0] = dx/2.0 + (dx/2.0)*pv4[0]/pv4[3];
+ target[1] = dy/2.0 + (dy/2.0)*pv4[1]/pv4[3];
+ }
+ else {
+ /* scaling is lost but give a valid result */
+ target[0] = dx/2.0 + (dx/2.0)*pv4[0];
+ target[1] = dy/2.0 + (dy/2.0)*pv4[1];
+ }
+
+ /* v3d->persmat seems to do this funky scaling */
+ if(dx > dy) {
+ y= (dx-dy)/2.0;
+ dy = dx;
+ }
+ else {
+ x= (dy-dx)/2.0;
+ dx = dy;
+ }
+ target[0]= (x + target[0])/dx;
+ target[1]= (y + target[1])/dy;
+
+ }
+ break;
+
+ default:
+ target[0] = 0.0;
+ target[1] = 1.0;
+ }
+
+ /* we know the values here and may need min_max later */
+ /* max requests independand from min; not fastest but safest */
+ if(min) {
+ min[0] = MIN2(target[0], min[0]);
+ min[1] = MIN2(target[1], min[1]);
+ }
+ if(max) {
+ max[0] = MAX2(target[0], max[0]);
+ max[1] = MAX2(target[1], max[1]);
+ }
+}
+
+static void correct_uv_aspect( EditMesh *em )
+{
+ float aspx=1, aspy=1;
+ EditFace *efa = EM_get_actFace(em, 1);
+ MTFace *tface;
+
+ if (efa) {
+ tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+// XXX image_final_aspect(tface->tpage, &aspx, &aspy);
+ }
+
+ if (aspx != aspy) {
+
+ float scale;
+
+ if (aspx > aspy) {
+ scale = aspy/aspx;
+ for (efa= em->faces.first; efa; efa= efa->next) {
+ if (efa->f & SELECT) {
+ tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ tface->uv[0][0] = ((tface->uv[0][0]-0.5)*scale)+0.5;
+ tface->uv[1][0] = ((tface->uv[1][0]-0.5)*scale)+0.5;
+ tface->uv[2][0] = ((tface->uv[2][0]-0.5)*scale)+0.5;
+ if(efa->v4) {
+ tface->uv[3][0] = ((tface->uv[3][0]-0.5)*scale)+0.5;
+ }
+ }
+ }
+ } else {
+ scale = aspx/aspy;
+ for (efa= em->faces.first; efa; efa= efa->next) {
+ if (efa->f & SELECT) {
+ tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ tface->uv[0][1] = ((tface->uv[0][1]-0.5)*scale)+0.5;
+ tface->uv[1][1] = ((tface->uv[1][1]-0.5)*scale)+0.5;
+ tface->uv[2][1] = ((tface->uv[2][1]-0.5)*scale)+0.5;
+ if(efa->v4) {
+ tface->uv[3][1] = ((tface->uv[3][1]-0.5)*scale)+0.5;
+ }
+ }
+ }
+ }
+ }
+}
+
+static void default_uv(float uv[][2], float size)
+{
+ int dy;
+
+ if(size>1.0) size= 1.0;
+
+ dy= 1.0-size;
+
+ uv[0][0]= 0;
+ uv[0][1]= size+dy;
+
+ uv[1][0]= 0;
+ uv[1][1]= dy;
+
+ uv[2][0]= size;
+ uv[2][1]= dy;
+
+ uv[3][0]= size;
+ uv[3][1]= size+dy;
+}
+
+static void calculate_uv_map(Scene *scene, ARegion *ar, View3D *v3d, EditMesh *em, unsigned short mapmode)
+{
+ MTFace *tface;
+ Object *ob;
+ EditFace *efa;
+ float dx, dy, rotatematrix[4][4], radius= 1.0, min[3], cent[3], max[3];
+ float fac= 1.0, upangledeg= 0.0, sideangledeg= 90.0;
+ int i, b, mi, n;
+
+ if(scene->toolsettings->uvcalc_mapdir==1) {
+ upangledeg= 90.0;
+ sideangledeg= 0.0;
+ } else {
+ upangledeg= 0.0;
+ if(scene->toolsettings->uvcalc_mapalign==1) sideangledeg= 0.0;
+ else sideangledeg= 90.0;
+ }
+
+ /* add uvs if there not here */
+ if (!EM_texFaceCheck(em)) {
+ if (em && em->faces.first)
+ EM_add_data_layer(em, &em->fdata, CD_MTFACE);
+
+// XXX if (G.sima && G.sima->image) /* this is a bit of a kludge, but assume they want the image on their mesh when UVs are added */
+// image_changed(G.sima, G.sima->image);
+
+ if (!EM_texFaceCheck(em))
+ return;
+
+ /* select new UV's */
+// XX if ((G.sima && G.sima->flag & SI_SYNC_UVSEL)==0) {
+// for(efa=em->faces.first; efa; efa=efa->next) {
+// MTFace *tf= (MTFace *)CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+// simaFaceSel_Set(efa, tf);
+// }
+
+ }
+
+ ob=OBACT;
+
+ switch(mapmode) {
+ case B_UVAUTO_BOUNDS:
+ min[0]= min[1]= 10000000.0;
+ max[0]= max[1]= -10000000.0;
+
+ cent[0] = cent[1] = cent[2] = 0.0;
+ uv_calc_map_matrix(rotatematrix, v3d, ob, upangledeg, sideangledeg, 1.0f);
+
+ for (efa= em->faces.first; efa; efa= efa->next) {
+ if (efa->f & SELECT) {
+ tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ uv_calc_shift_project(ar, v3d, tface->uv[0],cent,rotatematrix,3, efa->v1->co, min,max);
+ uv_calc_shift_project(ar, v3d, tface->uv[1],cent,rotatematrix,3, efa->v2->co, min,max);
+ uv_calc_shift_project(ar, v3d, tface->uv[2],cent,rotatematrix,3, efa->v3->co,min,max);
+ if(efa->v4)
+ uv_calc_shift_project(ar, v3d, tface->uv[3],cent,rotatematrix,3, efa->v4->co,min,max);
+ }
+ }
+
+ /* rescale UV to be in 1/1 */
+ dx= (max[0]-min[0]);
+ dy= (max[1]-min[1]);
+
+ for (efa= em->faces.first; efa; efa= efa->next) {
+ if (efa->f & SELECT) {
+ tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ if(efa->v4) b= 3; else b= 2;
+ for(; b>=0; b--) {
+ tface->uv[b][0]= ((tface->uv[b][0]-min[0])*fac)/dx;
+ tface->uv[b][1]= 1.0-fac+((tface->uv[b][1]-min[1])/* *fac */)/dy;
+ }
+ }
+ }
+ break;
+
+ case B_UVAUTO_WINDOW:
+ cent[0] = cent[1] = cent[2] = 0.0;
+ Mat4CpyMat4(rotatematrix,ob->obmat);
+ for (efa= em->faces.first; efa; efa= efa->next) {
+ if (efa->f & SELECT) {
+ tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ uv_calc_shift_project(ar, v3d, tface->uv[0],cent,rotatematrix,4, efa->v1->co, NULL,NULL);
+ uv_calc_shift_project(ar, v3d, tface->uv[1],cent,rotatematrix,4, efa->v2->co, NULL,NULL);
+ uv_calc_shift_project(ar, v3d, tface->uv[2],cent,rotatematrix,4, efa->v3->co, NULL,NULL);
+ if(efa->v4)
+ uv_calc_shift_project(ar, v3d, tface->uv[3],cent,rotatematrix,4, efa->v4->co, NULL,NULL);
+ }
+ }
+ break;
+
+ case B_UVAUTO_RESET:
+ for (efa= em->faces.first; efa; efa= efa->next) {
+ if (efa->f & SELECT) {
+ tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ default_uv(tface->uv, 1.0);
+ }
+ }
+ break;
+
+ case B_UVAUTO_CYLINDER:
+ case B_UVAUTO_SPHERE:
+ uv_calc_center_vector(scene, v3d, cent, ob, em);
+
+ if(mapmode==B_UVAUTO_CYLINDER) radius = scene->toolsettings->uvcalc_radius;
+
+ /* be compatible to the "old" sphere/cylinder mode */
+ if (scene->toolsettings->uvcalc_mapdir== 2)
+ Mat4One(rotatematrix);
+ else
+ uv_calc_map_matrix(rotatematrix, v3d, ob, upangledeg,sideangledeg,radius);
+ for (efa= em->faces.first; efa; efa= efa->next) {
+ if (efa->f & SELECT) {
+ tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ uv_calc_shift_project(ar, v3d, tface->uv[0],cent,rotatematrix,mapmode, efa->v1->co, NULL,NULL);
+ uv_calc_shift_project(ar, v3d, tface->uv[1],cent,rotatematrix,mapmode, efa->v2->co, NULL,NULL);
+ uv_calc_shift_project(ar, v3d, tface->uv[2],cent,rotatematrix,mapmode, efa->v3->co, NULL,NULL);
+ n = 3;
+ if(efa->v4) {
+ uv_calc_shift_project(ar, v3d, tface->uv[3],cent,rotatematrix,mapmode, efa->v4->co, NULL,NULL);
+ n=4;
+ }
+
+ mi = 0;
+ for (i = 1; i < n; i++)
+ if (tface->uv[i][0] > tface->uv[mi][0]) mi = i;
+
+ for (i = 0; i < n; i++) {
+ if (i != mi) {
+ dx = tface->uv[mi][0] - tface->uv[i][0];
+ if (dx > 0.5) tface->uv[i][0] += 1.0;
+ }
+ }
+ }
+ }
+
+ break;
+
+ case B_UVAUTO_CUBE:
+ {
+ /* choose x,y,z axis for projetion depending on the largest normal */
+ /* component, but clusters all together around the center of map */
+ float no[3];
+ short cox, coy;
+ float *loc= ob->obmat[3];
+ /*MVert *mv= me->mvert;*/
+ float cubesize = scene->toolsettings->uvcalc_cubesize;
+
+ for (efa= em->faces.first; efa; efa= efa->next) {
+ if (efa->f & SELECT) {
+ tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ CalcNormFloat(efa->v1->co, efa->v2->co, efa->v3->co, no);
+
+ no[0]= fabs(no[0]);
+ no[1]= fabs(no[1]);
+ no[2]= fabs(no[2]);
+
+ cox=0; coy= 1;
+ if(no[2]>=no[0] && no[2]>=no[1]);
+ else if(no[1]>=no[0] && no[1]>=no[2]) coy= 2;
+ else { cox= 1; coy= 2; }
+
+ tface->uv[0][0]= 0.5+0.5*cubesize*(loc[cox] + efa->v1->co[cox]);
+ tface->uv[0][1]= 0.5+0.5*cubesize*(loc[coy] + efa->v1->co[coy]);
+ dx = floor(tface->uv[0][0]);
+ dy = floor(tface->uv[0][1]);
+ tface->uv[0][0] -= dx;
+ tface->uv[0][1] -= dy;
+ tface->uv[1][0]= 0.5+0.5*cubesize*(loc[cox] + efa->v2->co[cox]);
+ tface->uv[1][1]= 0.5+0.5*cubesize*(loc[coy] + efa->v2->co[coy]);
+ tface->uv[1][0] -= dx;
+ tface->uv[1][1] -= dy;
+ tface->uv[2][0]= 0.5+0.5*cubesize*(loc[cox] + efa->v3->co[cox]);
+ tface->uv[2][1]= 0.5+0.5*cubesize*(loc[coy] + efa->v3->co[coy]);
+ tface->uv[2][0] -= dx;
+ tface->uv[2][1] -= dy;
+ if(efa->v4) {
+ tface->uv[3][0]= 0.5+0.5*cubesize*(loc[cox] + efa->v4->co[cox]);
+ tface->uv[3][1]= 0.5+0.5*cubesize*(loc[coy] + efa->v4->co[coy]);
+ tface->uv[3][0] -= dx;
+ tface->uv[3][1] -= dy;
+ }
+ }
+ }
+ break;
+ }
+ default:
+ if ((scene->toolsettings->uvcalc_flag & UVCALC_NO_ASPECT_CORRECT)==0)
+ correct_uv_aspect(em);
+ return;
+ } /* end switch mapmode */
+
+ /* clipping and wrapping */
+ if(0) { // XXX (make it uv layer property!) G.sima && G.sima->flag & SI_CLIP_UV) {
+ for (efa= em->faces.first; efa; efa= efa->next) {
+ if (!(efa->f & SELECT)) continue;
+ tface = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+
+ dx= dy= 0;
+ if(efa->v4) b= 3; else b= 2;
+ for(; b>=0; b--) {
+ while(tface->uv[b][0] + dx < 0.0) dx+= 0.5;
+ while(tface->uv[b][0] + dx > 1.0) dx-= 0.5;
+ while(tface->uv[b][1] + dy < 0.0) dy+= 0.5;
+ while(tface->uv[b][1] + dy > 1.0) dy-= 0.5;
+ }
+
+ if(efa->v4) b= 3; else b= 2;
+ for(; b>=0; b--) {
+ tface->uv[b][0]+= dx;
+ CLAMP(tface->uv[b][0], 0.0, 1.0);
+
+ tface->uv[b][1]+= dy;
+ CLAMP(tface->uv[b][1], 0.0, 1.0);
+ }
+ }
+ }
+
+ if ( (mapmode!=B_UVAUTO_BOUNDS) &&
+ (mapmode!=B_UVAUTO_RESET) &&
+ (scene->toolsettings->uvcalc_flag & UVCALC_NO_ASPECT_CORRECT)==0
+ ) {
+ correct_uv_aspect(em);
+ }
+
+ BIF_undo_push("UV calculation");
+
+// XXX notifier object_uvs_changed(OBACT);
+
+}
+
+/* last_sel, use em->act_face otherwise get the last selected face in the editselections
+ * at the moment, last_sel is mainly useful for gaking sure the space image dosnt flicker */
+MTFace *get_active_mtface(EditMesh *em, EditFace **act_efa, MCol **mcol, int sloppy)
+{
+ EditFace *efa = NULL;
+
+ if(!EM_texFaceCheck(em))
+ return NULL;
+
+ efa = EM_get_actFace(em, sloppy);
+
+ if (efa) {
+ if (mcol) {
+ if (CustomData_has_layer(&em->fdata, CD_MCOL))
+ *mcol = CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
+ else
+ *mcol = NULL;
+ }
+ if (act_efa) *act_efa = efa;
+ return CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ }
+ if (act_efa) *act_efa= NULL;
+ if(mcol) *mcol = NULL;
+ return NULL;
+}
+
+void make_tfaces(Mesh *me)
+{
+ if(!me->mtface) {
+ if(me->mr) {
+ multires_add_layer(me, &me->mr->fdata, CD_MTFACE,
+ CustomData_number_of_layers(&me->fdata, CD_MTFACE));
+ }
+ else {
+ me->mtface= CustomData_add_layer(&me->fdata, CD_MTFACE, CD_DEFAULT,
+ NULL, me->totface);
+ }
+ }
+}
+
+void reveal_tface(Scene *scene)
+{
+ Mesh *me;
+ MFace *mface;
+ int a;
+
+ me= get_mesh(OBACT);
+ if(me==0 || me->totface==0) return;
+
+ mface= me->mface;
+ a= me->totface;
+ while(a--) {
+ if(mface->flag & ME_HIDE) {
+ mface->flag |= ME_FACE_SEL;
+ mface->flag -= ME_HIDE;
+ }
+ mface++;
+ }
+
+ BIF_undo_push("Reveal face");
+
+// XXX notifier! object_tface_flags_changed(OBACT, 0);
+}
+
+void hide_tface(Scene *scene)
+{
+ Mesh *me;
+ MFace *mface;
+ int a;
+ int shift=0, alt= 0; // XXX
+
+ me= get_mesh(OBACT);
+ if(me==0 || me->totface==0) return;
+
+ if(alt) {
+ reveal_tface(scene);
+ return;
+ }
+
+ mface= me->mface;
+ a= me->totface;
+ while(a--) {
+ if(mface->flag & ME_HIDE);
+ else {
+ if(shift) {
+ if( (mface->flag & ME_FACE_SEL)==0) mface->flag |= ME_HIDE;
+ }
+ else {
+ if( (mface->flag & ME_FACE_SEL)) mface->flag |= ME_HIDE;
+ }
+ }
+ if(mface->flag & ME_HIDE) mface->flag &= ~ME_FACE_SEL;
+
+ mface++;
+ }
+
+ BIF_undo_push("Hide face");
+
+// XXX notifier! object_tface_flags_changed(OBACT, 0);
+}
+
+void select_linked_tfaces(Scene *scene, View3D *v3d, int mode)
+{
+ Object *ob;
+ Mesh *me;
+ short mval[2];
+ unsigned int index=0;
+
+ ob = OBACT;
+ me = get_mesh(ob);
+ if(me==0 || me->totface==0) return;
+
+ if (mode==0 || mode==1) {
+ if (!(ob->lay & v3d->lay))
+ error("The active object is not in this layer");
+
+// XXX getmouseco_areawin(mval);
+ if (!facesel_face_pick(v3d, me, mval, &index, 1)) return;
+ }
+
+// XXX unwrapper.c select_linked_tfaces_with_seams(mode, me, index);
+}
+
+void deselectall_tface(Scene *scene)
+{
+ Mesh *me;
+ MFace *mface;
+ int a, sel;
+
+ me= get_mesh(OBACT);
+ if(me==0) return;
+
+ mface= me->mface;
+ a= me->totface;
+ sel= 0;
+ while(a--) {
+ if(mface->flag & ME_HIDE);
+ else if(mface->flag & ME_FACE_SEL) sel= 1;
+ mface++;
+ }
+
+ mface= me->mface;
+ a= me->totface;
+ while(a--) {
+ if(mface->flag & ME_HIDE);
+ else {
+ if(sel) mface->flag &= ~ME_FACE_SEL;
+ else mface->flag |= ME_FACE_SEL;
+ }
+ mface++;
+ }
+
+ BIF_undo_push("(De)select all faces");
+
+// XXX notifier! object_tface_flags_changed(OBACT, 0);
+}
+
+void selectswap_tface(Scene *scene)
+{
+ Mesh *me;
+ MFace *mface;
+ int a;
+
+ me= get_mesh(OBACT);
+ if(me==0) return;
+
+ mface= me->mface;
+ a= me->totface;
+ while(a--) {
+ if(mface->flag & ME_HIDE);
+ else {
+ if(mface->flag & ME_FACE_SEL) mface->flag &= ~ME_FACE_SEL;
+ else mface->flag |= ME_FACE_SEL;
+ }
+ mface++;
+ }
+
+ BIF_undo_push("Select inverse face");
+
+// XXX notifier! object_tface_flags_changed(OBACT, 0);
+}
+
+int minmax_tface(Scene *scene, float *min, float *max)
+{
+ Object *ob;
+ Mesh *me;
+ MFace *mf;
+ MTFace *tf;
+ MVert *mv;
+ int a, ok=0;
+ float vec[3], bmat[3][3];
+
+ ob = OBACT;
+ if (ob==0) return ok;
+ me= get_mesh(ob);
+ if(me==0 || me->mtface==0) return ok;
+
+ Mat3CpyMat4(bmat, ob->obmat);
+
+ mv= me->mvert;
+ mf= me->mface;
+ tf= me->mtface;
+ for (a=me->totface; a>0; a--, mf++, tf++) {
+ if (mf->flag & ME_HIDE || !(mf->flag & ME_FACE_SEL))
+ continue;
+
+ VECCOPY(vec, (mv+mf->v1)->co);
+ Mat3MulVecfl(bmat, vec);
+ VecAddf(vec, vec, ob->obmat[3]);
+ DO_MINMAX(vec, min, max);
+
+ VECCOPY(vec, (mv+mf->v2)->co);
+ Mat3MulVecfl(bmat, vec);
+ VecAddf(vec, vec, ob->obmat[3]);
+ DO_MINMAX(vec, min, max);
+
+ VECCOPY(vec, (mv+mf->v3)->co);
+ Mat3MulVecfl(bmat, vec);
+ VecAddf(vec, vec, ob->obmat[3]);
+ DO_MINMAX(vec, min, max);
+
+ if (mf->v4) {
+ VECCOPY(vec, (mv+mf->v4)->co);
+ Mat3MulVecfl(bmat, vec);
+ VecAddf(vec, vec, ob->obmat[3]);
+ DO_MINMAX(vec, min, max);
+ }
+ ok= 1;
+ }
+ return ok;
+}
+
+#define ME_SEAM_DONE 2 /* reuse this flag */
+
+static float edgetag_cut_cost(EditMesh *em, int e1, int e2, int vert)
+{
+ EditVert *v = EM_get_vert_for_index(vert);
+ EditEdge *eed1 = EM_get_edge_for_index(e1), *eed2 = EM_get_edge_for_index(e2);
+ EditVert *v1 = EM_get_vert_for_index( (eed1->v1->tmp.l == vert)? eed1->v2->tmp.l: eed1->v1->tmp.l );
+ EditVert *v2 = EM_get_vert_for_index( (eed2->v1->tmp.l == vert)? eed2->v2->tmp.l: eed2->v1->tmp.l );
+ float cost, d1[3], d2[3];
+
+ cost = VecLenf(v1->co, v->co);
+ cost += VecLenf(v->co, v2->co);
+
+ VecSubf(d1, v->co, v1->co);
+ VecSubf(d2, v2->co, v->co);
+
+ cost = cost + 0.5f*cost*(2.0f - fabs(d1[0]*d2[0] + d1[1]*d2[1] + d1[2]*d2[2]));
+
+ return cost;
+}
+
+static void edgetag_add_adjacent(EditMesh *em, Heap *heap, int mednum, int vertnum, int *nedges, int *edges, int *prevedge, float *cost)
+{
+ int startadj, endadj = nedges[vertnum+1];
+
+ for (startadj = nedges[vertnum]; startadj < endadj; startadj++) {
+ int adjnum = edges[startadj];
+ EditEdge *eedadj = EM_get_edge_for_index(adjnum);
+ float newcost;
+
+ if (eedadj->f2 & ME_SEAM_DONE)
+ continue;
+
+ newcost = cost[mednum] + edgetag_cut_cost(em, mednum, adjnum, vertnum);
+
+ if (cost[adjnum] > newcost) {
+ cost[adjnum] = newcost;
+ prevedge[adjnum] = mednum;
+ BLI_heap_insert(heap, newcost, SET_INT_IN_POINTER(adjnum));
+ }
+ }
+}
+
+void edgetag_context_set(Scene *scene, EditEdge *eed, int val)
+{
+ switch (scene->toolsettings->edge_mode) {
+ case EDGE_MODE_TAG_SEAM:
+ if (val) {eed->seam = 255;}
+ else {eed->seam = 0;}
+ break;
+ case EDGE_MODE_TAG_SHARP:
+ if (val) {eed->sharp = 1;}
+ else {eed->sharp = 0;}
+ break;
+ case EDGE_MODE_TAG_CREASE:
+ if (val) {eed->crease = 1.0f;}
+ else {eed->crease = 0.0f;}
+ break;
+ case EDGE_MODE_TAG_BEVEL:
+ if (val) {eed->bweight = 1.0f;}
+ else {eed->bweight = 0.0f;}
+ break;
+ }
+}
+
+int edgetag_context_check(Scene *scene, EditEdge *eed)
+{
+ switch (scene->toolsettings->edge_mode) {
+ case EDGE_MODE_TAG_SEAM:
+ return eed->seam ? 1 : 0;
+ case EDGE_MODE_TAG_SHARP:
+ return eed->sharp ? 1 : 0;
+ case EDGE_MODE_TAG_CREASE:
+ return eed->crease ? 1 : 0;
+ case EDGE_MODE_TAG_BEVEL:
+ return eed->bweight ? 1 : 0;
+ }
+ return 0;
+}
+
+
+int edgetag_shortest_path(Scene *scene, EditMesh *em, EditEdge *source, EditEdge *target)
+{
+ EditEdge *eed;
+ EditVert *ev;
+
+ Heap *heap;
+ float *cost;
+ int a, totvert=0, totedge=0, *nedges, *edges, *prevedge, mednum = -1, nedgeswap = 0;
+
+
+ /* we need the vert */
+ for (ev= em->verts.first, totvert=0; ev; ev= ev->next) {
+ ev->tmp.l = totvert;
+ totvert++;
+ }
+
+ for (eed= em->edges.first; eed; eed = eed->next) {
+ eed->f2 = 0;
+ if (eed->h) {
+ eed->f2 |= ME_SEAM_DONE;
+ }
+ eed->tmp.l = totedge;
+ totedge++;
+ }
+
+ /* alloc */
+ nedges = MEM_callocN(sizeof(*nedges)*totvert+1, "SeamPathNEdges");
+ edges = MEM_mallocN(sizeof(*edges)*totedge*2, "SeamPathEdges");
+ prevedge = MEM_mallocN(sizeof(*prevedge)*totedge, "SeamPathPrevious");
+ cost = MEM_mallocN(sizeof(*cost)*totedge, "SeamPathCost");
+
+ /* count edges, compute adjacent edges offsets and fill adjacent edges */
+ for (eed= em->edges.first; eed; eed = eed->next) {
+ nedges[eed->v1->tmp.l+1]++;
+ nedges[eed->v2->tmp.l+1]++;
+ }
+
+ for (a=1; a<totvert; a++) {
+ int newswap = nedges[a+1];
+ nedges[a+1] = nedgeswap + nedges[a];
+ nedgeswap = newswap;
+ }
+ nedges[0] = nedges[1] = 0;
+
+ for (a=0, eed= em->edges.first; eed; a++, eed = eed->next) {
+ edges[nedges[eed->v1->tmp.l+1]++] = a;
+ edges[nedges[eed->v2->tmp.l+1]++] = a;
+
+ cost[a] = 1e20f;
+ prevedge[a] = -1;
+ }
+
+ /* regular dijkstra shortest path, but over edges instead of vertices */
+ heap = BLI_heap_new();
+ BLI_heap_insert(heap, 0.0f, SET_INT_IN_POINTER(source->tmp.l));
+ cost[source->tmp.l] = 0.0f;
+
+ EM_init_index_arrays(em, 1, 1, 0);
+
+
+ while (!BLI_heap_empty(heap)) {
+ mednum = GET_INT_FROM_POINTER(BLI_heap_popmin(heap));
+ eed = EM_get_edge_for_index( mednum );
+
+ if (mednum == target->tmp.l)
+ break;
+
+ if (eed->f2 & ME_SEAM_DONE)
+ continue;
+
+ eed->f2 |= ME_SEAM_DONE;
+
+ edgetag_add_adjacent(em, heap, mednum, eed->v1->tmp.l, nedges, edges, prevedge, cost);
+ edgetag_add_adjacent(em, heap, mednum, eed->v2->tmp.l, nedges, edges, prevedge, cost);
+ }
+
+
+ MEM_freeN(nedges);
+ MEM_freeN(edges);
+ MEM_freeN(cost);
+ BLI_heap_free(heap, NULL);
+
+ for (eed= em->edges.first; eed; eed = eed->next) {
+ eed->f2 &= ~ME_SEAM_DONE;
+ }
+
+ if (mednum != target->tmp.l) {
+ MEM_freeN(prevedge);
+ EM_free_index_arrays();
+ return 0;
+ }
+
+ /* follow path back to source and mark as seam */
+ if (mednum == target->tmp.l) {
+ short allseams = 1;
+
+ mednum = target->tmp.l;
+ do {
+ eed = EM_get_edge_for_index( mednum );
+ if (!edgetag_context_check(scene, eed)) {
+ allseams = 0;
+ break;
+ }
+ mednum = prevedge[mednum];
+ } while (mednum != source->tmp.l);
+
+ mednum = target->tmp.l;
+ do {
+ eed = EM_get_edge_for_index( mednum );
+ if (allseams)
+ edgetag_context_set(scene, eed, 0);
+ else
+ edgetag_context_set(scene, eed, 1);
+ mednum = prevedge[mednum];
+ } while (mednum != -1);
+ }
+
+ MEM_freeN(prevedge);
+ EM_free_index_arrays();
+ return 1;
+}
+
+static void seam_edgehash_insert_face(EdgeHash *ehash, MFace *mf)
+{
+ BLI_edgehash_insert(ehash, mf->v1, mf->v2, NULL);
+ BLI_edgehash_insert(ehash, mf->v2, mf->v3, NULL);
+ if (mf->v4) {
+ BLI_edgehash_insert(ehash, mf->v3, mf->v4, NULL);
+ BLI_edgehash_insert(ehash, mf->v4, mf->v1, NULL);
+ }
+ else
+ BLI_edgehash_insert(ehash, mf->v3, mf->v1, NULL);
+}
+
+void seam_mark_clear_tface(Scene *scene, short mode)
+{
+ Mesh *me;
+ MFace *mf;
+ MEdge *med;
+ int a;
+
+ me= get_mesh(OBACT);
+ if(me==0 || me->totface==0) return;
+
+ if (mode == 0)
+ mode = pupmenu("Seams%t|Mark Border Seam %x1|Clear Seam %x2");
+
+ if (mode != 1 && mode != 2)
+ return;
+
+ if (mode == 2) {
+ EdgeHash *ehash = BLI_edgehash_new();
+
+ for (a=0, mf=me->mface; a<me->totface; a++, mf++)
+ if (!(mf->flag & ME_HIDE) && (mf->flag & ME_FACE_SEL))
+ seam_edgehash_insert_face(ehash, mf);
+
+ for (a=0, med=me->medge; a<me->totedge; a++, med++)
+ if (BLI_edgehash_haskey(ehash, med->v1, med->v2))
+ med->flag &= ~ME_SEAM;
+
+ BLI_edgehash_free(ehash, NULL);
+ }
+ else {
+ /* mark edges that are on both selected and deselected faces */
+ EdgeHash *ehash1 = BLI_edgehash_new();
+ EdgeHash *ehash2 = BLI_edgehash_new();
+
+ for (a=0, mf=me->mface; a<me->totface; a++, mf++) {
+ if ((mf->flag & ME_HIDE) || !(mf->flag & ME_FACE_SEL))
+ seam_edgehash_insert_face(ehash1, mf);
+ else
+ seam_edgehash_insert_face(ehash2, mf);
+ }
+
+ for (a=0, med=me->medge; a<me->totedge; a++, med++)
+ if (BLI_edgehash_haskey(ehash1, med->v1, med->v2) &&
+ BLI_edgehash_haskey(ehash2, med->v1, med->v2))
+ med->flag |= ME_SEAM;
+
+ BLI_edgehash_free(ehash1, NULL);
+ BLI_edgehash_free(ehash2, NULL);
+ }
+
+// XXX if (G.rt == 8)
+// unwrap_lscm(1);
+
+ G.f |= G_DRAWSEAMS;
+ BIF_undo_push("Mark Seam");
+
+// XXX notifier! object_tface_flags_changed(OBACT, 1);
+}
+
+void face_select(Scene *scene, View3D *v3d)
+{
+ Object *ob;
+ Mesh *me;
+ MFace *mface, *msel;
+ short mval[2];
+ unsigned int a, index;
+ int shift= 0; // XXX
+
+ /* Get the face under the cursor */
+ ob = OBACT;
+ if (!(ob->lay & v3d->lay)) {
+ error("The active object is not in this layer");
+ }
+ me = get_mesh(ob);
+// XXX getmouseco_areawin(mval);
+
+ if (!facesel_face_pick(v3d, me, mval, &index, 1)) return;
+
+ msel= (((MFace*)me->mface)+index);
+ if (msel->flag & ME_HIDE) return;
+
+ /* clear flags */
+ mface = me->mface;
+ a = me->totface;
+ if ((shift)==0) {
+ while (a--) {
+ mface->flag &= ~ME_FACE_SEL;
+ mface++;
+ }
+ }
+
+ me->act_face = (int)index;
+
+ if (shift) {
+ if (msel->flag & ME_FACE_SEL)
+ msel->flag &= ~ME_FACE_SEL;
+ else
+ msel->flag |= ME_FACE_SEL;
+ }
+ else msel->flag |= ME_FACE_SEL;
+
+ /* image window redraw */
+
+ BIF_undo_push("Select UV face");
+
+// XXX notifier! object_tface_flags_changed(OBACT, 1);
+}
+
+void face_borderselect(Scene *scene, ARegion *ar)
+{
+ Mesh *me;
+ MFace *mface;
+ rcti rect;
+ struct ImBuf *ibuf;
+ unsigned int *rt;
+ int a, sx, sy, index, val;
+ char *selar;
+
+ me= get_mesh(OBACT);
+ if(me==0) return;
+ if(me->totface==0) return;
+
+// XXX val= get_border(&rect, 3);
+
+ /* why readbuffer here? shouldn't be necessary (maybe a flush or so) */
+ glReadBuffer(GL_BACK);
+#ifdef __APPLE__
+ glReadBuffer(GL_AUX0); /* apple only */
+#endif
+
+ if(val) {
+ selar= MEM_callocN(me->totface+1, "selar");
+
+ sx= (rect.xmax-rect.xmin+1);
+ sy= (rect.ymax-rect.ymin+1);
+ if(sx*sy<=0) return;
+
+ ibuf = IMB_allocImBuf(sx,sy,32,IB_rect,0);
+ rt = ibuf->rect;
+ glReadPixels(rect.xmin+ar->winrct.xmin, rect.ymin+ar->winrct.ymin, sx, sy, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
+ if(ENDIAN_ORDER==B_ENDIAN) IMB_convert_rgba_to_abgr(ibuf);
+
+ a= sx*sy;
+ while(a--) {
+ if(*rt) {
+ index= WM_framebuffer_to_index(*rt);
+ if(index<=me->totface) selar[index]= 1;
+ }
+ rt++;
+ }
+
+ mface= me->mface;
+ for(a=1; a<=me->totface; a++, mface++) {
+ if(selar[a]) {
+ if(mface->flag & ME_HIDE);
+ else {
+ if(val==LEFTMOUSE) mface->flag |= ME_FACE_SEL;
+ else mface->flag &= ~ME_FACE_SEL;
+ }
+ }
+ }
+
+ IMB_freeImBuf(ibuf);
+ MEM_freeN(selar);
+
+ BIF_undo_push("Border Select UV face");
+
+// XXX notifier! object_tface_flags_changed(OBACT, 0);
+ }
+#ifdef __APPLE__
+ glReadBuffer(GL_BACK);
+#endif
+}
+
+void uv_autocalc_tface(Scene *scene, ARegion *ar, View3D *v3d, EditMesh *em)
+{
+ short mode;
+#ifndef DISABLE_PYTHON
+// short i=0, has_pymenu=0; /* pymenu must be bigger then UV_*_MAPPING */
+// XXX BPyMenu *pym;
+// char menu_number[3];
+#endif
+
+ /* uvmenu, will add python items */
+ char uvmenu[4096]=MENUTITLE("UV Calculation")
+ MENUSTRING("Unwrap", UV_UNWRAP_MAPPING) "|%l|"
+
+ MENUSTRING("Cube Projection", UV_CUBE_MAPPING) "|"
+ MENUSTRING("Cylinder from View", UV_CYL_MAPPING) "|"
+ MENUSTRING("Sphere from View", UV_SPHERE_MAPPING) "|%l|"
+
+ MENUSTRING("Project From View", UV_WINDOW_MAPPING) "|"
+ MENUSTRING("Project from View (Bounds)",UV_BOUNDS_MAPPING) "|%l|"
+
+ MENUSTRING("Reset", UV_RESET_MAPPING);
+#ifndef DISABLE_PYTHON
+#if 0
+ XXX
+ /* note that we account for the 10 previous entries with i+10: */
+ for (pym = BPyMenuTable[PYMENU_UVCALCULATION]; pym; pym = pym->next, i++) {
+
+ if (!has_pymenu) {
+ strcat(uvmenu, "|%l");
+ has_pymenu = 1;
+ }
+
+ strcat(uvmenu, "|");
+ strcat(uvmenu, pym->name);
+ strcat(uvmenu, " %x");
+ sprintf(menu_number, "%d", i+10);
+ strcat(uvmenu, menu_number);
+ }
+#endif
+#endif
+
+ mode= pupmenu(uvmenu);
+#ifndef DISABLE_PYTHON
+// if (mode >= 10) {
+// BPY_menu_do_python(PYMENU_UVCALCULATION, mode - 10);
+// return;
+// }
+#endif
+ switch(mode) {
+ case UV_CUBE_MAPPING:
+ calculate_uv_map(scene, ar, v3d, em, B_UVAUTO_CUBE); break;
+ case UV_CYL_MAPPING:
+ calculate_uv_map(scene, ar, v3d, em, B_UVAUTO_CYLINDER); break;
+ case UV_SPHERE_MAPPING:
+ calculate_uv_map(scene, ar, v3d, em, B_UVAUTO_SPHERE); break;
+ case UV_BOUNDS_MAPPING:
+ calculate_uv_map(scene, ar, v3d, em, B_UVAUTO_BOUNDS); break;
+ case UV_RESET_MAPPING:
+ calculate_uv_map(scene, ar, v3d, em, B_UVAUTO_RESET); break;
+ case UV_WINDOW_MAPPING:
+ calculate_uv_map(scene, ar, v3d, em, B_UVAUTO_WINDOW); break;
+ case UV_UNWRAP_MAPPING:
+// XXX unwrap_lscm(0);
+ break;
+ }
+}
+
+/* Texture Paint */
+
+void set_texturepaint(Scene *scene) /* toggle */
+{
+ Object *ob = OBACT;
+ Mesh *me = 0;
+
+ if(ob==NULL) return;
+
+ if (object_data_is_libdata(ob)) {
+// XXX error_libdata();
+ return;
+ }
+
+ me= get_mesh(ob);
+
+ if(me)
+ DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
+
+ if(G.f & G_TEXTUREPAINT) {
+ G.f &= ~G_TEXTUREPAINT;
+ GPU_paint_set_mipmap(1);
+ }
+ else if (me) {
+ G.f |= G_TEXTUREPAINT;
+
+ if(me->mtface==NULL)
+ make_tfaces(me);
+
+ brush_check_exists(&scene->toolsettings->imapaint.brush);
+ GPU_paint_set_mipmap(0);
+ }
+
+}
+
+static void texpaint_project(Object *ob, float *model, float *proj, float *co, float *pco)
+{
+ VECCOPY(pco, co);
+ pco[3]= 1.0f;
+
+ Mat4MulVecfl(ob->obmat, pco);
+ Mat4MulVecfl((float(*)[4])model, pco);
+ Mat4MulVec4fl((float(*)[4])proj, pco);
+}
+
+static void texpaint_tri_weights(Object *ob, float *v1, float *v2, float *v3, float *co, float *w)
+{
+ float pv1[4], pv2[4], pv3[4], h[3], divw;
+ float model[16], proj[16], wmat[3][3], invwmat[3][3];
+ GLint view[4];
+
+ /* compute barycentric coordinates */
+
+ /* get the needed opengl matrices */
+ glGetIntegerv(GL_VIEWPORT, view);
+ glGetFloatv(GL_MODELVIEW_MATRIX, model);
+ glGetFloatv(GL_PROJECTION_MATRIX, proj);
+ view[0] = view[1] = 0;
+
+ /* project the verts */
+ texpaint_project(ob, model, proj, v1, pv1);
+ texpaint_project(ob, model, proj, v2, pv2);
+ texpaint_project(ob, model, proj, v3, pv3);
+
+ /* do inverse view mapping, see gluProject man page */
+ h[0]= (co[0] - view[0])*2.0f/view[2] - 1;
+ h[1]= (co[1] - view[1])*2.0f/view[3] - 1;
+ h[2]= 1.0f;
+
+ /* solve for (w1,w2,w3)/perspdiv in:
+ h*perspdiv = Project*Model*(w1*v1 + w2*v2 + w3*v3) */
+
+ wmat[0][0]= pv1[0]; wmat[1][0]= pv2[0]; wmat[2][0]= pv3[0];
+ wmat[0][1]= pv1[1]; wmat[1][1]= pv2[1]; wmat[2][1]= pv3[1];
+ wmat[0][2]= pv1[3]; wmat[1][2]= pv2[3]; wmat[2][2]= pv3[3];
+
+ Mat3Inv(invwmat, wmat);
+ Mat3MulVecfl(invwmat, h);
+
+ VECCOPY(w, h);
+
+ /* w is still divided by perspdiv, make it sum to one */
+ divw= w[0] + w[1] + w[2];
+ if(divw != 0.0f)
+ VecMulf(w, 1.0f/divw);
+}
+
+/* compute uv coordinates of mouse in face */
+void texpaint_pick_uv(Object *ob, Mesh *mesh, unsigned int faceindex, short *xy, float *uv)
+{
+ DerivedMesh *dm = mesh_get_derived_final(ob, CD_MASK_BAREMESH);
+ int *index = dm->getFaceDataArray(dm, CD_ORIGINDEX);
+ MTFace *tface = dm->getFaceDataArray(dm, CD_MTFACE), *tf;
+ int numfaces = dm->getNumFaces(dm), a;
+ float p[2], w[3], absw, minabsw;
+ MFace mf;
+ MVert mv[4];
+
+ minabsw = 1e10;
+ uv[0] = uv[1] = 0.0;
+
+// XXX persp(PERSP_VIEW);
+
+ /* test all faces in the derivedmesh with the original index of the picked face */
+ for (a = 0; a < numfaces; a++) {
+ if (index[a] == faceindex) {
+ dm->getFace(dm, a, &mf);
+
+ dm->getVert(dm, mf.v1, &mv[0]);
+ dm->getVert(dm, mf.v2, &mv[1]);
+ dm->getVert(dm, mf.v3, &mv[2]);
+ if (mf.v4)
+ dm->getVert(dm, mf.v4, &mv[3]);
+
+ tf= &tface[a];
+
+ p[0]= xy[0];
+ p[1]= xy[1];
+
+ if (mf.v4) {
+ /* the triangle with the largest absolute values is the one
+ with the most negative weights */
+ texpaint_tri_weights(ob, mv[0].co, mv[1].co, mv[3].co, p, w);
+ absw= fabs(w[0]) + fabs(w[1]) + fabs(w[2]);
+ if(absw < minabsw) {
+ uv[0]= tf->uv[0][0]*w[0] + tf->uv[1][0]*w[1] + tf->uv[3][0]*w[2];
+ uv[1]= tf->uv[0][1]*w[0] + tf->uv[1][1]*w[1] + tf->uv[3][1]*w[2];
+ minabsw = absw;
+ }
+
+ texpaint_tri_weights(ob, mv[1].co, mv[2].co, mv[3].co, p, w);
+ absw= fabs(w[0]) + fabs(w[1]) + fabs(w[2]);
+ if (absw < minabsw) {
+ uv[0]= tf->uv[1][0]*w[0] + tf->uv[2][0]*w[1] + tf->uv[3][0]*w[2];
+ uv[1]= tf->uv[1][1]*w[0] + tf->uv[2][1]*w[1] + tf->uv[3][1]*w[2];
+ minabsw = absw;
+ }
+ }
+ else {
+ texpaint_tri_weights(ob, mv[0].co, mv[1].co, mv[2].co, p, w);
+ absw= fabs(w[0]) + fabs(w[1]) + fabs(w[2]);
+ if (absw < minabsw) {
+ uv[0]= tf->uv[0][0]*w[0] + tf->uv[1][0]*w[1] + tf->uv[2][0]*w[2];
+ uv[1]= tf->uv[0][1]*w[0] + tf->uv[1][1]*w[1] + tf->uv[2][1]*w[2];
+ minabsw = absw;
+ }
+ }
+ }
+ }
+
+ dm->release(dm);
+}