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authorTon Roosendaal <ton@blender.org>2008-12-20 21:43:21 +0300
committerTon Roosendaal <ton@blender.org>2008-12-20 21:43:21 +0300
commit4d2ae9431b5a200278bbf733d6b1b76b86c0f0f5 (patch)
treec45cb91a22a4dade32cddcc935271ea53b697d94 /source/blender/editors
parent1550573360241ef5be0839d2652e9e092f510b63 (diff)
2.5
View3D: ported selection code, another 2000 lines :) Border select (BKEY) in 3d window now works. For lasso and circle I have to add WM support still.
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c7
-rw-r--r--source/blender/editors/space_view3d/view3d_edit.c431
-rw-r--r--source/blender/editors/space_view3d/view3d_header.c6
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h13
-rw-r--r--source/blender/editors/space_view3d/view3d_ops.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_select.c2092
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c3
7 files changed, 2116 insertions, 438 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 99adea5467e..e8323318130 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -133,9 +133,8 @@ void EM_init_index_arrays(int x, int y, int z) {} // XXX
void EM_free_index_arrays(void) {} // XXX
#define EM_FGON 0
EditFace *EM_get_actFace(int x) {return NULL;} // XXX
-int em_solidoffs; // XXX
-int em_wireoffs;
-int em_vertoffs;
+
+extern unsigned int em_vertoffs, em_solidoffs, em_wireoffs;
/* check for glsl drawing */
@@ -1260,6 +1259,7 @@ static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0
data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index);
}
}
+
void mesh_foreachScreenEdge(ARegion *ar, View3D *v3d, void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts)
{
struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ARegion *ar; View3D *v3d; int clipVerts; float pmat[4][4], vmat[4][4]; } data;
@@ -1292,6 +1292,7 @@ static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *ce
data->func(data->userData, efa, s[0], s[1], index);
}
}
+
void mesh_foreachScreenFace(ARegion *ar, View3D *v3d, void (*func)(void *userData, EditFace *efa, int x, int y, int index), void *userData)
{
struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ARegion *ar; View3D *v3d; float pmat[4][4], vmat[4][4]; } data;
diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c
index eddcdcf6d04..16ac8cedef0 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -824,7 +824,7 @@ static int viewcenter_exec(bContext *C, wmOperator *op) /* like a localview with
else {
Base *base= FIRSTBASE;
while(base) {
- if TESTBASE(v3d, base) {
+ if(TESTBASE(v3d, base)) {
minmax_object(base->object, min, max);
/* account for duplis */
minmax_object_duplis(base->object, min, max);
@@ -894,435 +894,6 @@ void ED_VIEW3D_OT_viewcenter(wmOperatorType *ot)
ot->poll= ED_operator_areaactive;
}
-/* ************************** mouse select ************************* */
-
-
-#define MAXPICKBUF 10000
-/* The max number of menu items in an object select menu */
-#define SEL_MENU_SIZE 22
-
-void set_active_base(Scene *scene, Base *base)
-{
- Base *tbase;
-
- /* activating a non-mesh, should end a couple of modes... */
-// if(base && base->object->type!=OB_MESH)
-// XXX exit_paint_modes();
-
- /* sets scene->basact */
- BASACT= base;
-
- if(base) {
-
- /* signals to buttons */
-// redraw_test_buttons(base->object);
-
- /* signal to ipo */
-// allqueue(REDRAWIPO, base->object->ipowin);
-
-// allqueue(REDRAWACTION, 0);
-// allqueue(REDRAWNLA, 0);
-// allqueue(REDRAWNODE, 0);
-
- /* signal to action */
-// select_actionchannel_by_name(base->object->action, "Object", 1);
-
- /* disable temporal locks */
- for(tbase=FIRSTBASE; tbase; tbase= tbase->next) {
- if(base!=tbase && (tbase->object->shapeflag & OB_SHAPE_TEMPLOCK)) {
- tbase->object->shapeflag &= ~OB_SHAPE_TEMPLOCK;
- DAG_object_flush_update(G.scene, tbase->object, OB_RECALC_DATA);
- }
- }
- }
-}
-
-
-/* simple API for object selection, rather than just using the flag
- * this takes into account the 'restrict selection in 3d view' flag.
- * deselect works always, the restriction just prevents selection */
-void select_base_v3d(Base *base, short mode)
-{
- if (base) {
- if (mode==BA_SELECT) {
- if (!(base->object->restrictflag & OB_RESTRICT_SELECT))
- if (mode==BA_SELECT) base->flag |= SELECT;
- }
- else if (mode==BA_DESELECT) {
- base->flag &= ~SELECT;
- }
- }
-}
-
-static void deselectall_except(Scene *scene, Base *b) /* deselect all except b */
-{
- Base *base;
-
- for(base= FIRSTBASE; base; base= base->next) {
- if (base->flag & SELECT) {
- if(b!=base) {
- select_base_v3d(base, BA_DESELECT);
- base->object->flag= base->flag;
- }
- }
- }
-}
-
-static Base *mouse_select_menu(Scene *scene, ARegion *ar, View3D *v3d, unsigned int *buffer, int hits, short *mval)
-{
- Base *baseList[SEL_MENU_SIZE]={NULL}; /*baseList is used to store all possible bases to bring up a menu */
- Base *base;
- short baseCount = 0;
- char menuText[20 + SEL_MENU_SIZE*32] = "Select Object%t"; /* max ob name = 22 */
- char str[32];
-
- for(base=FIRSTBASE; base; base= base->next) {
- if (BASE_SELECTABLE(v3d, base)) {
- baseList[baseCount] = NULL;
-
- /* two selection methods, the CTRL select uses max dist of 15 */
- if(buffer) {
- int a;
- for(a=0; a<hits; a++) {
- /* index was converted */
- if(base->selcol==buffer[ (4 * a) + 3 ]) baseList[baseCount] = base;
- }
- }
- else {
- int temp, dist=15;
-
- project_short(ar, v3d, base->object->obmat[3], &base->sx);
-
- temp= abs(base->sx -mval[0]) + abs(base->sy -mval[1]);
- if(temp<dist ) baseList[baseCount] = base;
- }
-
- if(baseList[baseCount]) {
- if (baseCount < SEL_MENU_SIZE) {
- baseList[baseCount] = base;
- sprintf(str, "|%s %%x%d", base->object->id.name+2, baseCount+1); /* max ob name == 22 */
- strcat(menuText, str);
- baseCount++;
- }
- }
- }
- }
-
- if(baseCount<=1) return baseList[0];
- else {
- baseCount = -1; // XXX = pupmenu(menuText);
-
- if (baseCount != -1) { /* If nothing is selected then dont do anything */
- return baseList[baseCount-1];
- }
- else return NULL;
- }
-}
-
-/* we want a select buffer with bones, if there are... */
-/* so check three selection levels and compare */
-static short mixed_bones_object_selectbuffer(Scene *scene, ARegion *ar, View3D *v3d, unsigned int *buffer, short *mval)
-{
- rcti rect;
- int offs;
- short a, hits15, hits9=0, hits5=0;
- short has_bones15=0, has_bones9=0, has_bones5=0;
-
- BLI_init_rcti(&rect, mval[0]-14, mval[0]+14, mval[1]-14, mval[1]+14);
- hits15= view3d_opengl_select(scene, ar, v3d, buffer, MAXPICKBUF, &rect);
- if(hits15>0) {
- for(a=0; a<hits15; a++) if(buffer[4*a+3] & 0xFFFF0000) has_bones15= 1;
-
- offs= 4*hits15;
- BLI_init_rcti(&rect, mval[0]-9, mval[0]+9, mval[1]-9, mval[1]+9);
- hits9= view3d_opengl_select(scene, ar, v3d, buffer+offs, MAXPICKBUF-offs, &rect);
- if(hits9>0) {
- for(a=0; a<hits9; a++) if(buffer[offs+4*a+3] & 0xFFFF0000) has_bones9= 1;
-
- offs+= 4*hits9;
- BLI_init_rcti(&rect, mval[0]-5, mval[0]+5, mval[1]-5, mval[1]+5);
- hits5= view3d_opengl_select(scene, ar, v3d, buffer+offs, MAXPICKBUF-offs, &rect);
- if(hits5>0) {
- for(a=0; a<hits5; a++) if(buffer[offs+4*a+3] & 0xFFFF0000) has_bones5= 1;
- }
- }
-
- if(has_bones5) {
- offs= 4*hits15 + 4*hits9;
- memcpy(buffer, buffer+offs, 4*offs);
- return hits5;
- }
- if(has_bones9) {
- offs= 4*hits15;
- memcpy(buffer, buffer+offs, 4*offs);
- return hits9;
- }
- if(has_bones15) {
- return hits15;
- }
-
- if(hits5>0) {
- offs= 4*hits15 + 4*hits9;
- memcpy(buffer, buffer+offs, 4*offs);
- return hits5;
- }
- if(hits9>0) {
- offs= 4*hits15;
- memcpy(buffer, buffer+offs, 4*offs);
- return hits9;
- }
- return hits15;
- }
-
- return 0;
-}
-
-/* mval is region coords */
-static void mouse_select(Scene *scene, ARegion *ar, View3D *v3d, short *mval)
-{
- Base *base, *startbase=NULL, *basact=NULL, *oldbasact=NULL;
- unsigned int buffer[4*MAXPICKBUF];
- int temp, a, dist=100;
- short hits;
- short ctrl=0, shift=0, alt=0;
-
- /* always start list from basact in wire mode */
- startbase= FIRSTBASE;
- if(BASACT && BASACT->next) startbase= BASACT->next;
-
- /* This block uses the control key to make the object selected by its center point rather then its contents */
- if(G.obedit==0 && ctrl) {
-
- /* note; shift+alt goes to group-flush-selecting */
- if(alt && ctrl)
- basact= mouse_select_menu(scene, ar, v3d, NULL, 0, mval);
- else {
- base= startbase;
- while(base) {
- if (BASE_SELECTABLE(v3d, base)) {
- project_short(ar, v3d, base->object->obmat[3], &base->sx);
-
- temp= abs(base->sx -mval[0]) + abs(base->sy -mval[1]);
- if(base==BASACT) temp+=10;
- if(temp<dist ) {
-
- dist= temp;
- basact= base;
- }
- }
- base= base->next;
-
- if(base==0) base= FIRSTBASE;
- if(base==startbase) break;
- }
- }
- }
- else {
- /* if objects have posemode set, the bones are in the same selection buffer */
-
- hits= mixed_bones_object_selectbuffer(scene, ar, v3d, buffer, mval);
-
- if(hits>0) {
- int has_bones= 0;
-
- for(a=0; a<hits; a++) if(buffer[4*a+3] & 0xFFFF0000) has_bones= 1;
-
- /* note; shift+alt goes to group-flush-selecting */
- if(has_bones==0 && (alt))
- basact= mouse_select_menu(scene, ar, v3d, buffer, hits, mval);
- else {
- static short lastmval[2]={-100, -100};
- int donearest= 0;
-
- /* define if we use solid nearest select or not */
- if(v3d->drawtype>OB_WIRE) {
- donearest= 1;
- if( ABS(mval[0]-lastmval[0])<3 && ABS(mval[1]-lastmval[1])<3) {
- if(!has_bones) /* hrms, if theres bones we always do nearest */
- donearest= 0;
- }
- }
- lastmval[0]= mval[0]; lastmval[1]= mval[1];
-
- if(donearest) {
- unsigned int min= 0xFFFFFFFF;
- int selcol= 0, notcol=0;
-
-
- if(has_bones) {
- /* we skip non-bone hits */
- for(a=0; a<hits; a++) {
- if( min > buffer[4*a+1] && (buffer[4*a+3] & 0xFFFF0000) ) {
- min= buffer[4*a+1];
- selcol= buffer[4*a+3] & 0xFFFF;
- }
- }
- }
- else {
- /* only exclude active object when it is selected... */
- if(BASACT && (BASACT->flag & SELECT) && hits>1) notcol= BASACT->selcol;
-
- for(a=0; a<hits; a++) {
- if( min > buffer[4*a+1] && notcol!=(buffer[4*a+3] & 0xFFFF)) {
- min= buffer[4*a+1];
- selcol= buffer[4*a+3] & 0xFFFF;
- }
- }
- }
-
- base= FIRSTBASE;
- while(base) {
- if(base->lay & v3d->lay) {
- if(base->selcol==selcol) break;
- }
- base= base->next;
- }
- if(base) basact= base;
- }
- else {
-
- base= startbase;
- while(base) {
- /* skip objects with select restriction, to prevent prematurely ending this loop
- * with an un-selectable choice */
- if (base->object->restrictflag & OB_RESTRICT_SELECT) {
- base=base->next;
- if(base==NULL) base= FIRSTBASE;
- if(base==startbase) break;
- }
-
- if(base->lay & v3d->lay) {
- for(a=0; a<hits; a++) {
- if(has_bones) {
- /* skip non-bone objects */
- if((buffer[4*a+3] & 0xFFFF0000)) {
- if(base->selcol== (buffer[(4*a)+3] & 0xFFFF))
- basact= base;
- }
- }
- else {
- if(base->selcol== (buffer[(4*a)+3] & 0xFFFF))
- basact= base;
- }
- }
- }
-
- if(basact) break;
-
- base= base->next;
- if(base==NULL) base= FIRSTBASE;
- if(base==startbase) break;
- }
- }
- }
-
- if(has_bones && basact) {
- if(0) {// XXX do_pose_selectbuffer(basact, buffer, hits) ) { /* then bone is found */
-
- /* we make the armature selected:
- not-selected active object in posemode won't work well for tools */
- basact->flag|= SELECT;
- basact->object->flag= basact->flag;
-
- /* in weightpaint, we use selected bone to select vertexgroup, so no switch to new active object */
- if(G.f & G_WEIGHTPAINT) {
- /* prevent activating */
- basact= NULL;
- }
- }
- /* prevent bone selecting to pass on to object selecting */
- if(basact==BASACT)
- basact= NULL;
- }
- }
- }
-
- /* so, do we have something selected? */
- if(basact) {
-
- if(G.obedit) {
- /* only do select */
- deselectall_except(scene, basact);
- select_base_v3d(basact, BA_SELECT);
- }
- /* also prevent making it active on mouse selection */
- else if (BASE_SELECTABLE(v3d, basact)) {
-
- oldbasact= BASACT;
- BASACT= basact;
-
- if(shift==0) {
- deselectall_except(scene, basact);
- select_base_v3d(basact, BA_SELECT);
- }
- else if(shift && alt) {
- // XXX select_all_from_groups(basact);
- }
- else {
- if(basact->flag & SELECT) {
- if(basact==oldbasact)
- select_base_v3d(basact, BA_DESELECT);
- }
- else select_base_v3d(basact, BA_SELECT);
- }
-
- /* copy */
- basact->object->flag= basact->flag;
-
- if(oldbasact != basact) {
- set_active_base(scene, basact);
- }
-
- /* for visual speed, only in wire mode */
- if(v3d->drawtype==OB_WIRE) {
- /* however, not for posemodes */
-// XXX if(basact->object->flag & OB_POSEMODE);
-// else if(oldbasact && (oldbasact->object->flag & OB_POSEMODE));
-// else {
-// if(oldbasact && oldbasact != basact && (oldbasact->lay & v3d->lay))
-// draw_object_ext(oldbasact);
-// draw_object_ext(basact);
-// }
- }
-
- }
- }
-
- /* note; make it notifier! */
- ED_region_tag_redraw(ar);
-
-// countall();
-
-}
-
-static int view3d_select_invoke(bContext *C, wmOperator *op, wmEvent *event)
-{
- ScrArea *sa= CTX_wm_area(C);
- ARegion *ar= CTX_wm_region(C);
- View3D *v3d= sa->spacedata.first;
- short mval[2];
-
- /* note; otherwise opengl select won't work. do this for every glSelectBuffer() */
- wmSubWindowSet(CTX_wm_window(C), ar->swinid);
-
- mval[0]= event->x - ar->winrct.xmin;
- mval[1]= event->y - ar->winrct.ymin;
- mouse_select(CTX_data_scene(C), ar, v3d, mval);
-
- return OPERATOR_FINISHED;
-}
-
-void ED_VIEW3D_OT_select(wmOperatorType *ot)
-{
-
- /* identifiers */
- ot->name= "Activate/Select";
- ot->idname= "ED_VIEW3D_OT_select";
-
- /* api callbacks */
- ot->invoke= view3d_select_invoke;
- ot->poll= ED_operator_areaactive;
-}
/* ************************* below the line! *********************** */
diff --git a/source/blender/editors/space_view3d/view3d_header.c b/source/blender/editors/space_view3d/view3d_header.c
index 73b7aec0d3b..9838976a10c 100644
--- a/source/blender/editors/space_view3d/view3d_header.c
+++ b/source/blender/editors/space_view3d/view3d_header.c
@@ -117,12 +117,12 @@ void editmesh_align_view_to_selected(void *x, int y) {}
void play_anim(int x) {}
void add_blockhandler(void *x, int y, int z) {}
void toggle_blockhandler(void *x, int y, int z) {}
-void view3d_edit_clipping(void *x) {}
-void view3d_border_zoom(void) {}
+void view3d_edit_clipping(void *x);
+void view3d_border_zoom(void);
void selectlinks(void) {}
void countall(void) {}
void select_object_grouped() {}
-void borderselect() {}
+extern void borderselect();
int BIF_snappingSupported() {return 1;}
void BIF_undo_push() {}
int retopo_mesh_paint_check() {return 0;}
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index cf2a0cfe030..ec7138a190b 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -34,6 +34,12 @@ struct BoundBox;
struct Object;
struct DerivedMesh;
struct wmOperatorType;
+struct EditVert;
+struct EditEdge;
+struct EditFace;
+struct Nurb;
+struct BezTriple;
+struct BPoint;
typedef struct ViewDepths {
unsigned short w, h;
@@ -68,6 +74,7 @@ void ED_VIEW3D_OT_viewrotate(struct wmOperatorType *ot);
void ED_VIEW3D_OT_viewhome(struct wmOperatorType *ot);
void ED_VIEW3D_OT_viewcenter(struct wmOperatorType *ot);
void ED_VIEW3D_OT_select(struct wmOperatorType *ot);
+void ED_VIEW3D_OT_borderselect(struct wmOperatorType *ot);
/* drawobject.c */
void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag);
@@ -75,6 +82,11 @@ int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt);
void drawcircball(int mode, float *cent, float rad, float tmat[][4]);
void draw_object_instance(Scene *scene, View3D *v3d, Object *ob, int dt, int outline);
void drawaxes(float size, int flag, char drawtype);
+void mesh_foreachScreenVert(ARegion *ar, View3D *v3d, void (*func)(void *userData, struct EditVert *eve, int x, int y, int index), void *userData, int clipVerts);
+void mesh_foreachScreenEdge(ARegion *ar, View3D *v3d, void (*func)(void *userData, struct EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts);
+void mesh_foreachScreenFace(ARegion *ar, View3D *v3d, void (*func)(void *userData, struct EditFace *efa, int x, int y, int index), void *userData);
+void nurbs_foreachScreenVert(ARegion *ar, View3D *v3d, void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, int beztindex, int x, int y), void *userData);
+void lattice_foreachScreenVert(void (*func)(void *userData, struct BPoint *bp, int x, int y), void *userData);
/* drawarmature.c */
int draw_armature(Scene *scene, View3D *v3d, Base *base, int dt, int flag);
@@ -90,6 +102,7 @@ void view3d_clr_clipping(void);
void view3d_set_clipping(View3D *v3d);
void add_view3d_after(View3D *v3d, Base *base, int type, int flag);
void make_axis_color(char *col, char *col2, char axis);
+void calc_viewborder(Scene *scene, ARegion *ar, View3D *v3d, rctf *viewborder_r);
void circf(float x, float y, float rad);
void circ(float x, float y, float rad);
diff --git a/source/blender/editors/space_view3d/view3d_ops.c b/source/blender/editors/space_view3d/view3d_ops.c
index a8f7aa3d789..bd818f6c747 100644
--- a/source/blender/editors/space_view3d/view3d_ops.c
+++ b/source/blender/editors/space_view3d/view3d_ops.c
@@ -67,6 +67,7 @@ void view3d_operatortypes(void)
WM_operatortype_append(ED_VIEW3D_OT_viewhome);
WM_operatortype_append(ED_VIEW3D_OT_viewcenter);
WM_operatortype_append(ED_VIEW3D_OT_select);
+ WM_operatortype_append(ED_VIEW3D_OT_borderselect);
}
void view3d_keymap(wmWindowManager *wm)
@@ -87,6 +88,7 @@ void view3d_keymap(wmWindowManager *wm)
RNA_boolean_set(WM_keymap_add_item(keymap, "ED_VIEW3D_OT_viewhome", CKEY, KM_PRESS, KM_SHIFT, 0)->ptr, "center", 1);
WM_keymap_add_item(keymap, "ED_VIEW3D_OT_select", SELECTMOUSE, KM_PRESS, 0, 0);
+ WM_keymap_add_item(keymap, "ED_VIEW3D_OT_borderselect", BKEY, KM_PRESS, 0, 0);
}
diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c
new file mode 100644
index 00000000000..9d0616d4f54
--- /dev/null
+++ b/source/blender/editors/space_view3d/view3d_select.c
@@ -0,0 +1,2092 @@
+/**
+ * $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) 2008 Blender Foundation.
+ * All rights reserved.
+ *
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <string.h>
+#include <stdio.h>
+#include <math.h>
+#include <float.h>
+
+#include "DNA_action_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_meta_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_object_types.h"
+#include "DNA_space_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_userdef_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_world_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_arithb.h"
+#include "BLI_blenlib.h"
+#include "BLI_editVert.h"
+#include "BLI_rand.h"
+
+#include "BKE_action.h"
+#include "BKE_context.h"
+#include "BKE_depsgraph.h"
+#include "BKE_object.h"
+#include "BKE_global.h"
+#include "BKE_scene.h"
+#include "BKE_screen.h"
+#include "BKE_utildefines.h"
+
+#include "RE_pipeline.h" // make_stars
+
+#include "BIF_gl.h"
+#include "BIF_retopo.h"
+#include "BIF_editarmature.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "RNA_access.h"
+#include "RNA_define.h"
+
+#include "ED_screen.h"
+#include "ED_types.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+#include "UI_view2d.h"
+
+#include "PIL_time.h" /* smoothview */
+
+#include "view3d_intern.h" // own include
+
+/* ********************** view3d_select: selection manipulations ********************* */
+
+/* XXX to solve *************** */
+unsigned int em_vertoffs=0, em_solidoffs=0, em_wireoffs=0;
+int EM_check_backbuf() {return 0;}
+void EM_select_edge() {}
+void EM_select_face_fgon() {}
+int EM_mask_init_backbuf_border() {return 0;}
+void EM_free_backbuf() {}
+void EM_selectmode_flush() {}
+void EM_deselect_flush() {}
+static void BIF_undo_push() {}
+int EM_texFaceCheck() {return 0;}
+int EM_init_backbuf_border() {return 0;}
+int EM_init_backbuf_circle() {return 0;}
+
+/* XXX end ********************* */
+
+/* local prototypes */
+
+void EM_backbuf_checkAndSelectVerts(EditMesh *em, int select)
+{
+ EditVert *eve;
+ int index= em_wireoffs;
+
+ for(eve= em->verts.first; eve; eve= eve->next, index++) {
+ if(eve->h==0) {
+ if(EM_check_backbuf(index)) {
+ eve->f = select?(eve->f|1):(eve->f&~1);
+ }
+ }
+ }
+}
+
+void EM_backbuf_checkAndSelectEdges(EditMesh *em, int select)
+{
+ EditEdge *eed;
+ int index= em_solidoffs;
+
+ for(eed= em->edges.first; eed; eed= eed->next, index++) {
+ if(eed->h==0) {
+ if(EM_check_backbuf(index)) {
+ EM_select_edge(eed, select);
+ }
+ }
+ }
+}
+
+void EM_backbuf_checkAndSelectFaces(EditMesh *em, int select)
+{
+ EditFace *efa;
+ int index= 1;
+
+ for(efa= em->faces.first; efa; efa= efa->next, index++) {
+ if(efa->h==0) {
+ if(EM_check_backbuf(index)) {
+ EM_select_face_fgon(efa, select);
+ }
+ }
+ }
+}
+
+void EM_backbuf_checkAndSelectTFaces(Mesh *me, int select)
+{
+ MFace *mface = me->mface;
+ int a;
+
+ if (mface) {
+ for(a=1; a<=me->totface; a++, mface++) {
+ if(EM_check_backbuf(a)) {
+ mface->flag = select?(mface->flag|ME_FACE_SEL):(mface->flag&~ME_FACE_SEL);
+ }
+ }
+ }
+}
+
+void arrows_move_cursor(unsigned short event)
+{
+#if 0
+ short mval[2];
+
+ getmouseco_sc(mval);
+
+ if(event==UPARROWKEY) {
+ warp_pointer(mval[0], mval[1]+1);
+ } else if(event==DOWNARROWKEY) {
+ warp_pointer(mval[0], mval[1]-1);
+ } else if(event==LEFTARROWKEY) {
+ warp_pointer(mval[0]-1, mval[1]);
+ } else if(event==RIGHTARROWKEY) {
+ warp_pointer(mval[0]+1, mval[1]);
+ }
+#endif
+}
+
+/* simple API for object selection, rather than just using the flag
+ * this takes into account the 'restrict selection in 3d view' flag.
+ * deselect works always, the restriction just prevents selection */
+void select_base_v3d(Base *base, short mode)
+{
+ if (base) {
+ if (mode==BA_SELECT) {
+ if (!(base->object->restrictflag & OB_RESTRICT_SELECT))
+ if (mode==BA_SELECT) base->flag |= SELECT;
+ }
+ else if (mode==BA_DESELECT) {
+ base->flag &= ~SELECT;
+ }
+ }
+}
+
+/* *********************** GESTURE AND LASSO ******************* */
+
+/* helper also for borderselect */
+static int edge_fully_inside_rect(rcti *rect, short x1, short y1, short x2, short y2)
+{
+ return BLI_in_rcti(rect, x1, y1) && BLI_in_rcti(rect, x2, y2);
+}
+
+static int edge_inside_rect(rcti *rect, short x1, short y1, short x2, short y2)
+{
+ int d1, d2, d3, d4;
+
+ /* check points in rect */
+ if(edge_fully_inside_rect(rect, x1, y1, x2, y2)) return 1;
+
+ /* check points completely out rect */
+ if(x1<rect->xmin && x2<rect->xmin) return 0;
+ if(x1>rect->xmax && x2>rect->xmax) return 0;
+ if(y1<rect->ymin && y2<rect->ymin) return 0;
+ if(y1>rect->ymax && y2>rect->ymax) return 0;
+
+ /* simple check lines intersecting. */
+ d1= (y1-y2)*(x1- rect->xmin ) + (x2-x1)*(y1- rect->ymin );
+ d2= (y1-y2)*(x1- rect->xmin ) + (x2-x1)*(y1- rect->ymax );
+ d3= (y1-y2)*(x1- rect->xmax ) + (x2-x1)*(y1- rect->ymax );
+ d4= (y1-y2)*(x1- rect->xmax ) + (x2-x1)*(y1- rect->ymin );
+
+ if(d1<0 && d2<0 && d3<0 && d4<0) return 0;
+ if(d1>0 && d2>0 && d3>0 && d4>0) return 0;
+
+ return 1;
+}
+
+
+#define MOVES_GESTURE 50
+#define MOVES_LASSO 500
+
+int lasso_inside(short mcords[][2], short moves, short sx, short sy)
+{
+ /* we do the angle rule, define that all added angles should be about zero or 2*PI */
+ float angletot=0.0, len, dot, ang, cross, fp1[2], fp2[2];
+ int a;
+ short *p1, *p2;
+
+ if(sx==IS_CLIPPED)
+ return 0;
+
+ p1= mcords[moves-1];
+ p2= mcords[0];
+
+ /* first vector */
+ fp1[0]= (float)(p1[0]-sx);
+ fp1[1]= (float)(p1[1]-sy);
+ len= sqrt(fp1[0]*fp1[0] + fp1[1]*fp1[1]);
+ fp1[0]/= len;
+ fp1[1]/= len;
+
+ for(a=0; a<moves; a++) {
+ /* second vector */
+ fp2[0]= (float)(p2[0]-sx);
+ fp2[1]= (float)(p2[1]-sy);
+ len= sqrt(fp2[0]*fp2[0] + fp2[1]*fp2[1]);
+ fp2[0]/= len;
+ fp2[1]/= len;
+
+ /* dot and angle and cross */
+ dot= fp1[0]*fp2[0] + fp1[1]*fp2[1];
+ ang= fabs(saacos(dot));
+
+ cross= (float)((p1[1]-p2[1])*(p1[0]-sx) + (p2[0]-p1[0])*(p1[1]-sy));
+
+ if(cross<0.0) angletot-= ang;
+ else angletot+= ang;
+
+ /* circulate */
+ fp1[0]= fp2[0]; fp1[1]= fp2[1];
+ p1= p2;
+ p2= mcords[a+1];
+ }
+
+ if( fabs(angletot) > 4.0 ) return 1;
+ return 0;
+}
+
+/* edge version for lasso select. we assume boundbox check was done */
+int lasso_inside_edge(short mcords[][2], short moves, int x0, int y0, int x1, int y1)
+{
+ short v1[2], v2[2];
+ int a;
+
+ if(x0==IS_CLIPPED || x1==IS_CLIPPED)
+ return 0;
+
+ v1[0] = x0, v1[1] = y0;
+ v2[0] = x1, v2[1] = y1;
+
+ /* check points in lasso */
+ if(lasso_inside(mcords, moves, v1[0], v1[1])) return 1;
+ if(lasso_inside(mcords, moves, v2[0], v2[1])) return 1;
+
+ /* no points in lasso, so we have to intersect with lasso edge */
+
+ if( IsectLL2Ds(mcords[0], mcords[moves-1], v1, v2) > 0) return 1;
+ for(a=0; a<moves-1; a++) {
+ if( IsectLL2Ds(mcords[a], mcords[a+1], v1, v2) > 0) return 1;
+ }
+
+ return 0;
+}
+
+
+/* warning; lasso select with backbuffer-check draws in backbuf with persp(PERSP_WIN)
+ and returns with persp(PERSP_VIEW). After lasso select backbuf is not OK
+*/
+static void do_lasso_select_pose(ARegion *ar, View3D *v3d, Object *ob, short mcords[][2], short moves, short select)
+{
+ bPoseChannel *pchan;
+ float vec[3];
+ short sco1[2], sco2[2];
+
+ if(ob->type!=OB_ARMATURE || ob->pose==NULL) return;
+
+ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ VECCOPY(vec, pchan->pose_head);
+ Mat4MulVecfl(ob->obmat, vec);
+ project_short(ar, v3d, vec, sco1);
+ VECCOPY(vec, pchan->pose_tail);
+ Mat4MulVecfl(ob->obmat, vec);
+ project_short(ar, v3d, vec, sco2);
+
+ if(lasso_inside_edge(mcords, moves, sco1[0], sco1[1], sco2[0], sco2[1])) {
+ if(select) pchan->bone->flag |= BONE_SELECTED;
+ else pchan->bone->flag &= ~(BONE_ACTIVE|BONE_SELECTED);
+ }
+ }
+}
+
+
+static void do_lasso_select_objects(Scene *scene, ARegion *ar, View3D *v3d, short mcords[][2], short moves, short select)
+{
+ Base *base;
+
+ for(base= scene->base.first; base; base= base->next) {
+ if(base->lay & v3d->lay) {
+ project_short(ar, v3d, base->object->obmat[3], &base->sx);
+ if(lasso_inside(mcords, moves, base->sx, base->sy)) {
+
+ if(select) select_base_v3d(base, BA_SELECT);
+ else select_base_v3d(base, BA_DESELECT);
+ base->object->flag= base->flag;
+ }
+ if(base->object->flag & OB_POSEMODE) {
+ do_lasso_select_pose(ar, v3d, base->object, mcords, moves, select);
+ }
+ }
+ }
+}
+
+void lasso_select_boundbox(rcti *rect, short mcords[][2], short moves)
+{
+ short a;
+
+ rect->xmin= rect->xmax= mcords[0][0];
+ rect->ymin= rect->ymax= mcords[0][1];
+
+ for(a=1; a<moves; a++) {
+ if(mcords[a][0]<rect->xmin) rect->xmin= mcords[a][0];
+ else if(mcords[a][0]>rect->xmax) rect->xmax= mcords[a][0];
+ if(mcords[a][1]<rect->ymin) rect->ymin= mcords[a][1];
+ else if(mcords[a][1]>rect->ymax) rect->ymax= mcords[a][1];
+ }
+}
+
+static void do_lasso_select_mesh__doSelectVert(void *userData, EditVert *eve, int x, int y, int index)
+{
+ struct { rcti *rect; short (*mcords)[2], moves, select, pass, done; } *data = userData;
+
+ if (BLI_in_rcti(data->rect, x, y) && lasso_inside(data->mcords, data->moves, x, y)) {
+ eve->f = data->select?(eve->f|1):(eve->f&~1);
+ }
+}
+static void do_lasso_select_mesh__doSelectEdge(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index)
+{
+ struct { rcti *rect; short (*mcords)[2], moves, select, pass, done; } *data = userData;
+
+ if (EM_check_backbuf(em_solidoffs+index)) {
+ if (data->pass==0) {
+ if ( edge_fully_inside_rect(data->rect, x0, y0, x1, y1) &&
+ lasso_inside(data->mcords, data->moves, x0, y0) &&
+ lasso_inside(data->mcords, data->moves, x1, y1)) {
+ EM_select_edge(eed, data->select);
+ data->done = 1;
+ }
+ } else {
+ if (lasso_inside_edge(data->mcords, data->moves, x0, y0, x1, y1)) {
+ EM_select_edge(eed, data->select);
+ }
+ }
+ }
+}
+static void do_lasso_select_mesh__doSelectFace(void *userData, EditFace *efa, int x, int y, int index)
+{
+ struct { rcti *rect; short (*mcords)[2], moves, select, pass, done; } *data = userData;
+
+ if (BLI_in_rcti(data->rect, x, y) && lasso_inside(data->mcords, data->moves, x, y)) {
+ EM_select_face_fgon(efa, data->select);
+ }
+}
+
+static void do_lasso_select_mesh(Scene *scene, ARegion *ar, View3D *v3d, short mcords[][2], short moves, short select)
+{
+ struct { rcti *rect; short (*mcords)[2], moves, select, pass, done; } data;
+ EditMesh *em = G.editMesh;
+ rcti rect;
+ int bbsel;
+
+ lasso_select_boundbox(&rect, mcords, moves);
+
+ data.rect = &rect;
+ data.mcords = mcords;
+ data.moves = moves;
+ data.select = select;
+ data.done = 0;
+ data.pass = 0;
+
+ bbsel= EM_mask_init_backbuf_border(mcords, moves, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+
+ if(scene->selectmode & SCE_SELECT_VERTEX) {
+ if (bbsel) {
+ EM_backbuf_checkAndSelectVerts(em, select);
+ } else {
+ mesh_foreachScreenVert(ar, v3d, do_lasso_select_mesh__doSelectVert, &data, 1);
+ }
+ }
+ if(scene->selectmode & SCE_SELECT_EDGE) {
+ /* Does both bbsel and non-bbsel versions (need screen cos for both) */
+
+ data.pass = 0;
+ mesh_foreachScreenEdge(ar, v3d, do_lasso_select_mesh__doSelectEdge, &data, 0);
+
+ if (data.done==0) {
+ data.pass = 1;
+ mesh_foreachScreenEdge(ar, v3d, do_lasso_select_mesh__doSelectEdge, &data, 0);
+ }
+ }
+
+ if(scene->selectmode & SCE_SELECT_FACE) {
+ if (bbsel) {
+ EM_backbuf_checkAndSelectFaces(em, select);
+ } else {
+ mesh_foreachScreenFace(ar, v3d, do_lasso_select_mesh__doSelectFace, &data);
+ }
+ }
+
+ EM_free_backbuf();
+ EM_selectmode_flush();
+}
+
+#if 0
+/* this is an exception in that its the only lasso that dosnt use the 3d view (uses space image view) */
+static void do_lasso_select_mesh_uv(short mcords[][2], short moves, short select)
+{
+ EditMesh *em = G.editMesh;
+ EditFace *efa;
+ MTFace *tf;
+ int screenUV[2], nverts, i, ok = 1;
+ rcti rect;
+
+ lasso_select_boundbox(&rect, mcords, moves);
+
+ if (draw_uvs_face_check()) { /* Face Center Sel */
+ float cent[2];
+ ok = 0;
+ for (efa= em->faces.first; efa; efa= efa->next) {
+ /* assume not touched */
+ efa->tmp.l = 0;
+ tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ if ((select) != (simaFaceSel_Check(efa, tf))) {
+ uv_center(tf->uv, cent, (void *)efa->v4);
+ uvco_to_areaco_noclip(cent, screenUV);
+ if (BLI_in_rcti(&rect, screenUV[0], screenUV[1]) && lasso_inside(mcords, moves, screenUV[0], screenUV[1])) {
+ efa->tmp.l = ok = 1;
+ }
+ }
+ }
+ /* (de)selects all tagged faces and deals with sticky modes */
+ if (ok)
+ uvface_setsel__internal(select);
+
+ } else { /* Vert Sel*/
+ for (efa= em->faces.first; efa; efa= efa->next) {
+ tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ if (simaFaceDraw_Check(efa, tf)) {
+ nverts= efa->v4? 4: 3;
+ for(i=0; i<nverts; i++) {
+ if ((select) != (simaUVSel_Check(efa, tf, i))) {
+ uvco_to_areaco_noclip(tf->uv[i], screenUV);
+ if (BLI_in_rcti(&rect, screenUV[0], screenUV[1]) && lasso_inside(mcords, moves, screenUV[0], screenUV[1])) {
+ if (select) {
+ simaUVSel_Set(efa, tf, i);
+ } else {
+ simaUVSel_UnSet(efa, tf, i);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ if (ok && G.sima->flag & SI_SYNC_UVSEL) {
+ if (select) EM_select_flush();
+ else EM_deselect_flush();
+ }
+}
+#endif
+
+static void do_lasso_select_curve__doSelect(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y)
+{
+ struct { short (*mcords)[2]; short moves; short select; } *data = userData;
+
+ if (lasso_inside(data->mcords, data->moves, x, y)) {
+ if (bp) {
+ bp->f1 = data->select?(bp->f1|SELECT):(bp->f1&~SELECT);
+ } else {
+ if (G.f & G_HIDDENHANDLES) {
+ /* can only be beztindex==0 here since handles are hidden */
+ bezt->f1 = bezt->f2 = bezt->f3 = data->select?(bezt->f2|SELECT):(bezt->f2&~SELECT);
+ } else {
+ if (beztindex==0) {
+ bezt->f1 = data->select?(bezt->f1|SELECT):(bezt->f1&~SELECT);
+ } else if (beztindex==1) {
+ bezt->f2 = data->select?(bezt->f2|SELECT):(bezt->f2&~SELECT);
+ } else {
+ bezt->f3 = data->select?(bezt->f3|SELECT):(bezt->f3&~SELECT);
+ }
+ }
+ }
+ }
+}
+
+static void do_lasso_select_curve(ARegion *ar, View3D *v3d, short mcords[][2], short moves, short select)
+{
+ struct { short (*mcords)[2]; short moves; short select; } data;
+
+ data.mcords = mcords;
+ data.moves = moves;
+ data.select = select;
+
+ nurbs_foreachScreenVert(ar, v3d, do_lasso_select_curve__doSelect, &data);
+}
+
+static void do_lasso_select_lattice__doSelect(void *userData, BPoint *bp, int x, int y)
+{
+ struct { short (*mcords)[2]; short moves; short select; } *data = userData;
+
+ if (lasso_inside(data->mcords, data->moves, x, y)) {
+ bp->f1 = data->select?(bp->f1|SELECT):(bp->f1&~SELECT);
+ }
+}
+static void do_lasso_select_lattice(short mcords[][2], short moves, short select)
+{
+ struct { short (*mcords)[2]; short moves; short select; } data;
+
+ data.mcords = mcords;
+ data.moves = moves;
+ data.select = select;
+
+ lattice_foreachScreenVert(do_lasso_select_lattice__doSelect, &data);
+}
+
+static void do_lasso_select_armature(ARegion *ar, View3D *v3d, short mcords[][2], short moves, short select)
+{
+ EditBone *ebone;
+ float vec[3];
+ short sco1[2], sco2[2], didpoint;
+
+ for (ebone=G.edbo.first; ebone; ebone=ebone->next) {
+
+ VECCOPY(vec, ebone->head);
+ Mat4MulVecfl(G.obedit->obmat, vec);
+ project_short(ar, v3d, vec, sco1);
+ VECCOPY(vec, ebone->tail);
+ Mat4MulVecfl(G.obedit->obmat, vec);
+ project_short(ar, v3d, vec, sco2);
+
+ didpoint= 0;
+ if(lasso_inside(mcords, moves, sco1[0], sco1[1])) {
+ if(select) ebone->flag |= BONE_ROOTSEL;
+ else ebone->flag &= ~BONE_ROOTSEL;
+ didpoint= 1;
+ }
+ if(lasso_inside(mcords, moves, sco2[0], sco2[1])) {
+ if(select) ebone->flag |= BONE_TIPSEL;
+ else ebone->flag &= ~BONE_TIPSEL;
+ didpoint= 1;
+ }
+ /* if one of points selected, we skip the bone itself */
+ if(didpoint==0 && lasso_inside_edge(mcords, moves, sco1[0], sco1[1], sco2[0], sco2[1])) {
+ if(select) ebone->flag |= BONE_TIPSEL|BONE_ROOTSEL|BONE_SELECTED;
+ else ebone->flag &= ~(BONE_ACTIVE|BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
+ }
+ }
+ // XXX countall(); /* abused for flushing selection!!!! */
+}
+
+static void do_lasso_select_facemode(Scene *scene, short mcords[][2], short moves, short select)
+{
+ Object *ob= OBACT;
+ Mesh *me= ob?ob->data:NULL;
+ rcti rect;
+
+ if(me==NULL || me->mtface==NULL) return;
+ if(me->totface==0) return;
+
+ em_vertoffs= me->totface+1; /* max index array */
+
+ lasso_select_boundbox(&rect, mcords, moves);
+ EM_mask_init_backbuf_border(mcords, moves, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
+
+ EM_backbuf_checkAndSelectTFaces(me, select);
+
+ EM_free_backbuf();
+
+// XXX object_tface_flags_changed(ob, 0);
+}
+
+#if 0
+static void do_lasso_select_node(short mcords[][2], short moves, short select)
+{
+ SpaceNode *snode = sa->spacedata.first;
+
+ bNode *node;
+ rcti rect;
+ short node_cent[2];
+ float node_centf[2];
+
+ lasso_select_boundbox(&rect, mcords, moves);
+
+ /* store selection in temp test flag */
+ for(node= snode->edittree->nodes.first; node; node= node->next) {
+
+ node_centf[0] = (node->totr.xmin+node->totr.xmax)/2;
+ node_centf[1] = (node->totr.ymin+node->totr.ymax)/2;
+
+ ipoco_to_areaco_noclip(G.v2d, node_centf, node_cent);
+ if (BLI_in_rcti(&rect, node_cent[0], node_cent[1]) && lasso_inside(mcords, moves, node_cent[0], node_cent[1])) {
+ if (select) {
+ node->flag |= SELECT;
+ } else {
+ node->flag &= ~SELECT;
+ }
+ }
+ }
+ BIF_undo_push("Lasso select nodes");
+}
+#endif
+
+void view3d_lasso_select(Scene *scene, ARegion *ar, View3D *v3d, short mcords[][2], short moves, short select)
+{
+ if(G.obedit==NULL) {
+ if(FACESEL_PAINT_TEST)
+ do_lasso_select_facemode(scene, mcords, moves, select);
+ else if(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT|G_WEIGHTPAINT))
+ ;
+// XX else if(G.f & G_PARTICLEEDIT)
+// PE_do_lasso_select(mcords, moves, select);
+ else
+ do_lasso_select_objects(scene, ar, v3d, mcords, moves, select);
+ }
+ else if(G.obedit->type==OB_MESH) {
+ do_lasso_select_mesh(scene, ar, v3d, mcords, moves, select);
+ } else if(G.obedit->type==OB_CURVE || G.obedit->type==OB_SURF)
+ do_lasso_select_curve(ar, v3d, mcords, moves, select);
+ else if(G.obedit->type==OB_LATTICE)
+ do_lasso_select_lattice(mcords, moves, select);
+ else if(G.obedit->type==OB_ARMATURE)
+ do_lasso_select_armature(ar, v3d, mcords, moves, select);
+
+ BIF_undo_push("Lasso select");
+
+}
+
+/* mx my in region coords */
+void mouse_cursor(Scene *scene, ARegion *ar, View3D *v3d, short mx, short my)
+{
+ float dx, dy, fz, *fp = NULL, dvec[3], oldcurs[3];
+ short lr_click=0, mval[2];
+ short ctrl= 0; // XXX
+
+ fp= give_cursor(scene, v3d);
+
+ if(G.obedit && ctrl) lr_click= 1;
+ VECCOPY(oldcurs, fp);
+
+ project_short_noclip(ar, v3d, fp, mval);
+
+ initgrabz(v3d, fp[0], fp[1], fp[2]);
+
+ if(mval[0]!=IS_CLIPPED) {
+
+ window_to_3d(ar, v3d, dvec, mval[0]-mx, mval[1]-my);
+ VecSubf(fp, fp, dvec);
+
+ }
+ else {
+
+ dx= ((float)(mx-(ar->winx/2)))*v3d->zfac/(ar->winx/2);
+ dy= ((float)(my-(ar->winy/2)))*v3d->zfac/(ar->winy/2);
+
+ fz= v3d->persmat[0][3]*fp[0]+ v3d->persmat[1][3]*fp[1]+ v3d->persmat[2][3]*fp[2]+ v3d->persmat[3][3];
+ fz= fz/v3d->zfac;
+
+ fp[0]= (v3d->persinv[0][0]*dx + v3d->persinv[1][0]*dy+ v3d->persinv[2][0]*fz)-v3d->ofs[0];
+ fp[1]= (v3d->persinv[0][1]*dx + v3d->persinv[1][1]*dy+ v3d->persinv[2][1]*fz)-v3d->ofs[1];
+ fp[2]= (v3d->persinv[0][2]*dx + v3d->persinv[1][2]*dy+ v3d->persinv[2][2]*fz)-v3d->ofs[2];
+ }
+
+ if(lr_click) {
+// XXX if(G.obedit->type==OB_MESH) add_click_mesh();
+// else if ELEM(G.obedit->type, OB_CURVE, OB_SURF) addvert_Nurb(0);
+// else if (G.obedit->type==OB_ARMATURE) addvert_armature();
+ VECCOPY(fp, oldcurs);
+ }
+
+}
+
+void deselectall(View3D *v3d) /* is toggle */
+{
+ Base *base;
+ int a=0, ok=0;
+
+ base= FIRSTBASE;
+ while(base) {
+ /* is there a visible selected object */
+ if(base->lay & v3d->lay &&
+ (base->object->restrictflag & OB_RESTRICT_VIEW)==0 &&
+ (base->object->restrictflag & OB_RESTRICT_SELECT)==0
+ ) {
+ if (base->flag & SELECT) {
+ ok= a= 1;
+ break;
+ } else {
+ ok=1;
+ }
+ }
+ base= base->next;
+ }
+
+ if (!ok) return;
+
+ base= FIRSTBASE;
+ while(base) {
+ if(base->lay & v3d->lay &&
+ (base->object->restrictflag & OB_RESTRICT_VIEW)==0 &&
+ (base->object->restrictflag & OB_RESTRICT_SELECT)==0
+ ) {
+ if(a)
+ select_base_v3d(base, BA_DESELECT);
+ else
+ select_base_v3d(base, BA_SELECT);
+ base->object->flag= base->flag;
+ }
+ base= base->next;
+ }
+
+ BIF_undo_push("(De)select all");
+}
+
+/* inverts object selection */
+void selectswap(Scene *scene, View3D *v3d)
+{
+ Base *base;
+
+ for(base= FIRSTBASE; base; base= base->next) {
+ if(base->lay & v3d->lay && (base->object->restrictflag & OB_RESTRICT_VIEW)==0) {
+
+ if (TESTBASE(v3d, base))
+ select_base_v3d(base, BA_DESELECT);
+ else
+ select_base_v3d(base, BA_SELECT);
+ base->object->flag= base->flag;
+ }
+ }
+
+ BIF_undo_push("Select Inverse");
+}
+
+/* inverts object selection */
+void selectrandom(Scene *scene, View3D *v3d)
+{
+ Base *base;
+ static short randfac = 50;
+// XXX if(button(&randfac,0, 100,"Percentage:")==0) return;
+
+ for(base= FIRSTBASE; base; base= base->next) {
+ if(base->lay & v3d->lay &&
+ (base->object->restrictflag & OB_RESTRICT_VIEW)==0
+ ) {
+ if (!TESTBASE(v3d, base) && ( (BLI_frand() * 100) < randfac)) {
+ select_base_v3d(base, BA_SELECT);
+ base->object->flag= base->flag;
+ }
+ }
+ }
+
+ BIF_undo_push("Select Random");
+}
+
+/* selects all objects of a particular type, on currently visible layers */
+void selectall_type(View3D *v3d, short obtype)
+{
+ Base *base;
+
+ base= FIRSTBASE;
+ while(base) {
+ if((base->lay & v3d->lay) &&
+ (base->object->type == obtype) &&
+ (base->object->restrictflag & OB_RESTRICT_VIEW)==0
+ ) {
+ select_base_v3d(base, BA_SELECT);
+ base->object->flag= base->flag;
+ }
+ base= base->next;
+ }
+
+ BIF_undo_push("Select all per type");
+}
+/* selects all objects on a particular layer */
+void selectall_layer(unsigned int layernum)
+{
+ Base *base;
+
+ base= FIRSTBASE;
+ while(base) {
+ if(base->lay == (1<< (layernum -1)) &&
+ (base->object->restrictflag & OB_RESTRICT_VIEW)==0
+ ) {
+ select_base_v3d(base, BA_SELECT);
+ base->object->flag= base->flag;
+ }
+ base= base->next;
+ }
+
+ BIF_undo_push("Select all per layer");
+}
+
+
+#if 0
+/* smart function to sample a rect spiralling outside, nice for backbuf selection */
+static unsigned int samplerect(unsigned int *buf, int size, unsigned int dontdo)
+{
+ Base *base;
+ unsigned int *bufmin,*bufmax;
+ int a,b,rc,tel,aantal,dirvec[4][2],maxob;
+ unsigned int retval=0;
+
+ base= LASTBASE;
+ if(base==0) return 0;
+ maxob= base->selcol;
+
+ aantal= (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+= aantal*size+ aantal;
+
+ for(tel=1;tel<=size;tel++) {
+
+ for(a=0;a<2;a++) {
+ for(b=0;b<tel;b++) {
+
+ if(*buf && *buf<=maxob && *buf!=dontdo) return *buf;
+ if( *buf==dontdo ) retval= dontdo; /* if only color dontdo is available, still return dontdo */
+
+ buf+= (dirvec[rc][0]+dirvec[rc][1]);
+
+ if(buf<bufmin || buf>=bufmax) return retval;
+ }
+ rc++;
+ rc &= 3;
+ }
+ }
+ return retval;
+}
+#endif
+
+
+/* ************************** mouse select ************************* */
+
+
+#define MAXPICKBUF 10000
+/* The max number of menu items in an object select menu */
+#define SEL_MENU_SIZE 22
+
+void set_active_base(Scene *scene, Base *base)
+{
+ Base *tbase;
+
+ /* activating a non-mesh, should end a couple of modes... */
+// if(base && base->object->type!=OB_MESH)
+// XXX exit_paint_modes();
+
+ /* sets scene->basact */
+ BASACT= base;
+
+ if(base) {
+
+ /* signals to buttons */
+// redraw_test_buttons(base->object);
+
+ /* signal to ipo */
+// allqueue(REDRAWIPO, base->object->ipowin);
+
+// allqueue(REDRAWACTION, 0);
+// allqueue(REDRAWNLA, 0);
+// allqueue(REDRAWNODE, 0);
+
+ /* signal to action */
+// select_actionchannel_by_name(base->object->action, "Object", 1);
+
+ /* disable temporal locks */
+ for(tbase=FIRSTBASE; tbase; tbase= tbase->next) {
+ if(base!=tbase && (tbase->object->shapeflag & OB_SHAPE_TEMPLOCK)) {
+ tbase->object->shapeflag &= ~OB_SHAPE_TEMPLOCK;
+ DAG_object_flush_update(scene, tbase->object, OB_RECALC_DATA);
+ }
+ }
+ }
+}
+
+
+static void deselectall_except(Scene *scene, Base *b) /* deselect all except b */
+{
+ Base *base;
+
+ for(base= FIRSTBASE; base; base= base->next) {
+ if (base->flag & SELECT) {
+ if(b!=base) {
+ select_base_v3d(base, BA_DESELECT);
+ base->object->flag= base->flag;
+ }
+ }
+ }
+}
+
+static Base *mouse_select_menu(Scene *scene, ARegion *ar, View3D *v3d, unsigned int *buffer, int hits, short *mval)
+{
+ Base *baseList[SEL_MENU_SIZE]={NULL}; /*baseList is used to store all possible bases to bring up a menu */
+ Base *base;
+ short baseCount = 0;
+ char menuText[20 + SEL_MENU_SIZE*32] = "Select Object%t"; /* max ob name = 22 */
+ char str[32];
+
+ for(base=FIRSTBASE; base; base= base->next) {
+ if (BASE_SELECTABLE(v3d, base)) {
+ baseList[baseCount] = NULL;
+
+ /* two selection methods, the CTRL select uses max dist of 15 */
+ if(buffer) {
+ int a;
+ for(a=0; a<hits; a++) {
+ /* index was converted */
+ if(base->selcol==buffer[ (4 * a) + 3 ]) baseList[baseCount] = base;
+ }
+ }
+ else {
+ int temp, dist=15;
+
+ project_short(ar, v3d, base->object->obmat[3], &base->sx);
+
+ temp= abs(base->sx -mval[0]) + abs(base->sy -mval[1]);
+ if(temp<dist ) baseList[baseCount] = base;
+ }
+
+ if(baseList[baseCount]) {
+ if (baseCount < SEL_MENU_SIZE) {
+ baseList[baseCount] = base;
+ sprintf(str, "|%s %%x%d", base->object->id.name+2, baseCount+1); /* max ob name == 22 */
+ strcat(menuText, str);
+ baseCount++;
+ }
+ }
+ }
+ }
+
+ if(baseCount<=1) return baseList[0];
+ else {
+ baseCount = -1; // XXX = pupmenu(menuText);
+
+ if (baseCount != -1) { /* If nothing is selected then dont do anything */
+ return baseList[baseCount-1];
+ }
+ else return NULL;
+ }
+}
+
+/* we want a select buffer with bones, if there are... */
+/* so check three selection levels and compare */
+static short mixed_bones_object_selectbuffer(Scene *scene, ARegion *ar, View3D *v3d, unsigned int *buffer, short *mval)
+{
+ rcti rect;
+ int offs;
+ short a, hits15, hits9=0, hits5=0;
+ short has_bones15=0, has_bones9=0, has_bones5=0;
+
+ BLI_init_rcti(&rect, mval[0]-14, mval[0]+14, mval[1]-14, mval[1]+14);
+ hits15= view3d_opengl_select(scene, ar, v3d, buffer, MAXPICKBUF, &rect);
+ if(hits15>0) {
+ for(a=0; a<hits15; a++) if(buffer[4*a+3] & 0xFFFF0000) has_bones15= 1;
+
+ offs= 4*hits15;
+ BLI_init_rcti(&rect, mval[0]-9, mval[0]+9, mval[1]-9, mval[1]+9);
+ hits9= view3d_opengl_select(scene, ar, v3d, buffer+offs, MAXPICKBUF-offs, &rect);
+ if(hits9>0) {
+ for(a=0; a<hits9; a++) if(buffer[offs+4*a+3] & 0xFFFF0000) has_bones9= 1;
+
+ offs+= 4*hits9;
+ BLI_init_rcti(&rect, mval[0]-5, mval[0]+5, mval[1]-5, mval[1]+5);
+ hits5= view3d_opengl_select(scene, ar, v3d, buffer+offs, MAXPICKBUF-offs, &rect);
+ if(hits5>0) {
+ for(a=0; a<hits5; a++) if(buffer[offs+4*a+3] & 0xFFFF0000) has_bones5= 1;
+ }
+ }
+
+ if(has_bones5) {
+ offs= 4*hits15 + 4*hits9;
+ memcpy(buffer, buffer+offs, 4*offs);
+ return hits5;
+ }
+ if(has_bones9) {
+ offs= 4*hits15;
+ memcpy(buffer, buffer+offs, 4*offs);
+ return hits9;
+ }
+ if(has_bones15) {
+ return hits15;
+ }
+
+ if(hits5>0) {
+ offs= 4*hits15 + 4*hits9;
+ memcpy(buffer, buffer+offs, 4*offs);
+ return hits5;
+ }
+ if(hits9>0) {
+ offs= 4*hits15;
+ memcpy(buffer, buffer+offs, 4*offs);
+ return hits9;
+ }
+ return hits15;
+ }
+
+ return 0;
+}
+
+/* mval is region coords */
+static void mouse_select(Scene *scene, ARegion *ar, View3D *v3d, short *mval)
+{
+ Base *base, *startbase=NULL, *basact=NULL, *oldbasact=NULL;
+ unsigned int buffer[4*MAXPICKBUF];
+ int temp, a, dist=100;
+ short hits;
+ short ctrl=0, shift=0, alt=0;
+
+ /* always start list from basact in wire mode */
+ startbase= FIRSTBASE;
+ if(BASACT && BASACT->next) startbase= BASACT->next;
+
+ /* This block uses the control key to make the object selected by its center point rather then its contents */
+ if(G.obedit==0 && ctrl) {
+
+ /* note; shift+alt goes to group-flush-selecting */
+ if(alt && ctrl)
+ basact= mouse_select_menu(scene, ar, v3d, NULL, 0, mval);
+ else {
+ base= startbase;
+ while(base) {
+ if (BASE_SELECTABLE(v3d, base)) {
+ project_short(ar, v3d, base->object->obmat[3], &base->sx);
+
+ temp= abs(base->sx -mval[0]) + abs(base->sy -mval[1]);
+ if(base==BASACT) temp+=10;
+ if(temp<dist ) {
+
+ dist= temp;
+ basact= base;
+ }
+ }
+ base= base->next;
+
+ if(base==0) base= FIRSTBASE;
+ if(base==startbase) break;
+ }
+ }
+ }
+ else {
+ /* if objects have posemode set, the bones are in the same selection buffer */
+
+ hits= mixed_bones_object_selectbuffer(scene, ar, v3d, buffer, mval);
+
+ if(hits>0) {
+ int has_bones= 0;
+
+ for(a=0; a<hits; a++) if(buffer[4*a+3] & 0xFFFF0000) has_bones= 1;
+
+ /* note; shift+alt goes to group-flush-selecting */
+ if(has_bones==0 && (alt))
+ basact= mouse_select_menu(scene, ar, v3d, buffer, hits, mval);
+ else {
+ static short lastmval[2]={-100, -100};
+ int donearest= 0;
+
+ /* define if we use solid nearest select or not */
+ if(v3d->drawtype>OB_WIRE) {
+ donearest= 1;
+ if( ABS(mval[0]-lastmval[0])<3 && ABS(mval[1]-lastmval[1])<3) {
+ if(!has_bones) /* hrms, if theres bones we always do nearest */
+ donearest= 0;
+ }
+ }
+ lastmval[0]= mval[0]; lastmval[1]= mval[1];
+
+ if(donearest) {
+ unsigned int min= 0xFFFFFFFF;
+ int selcol= 0, notcol=0;
+
+
+ if(has_bones) {
+ /* we skip non-bone hits */
+ for(a=0; a<hits; a++) {
+ if( min > buffer[4*a+1] && (buffer[4*a+3] & 0xFFFF0000) ) {
+ min= buffer[4*a+1];
+ selcol= buffer[4*a+3] & 0xFFFF;
+ }
+ }
+ }
+ else {
+ /* only exclude active object when it is selected... */
+ if(BASACT && (BASACT->flag & SELECT) && hits>1) notcol= BASACT->selcol;
+
+ for(a=0; a<hits; a++) {
+ if( min > buffer[4*a+1] && notcol!=(buffer[4*a+3] & 0xFFFF)) {
+ min= buffer[4*a+1];
+ selcol= buffer[4*a+3] & 0xFFFF;
+ }
+ }
+ }
+
+ base= FIRSTBASE;
+ while(base) {
+ if(base->lay & v3d->lay) {
+ if(base->selcol==selcol) break;
+ }
+ base= base->next;
+ }
+ if(base) basact= base;
+ }
+ else {
+
+ base= startbase;
+ while(base) {
+ /* skip objects with select restriction, to prevent prematurely ending this loop
+ * with an un-selectable choice */
+ if (base->object->restrictflag & OB_RESTRICT_SELECT) {
+ base=base->next;
+ if(base==NULL) base= FIRSTBASE;
+ if(base==startbase) break;
+ }
+
+ if(base->lay & v3d->lay) {
+ for(a=0; a<hits; a++) {
+ if(has_bones) {
+ /* skip non-bone objects */
+ if((buffer[4*a+3] & 0xFFFF0000)) {
+ if(base->selcol== (buffer[(4*a)+3] & 0xFFFF))
+ basact= base;
+ }
+ }
+ else {
+ if(base->selcol== (buffer[(4*a)+3] & 0xFFFF))
+ basact= base;
+ }
+ }
+ }
+
+ if(basact) break;
+
+ base= base->next;
+ if(base==NULL) base= FIRSTBASE;
+ if(base==startbase) break;
+ }
+ }
+ }
+
+ if(has_bones && basact) {
+ if(0) {// XXX do_pose_selectbuffer(basact, buffer, hits) ) { /* then bone is found */
+
+ /* we make the armature selected:
+ not-selected active object in posemode won't work well for tools */
+ basact->flag|= SELECT;
+ basact->object->flag= basact->flag;
+
+ /* in weightpaint, we use selected bone to select vertexgroup, so no switch to new active object */
+ if(G.f & G_WEIGHTPAINT) {
+ /* prevent activating */
+ basact= NULL;
+ }
+ }
+ /* prevent bone selecting to pass on to object selecting */
+ if(basact==BASACT)
+ basact= NULL;
+ }
+ }
+ }
+
+ /* so, do we have something selected? */
+ if(basact) {
+
+ if(G.obedit) {
+ /* only do select */
+ deselectall_except(scene, basact);
+ select_base_v3d(basact, BA_SELECT);
+ }
+ /* also prevent making it active on mouse selection */
+ else if (BASE_SELECTABLE(v3d, basact)) {
+
+ oldbasact= BASACT;
+ BASACT= basact;
+
+ if(shift==0) {
+ deselectall_except(scene, basact);
+ select_base_v3d(basact, BA_SELECT);
+ }
+ else if(shift && alt) {
+ // XXX select_all_from_groups(basact);
+ }
+ else {
+ if(basact->flag & SELECT) {
+ if(basact==oldbasact)
+ select_base_v3d(basact, BA_DESELECT);
+ }
+ else select_base_v3d(basact, BA_SELECT);
+ }
+
+ /* copy */
+ basact->object->flag= basact->flag;
+
+ if(oldbasact != basact) {
+ set_active_base(scene, basact);
+ }
+
+ /* for visual speed, only in wire mode */
+ if(v3d->drawtype==OB_WIRE) {
+ /* however, not for posemodes */
+// XXX if(basact->object->flag & OB_POSEMODE);
+// else if(oldbasact && (oldbasact->object->flag & OB_POSEMODE));
+// else {
+// if(oldbasact && oldbasact != basact && (oldbasact->lay & v3d->lay))
+// draw_object_ext(oldbasact);
+// draw_object_ext(basact);
+// }
+ }
+
+ }
+ }
+
+ /* note; make it notifier! */
+ ED_region_tag_redraw(ar);
+
+}
+
+static int view3d_select_invoke(bContext *C, wmOperator *op, wmEvent *event)
+{
+ ScrArea *sa= CTX_wm_area(C);
+ ARegion *ar= CTX_wm_region(C);
+ View3D *v3d= sa->spacedata.first;
+ short mval[2];
+
+ /* note; otherwise opengl select won't work. do this for every glSelectBuffer() */
+ wmSubWindowSet(CTX_wm_window(C), ar->swinid);
+
+ mval[0]= event->x - ar->winrct.xmin;
+ mval[1]= event->y - ar->winrct.ymin;
+ mouse_select(CTX_data_scene(C), ar, v3d, mval);
+
+ return OPERATOR_FINISHED;
+}
+
+void ED_VIEW3D_OT_select(wmOperatorType *ot)
+{
+
+ /* identifiers */
+ ot->name= "Activate/Select";
+ ot->idname= "ED_VIEW3D_OT_select";
+
+ /* api callbacks */
+ ot->invoke= view3d_select_invoke;
+ ot->poll= ED_operator_areaactive;
+}
+
+/* ******************** border and circle ************************************** */
+
+
+int edge_inside_circle(short centx, short centy, short rad, short x1, short y1, short x2, short y2)
+{
+ int radsq= rad*rad;
+ float v1[2], v2[2], v3[2];
+
+ /* check points in circle itself */
+ if( (x1-centx)*(x1-centx) + (y1-centy)*(y1-centy) <= radsq ) return 1;
+ if( (x2-centx)*(x2-centx) + (y2-centy)*(y2-centy) <= radsq ) return 1;
+
+ /* pointdistline */
+ v3[0]= centx;
+ v3[1]= centy;
+ v1[0]= x1;
+ v1[1]= y1;
+ v2[0]= x2;
+ v2[1]= y2;
+
+ if( PdistVL2Dfl(v3, v1, v2) < (float)rad ) return 1;
+
+ return 0;
+}
+
+static void do_nurbs_box_select__doSelect(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y)
+{
+ struct { rcti *rect; int select; } *data = userData;
+
+ if (BLI_in_rcti(data->rect, x, y)) {
+ if (bp) {
+ bp->f1 = data->select?(bp->f1|SELECT):(bp->f1&~SELECT);
+ } else {
+ if (G.f & G_HIDDENHANDLES) {
+ /* can only be beztindex==0 here since handles are hidden */
+ bezt->f1 = bezt->f2 = bezt->f3 = data->select?(bezt->f2|SELECT):(bezt->f2&~SELECT);
+ } else {
+ if (beztindex==0) {
+ bezt->f1 = data->select?(bezt->f1|SELECT):(bezt->f1&~SELECT);
+ } else if (beztindex==1) {
+ bezt->f2 = data->select?(bezt->f2|SELECT):(bezt->f2&~SELECT);
+ } else {
+ bezt->f3 = data->select?(bezt->f3|SELECT):(bezt->f3&~SELECT);
+ }
+ }
+ }
+ }
+}
+static void do_nurbs_box_select(ARegion *ar, View3D *v3d, rcti *rect, int select)
+{
+ struct { rcti *rect; int select; } data;
+
+ data.rect = rect;
+ data.select = select;
+
+ nurbs_foreachScreenVert(ar, v3d, do_nurbs_box_select__doSelect, &data);
+}
+
+static void do_lattice_box_select__doSelect(void *userData, BPoint *bp, int x, int y)
+{
+ struct { rcti *rect; int select; } *data = userData;
+
+ if (BLI_in_rcti(data->rect, x, y)) {
+ bp->f1 = data->select?(bp->f1|SELECT):(bp->f1&~SELECT);
+ }
+}
+static void do_lattice_box_select(rcti *rect, int select)
+{
+ struct { rcti *rect; int select, pass, done; } data;
+
+ data.rect = rect;
+ data.select = select;
+
+ lattice_foreachScreenVert(do_lattice_box_select__doSelect, &data);
+}
+
+static void do_mesh_box_select__doSelectVert(void *userData, EditVert *eve, int x, int y, int index)
+{
+ struct { rcti *rect; short select, pass, done; } *data = userData;
+
+ if (BLI_in_rcti(data->rect, x, y)) {
+ eve->f = data->select?(eve->f|1):(eve->f&~1);
+ }
+}
+static void do_mesh_box_select__doSelectEdge(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index)
+{
+ struct { rcti *rect; short select, pass, done; } *data = userData;
+
+ if(EM_check_backbuf(em_solidoffs+index)) {
+ if (data->pass==0) {
+ if (edge_fully_inside_rect(data->rect, x0, y0, x1, y1)) {
+ EM_select_edge(eed, data->select);
+ data->done = 1;
+ }
+ } else {
+ if (edge_inside_rect(data->rect, x0, y0, x1, y1)) {
+ EM_select_edge(eed, data->select);
+ }
+ }
+ }
+}
+static void do_mesh_box_select__doSelectFace(void *userData, EditFace *efa, int x, int y, int index)
+{
+ struct { rcti *rect; short select, pass, done; } *data = userData;
+
+ if (BLI_in_rcti(data->rect, x, y)) {
+ EM_select_face_fgon(efa, data->select);
+ }
+}
+static void do_mesh_box_select(Scene *scene, ARegion *ar, View3D *v3d, rcti *rect, int select)
+{
+ struct { rcti *rect; short select, pass, done; } data;
+ EditMesh *em = G.editMesh;
+ int bbsel;
+
+ data.rect = rect;
+ data.select = select;
+ data.pass = 0;
+ data.done = 0;
+
+ bbsel= EM_init_backbuf_border(rect->xmin, rect->ymin, rect->xmax, rect->ymax);
+
+ if(scene->selectmode & SCE_SELECT_VERTEX) {
+ if (bbsel) {
+ EM_backbuf_checkAndSelectVerts(em, select);
+ } else {
+ mesh_foreachScreenVert(ar, v3d, do_mesh_box_select__doSelectVert, &data, 1);
+ }
+ }
+ if(scene->selectmode & SCE_SELECT_EDGE) {
+ /* Does both bbsel and non-bbsel versions (need screen cos for both) */
+
+ data.pass = 0;
+ mesh_foreachScreenEdge(ar, v3d, do_mesh_box_select__doSelectEdge, &data, 0);
+
+ if (data.done==0) {
+ data.pass = 1;
+ mesh_foreachScreenEdge(ar, v3d, do_mesh_box_select__doSelectEdge, &data, 0);
+ }
+ }
+
+ if(scene->selectmode & SCE_SELECT_FACE) {
+ if(bbsel) {
+ EM_backbuf_checkAndSelectFaces(em, select);
+ } else {
+ mesh_foreachScreenFace(ar, v3d, do_mesh_box_select__doSelectFace, &data);
+ }
+ }
+
+ EM_free_backbuf();
+
+ EM_selectmode_flush();
+}
+
+static int view3d_borderselect_exec(bContext *C, wmOperator *op)
+{
+ Scene *scene= CTX_data_scene(C);
+ ScrArea *sa= CTX_wm_area(C);
+ ARegion *ar= CTX_wm_region(C);
+ View3D *v3d= sa->spacedata.first;
+ rcti rect;
+ Base *base;
+ MetaElem *ml;
+ unsigned int buffer[4*MAXPICKBUF];
+ int a, index;
+ short hits, val;
+
+ val= RNA_int_get(op->ptr, "event_type");
+ rect.xmin= RNA_int_get(op->ptr, "xmin");
+ rect.ymin= RNA_int_get(op->ptr, "ymin");
+ rect.xmax= RNA_int_get(op->ptr, "xmax");
+ rect.ymax= RNA_int_get(op->ptr, "ymax");
+
+ if(G.obedit==NULL && (FACESEL_PAINT_TEST)) {
+// XXX face_borderselect();
+ return OPERATOR_FINISHED;
+ }
+ else if(G.obedit==NULL && (G.f & G_PARTICLEEDIT)) {
+// XXX PE_borderselect();
+ return OPERATOR_FINISHED;
+ }
+
+ if(G.obedit) {
+ if(G.obedit->type==OB_MESH) {
+ do_mesh_box_select(scene, ar, v3d, &rect, (val==LEFTMOUSE));
+// allqueue(REDRAWVIEW3D, 0);
+// if (EM_texFaceCheck())
+// allqueue(REDRAWIMAGE, 0);
+
+ }
+ else if(ELEM(G.obedit->type, OB_CURVE, OB_SURF)) {
+ do_nurbs_box_select(ar, v3d, &rect, val==LEFTMOUSE);
+// allqueue(REDRAWVIEW3D, 0);
+ }
+ else if(G.obedit->type==OB_MBALL) {
+ hits= view3d_opengl_select(scene, ar, v3d, buffer, MAXPICKBUF, &rect);
+
+ ml= NULL; // XXX editelems.first;
+
+ while(ml) {
+ for(a=0; a<hits; a++) {
+ if(ml->selcol1==buffer[ (4 * a) + 3 ]) {
+ ml->flag |= MB_SCALE_RAD;
+ if(val==LEFTMOUSE) ml->flag |= SELECT;
+ else ml->flag &= ~SELECT;
+ break;
+ }
+ if(ml->selcol2==buffer[ (4 * a) + 3 ]) {
+ ml->flag &= ~MB_SCALE_RAD;
+ if(val==LEFTMOUSE) ml->flag |= SELECT;
+ else ml->flag &= ~SELECT;
+ break;
+ }
+ }
+ ml= ml->next;
+ }
+ }
+ else if(G.obedit->type==OB_ARMATURE) {
+ EditBone *ebone;
+
+ /* clear flag we use to detect point was affected */
+ for(ebone= G.edbo.first; ebone; ebone= ebone->next)
+ ebone->flag &= ~BONE_DONE;
+
+ hits= view3d_opengl_select(scene, ar, v3d, buffer, MAXPICKBUF, &rect);
+
+ /* first we only check points inside the border */
+ for (a=0; a<hits; a++){
+ index = buffer[(4*a)+3];
+ if (index!=-1) {
+ ebone = BLI_findlink(&G.edbo, index & ~(BONESEL_ANY));
+ if (index & BONESEL_TIP) {
+ ebone->flag |= BONE_DONE;
+ if (val==LEFTMOUSE) ebone->flag |= BONE_TIPSEL;
+ else ebone->flag &= ~BONE_TIPSEL;
+ }
+
+ if (index & BONESEL_ROOT) {
+ ebone->flag |= BONE_DONE;
+ if (val==LEFTMOUSE) ebone->flag |= BONE_ROOTSEL;
+ else ebone->flag &= ~BONE_ROOTSEL;
+ }
+ }
+ }
+
+ /* now we have to flush tag from parents... */
+ for(ebone= G.edbo.first; ebone; ebone= ebone->next) {
+ if(ebone->parent && (ebone->flag & BONE_CONNECTED)) {
+ if(ebone->parent->flag & BONE_DONE)
+ ebone->flag |= BONE_DONE;
+ }
+ }
+
+ /* only select/deselect entire bones when no points where in the rect */
+ for (a=0; a<hits; a++){
+ index = buffer[(4*a)+3];
+ if (index!=-1) {
+ ebone = BLI_findlink(&G.edbo, index & ~(BONESEL_ANY));
+ if (index & BONESEL_BONE) {
+ if(!(ebone->flag & BONE_DONE)) {
+ if (val==LEFTMOUSE)
+ ebone->flag |= (BONE_ROOTSEL|BONE_TIPSEL|BONE_SELECTED);
+ else
+ ebone->flag &= ~(BONE_ROOTSEL|BONE_TIPSEL|BONE_SELECTED);
+ }
+ }
+ }
+ }
+
+ }
+ else if(G.obedit->type==OB_LATTICE) {
+ do_lattice_box_select(&rect, val==LEFTMOUSE);
+ }
+ }
+ else { /* no editmode, unified for bones and objects */
+ Bone *bone;
+ unsigned int *vbuffer=NULL; /* selection buffer */
+ unsigned int *col; /* color in buffer */
+ short selecting = 0;
+ Object *ob= OBACT;
+ int bone_only;
+
+ if((ob) && (ob->flag & OB_POSEMODE))
+ bone_only= 1;
+ else
+ bone_only= 0;
+
+ if (val==LEFTMOUSE)
+ selecting = 1;
+
+ /* selection buffer now has bones potentially too, so we add MAXPICKBUF */
+ vbuffer = MEM_mallocN(4 * (G.totobj+MAXPICKBUF) * sizeof(unsigned int), "selection buffer");
+ hits= view3d_opengl_select(scene, ar, v3d, vbuffer, 4*(G.totobj+MAXPICKBUF), &rect);
+ /*
+ LOGIC NOTES (theeth):
+ The buffer and ListBase have the same relative order, which makes the selection
+ very simple. Loop through both data sets at the same time, if the color
+ is the same as the object, we have a hit and can move to the next color
+ and object pair, if not, just move to the next object,
+ keeping the same color until we have a hit.
+
+ The buffer order is defined by OGL standard, hopefully no stupid GFX card
+ does it incorrectly.
+ */
+
+ if (hits>0) { /* no need to loop if there's no hit */
+ base= FIRSTBASE;
+ col = vbuffer + 3;
+ while(base && hits) {
+ Base *next = base->next;
+ if(base->lay & v3d->lay) {
+ while (base->selcol == (*col & 0xFFFF)) { /* we got an object */
+
+ if(*col & 0xFFFF0000) { /* we got a bone */
+ bone = NULL; // XXX get_indexed_bone(base->object, *col & ~(BONESEL_ANY));
+ if(bone) {
+ if(selecting) {
+ bone->flag |= BONE_SELECTED;
+// XXX select_actionchannel_by_name(base->object->action, bone->name, 1);
+ }
+ else {
+ bone->flag &= ~(BONE_ACTIVE|BONE_SELECTED);
+// XXX select_actionchannel_by_name(base->object->action, bone->name, 0);
+ }
+ }
+ }
+ else if(!bone_only) {
+ if (selecting)
+ select_base_v3d(base, BA_SELECT);
+ else
+ select_base_v3d(base, BA_DESELECT);
+
+ base->object->flag= base->flag;
+ }
+
+ col+=4; /* next color */
+ hits--;
+ if(hits==0) break;
+ }
+ }
+
+ base= next;
+ }
+ }
+ MEM_freeN(vbuffer);
+ }
+
+ BIF_undo_push("Border select");
+
+ return OPERATOR_FINISHED;
+}
+
+
+void ED_VIEW3D_OT_borderselect(wmOperatorType *ot)
+{
+
+ /* identifiers */
+ ot->name= "Border Select";
+ ot->idname= "ED_VIEW3D_OT_borderselect";
+
+ /* api callbacks */
+ ot->invoke= WM_border_select_invoke;
+ ot->exec= view3d_borderselect_exec;
+ ot->modal= WM_border_select_modal;
+
+ ot->poll= ED_operator_areaactive;
+
+
+ /* rna */
+ RNA_def_property(ot->srna, "event_type", PROP_INT, PROP_NONE);
+ RNA_def_property(ot->srna, "xmin", PROP_INT, PROP_NONE);
+ RNA_def_property(ot->srna, "xmax", PROP_INT, PROP_NONE);
+ RNA_def_property(ot->srna, "ymin", PROP_INT, PROP_NONE);
+ RNA_def_property(ot->srna, "ymax", PROP_INT, PROP_NONE);
+
+}
+
+
+/* ------------------------------------------------------------------------- */
+
+/** The following functions are quick & dirty callback functions called
+ * on the Circle select function (press B twice in Editmode)
+ * They were torn out of the circle_select to make the latter more reusable
+ * The callback version of circle_select (called circle_selectCB) was moved
+ * to edit.c because of it's (wanted) generality.
+
+ XXX These callback functions are still dirty, because they call globals...
+ */
+
+static void mesh_selectionCB__doSelectVert(void *userData, EditVert *eve, int x, int y, int index)
+{
+ struct { short select, mval[2]; float radius; } *data = userData;
+ int mx = x - data->mval[0], my = y - data->mval[1];
+ float r = sqrt(mx*mx + my*my);
+
+ if (r<=data->radius) {
+ eve->f = data->select?(eve->f|1):(eve->f&~1);
+ }
+}
+static void mesh_selectionCB__doSelectEdge(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index)
+{
+ struct { short select, mval[2]; float radius; } *data = userData;
+
+ if (edge_inside_circle(data->mval[0], data->mval[1], (short) data->radius, x0, y0, x1, y1)) {
+ EM_select_edge(eed, data->select);
+ }
+}
+static void mesh_selectionCB__doSelectFace(void *userData, EditFace *efa, int x, int y, int index)
+{
+ struct { short select, mval[2]; float radius; } *data = userData;
+ int mx = x - data->mval[0], my = y - data->mval[1];
+ float r = sqrt(mx*mx + my*my);
+
+ if (r<=data->radius) {
+ EM_select_face_fgon(efa, data->select);
+ }
+}
+
+static void mesh_selectionCB(Scene *scene, ARegion *ar, View3D *v3d, int selecting, Object *editobj, short *mval, float rad)
+{
+ struct { short select, mval[2]; float radius; } data;
+ EditMesh *em = G.editMesh;
+ int bbsel;
+
+ if(!G.obedit && (FACESEL_PAINT_TEST)) {
+ Object *ob= OBACT;
+ Mesh *me = ob?ob->data:NULL;
+
+ if (me) {
+ em_vertoffs= me->totface+1; /* max index array */
+
+ bbsel= EM_init_backbuf_circle(mval[0], mval[1], (short)(rad+1.0));
+ EM_backbuf_checkAndSelectTFaces(me, selecting==LEFTMOUSE);
+ EM_free_backbuf();
+
+// XXX object_tface_flags_changed(OBACT, 0);
+ }
+
+ return;
+ }
+
+ bbsel= EM_init_backbuf_circle(mval[0], mval[1], (short)(rad+1.0));
+
+ data.select = (selecting==LEFTMOUSE);
+ data.mval[0] = mval[0];
+ data.mval[1] = mval[1];
+ data.radius = rad;
+
+ if(scene->selectmode & SCE_SELECT_VERTEX) {
+ if(bbsel) {
+ EM_backbuf_checkAndSelectVerts(em, selecting==LEFTMOUSE);
+ } else {
+ mesh_foreachScreenVert(ar, v3d, mesh_selectionCB__doSelectVert, &data, 1);
+ }
+ }
+
+ if(scene->selectmode & SCE_SELECT_EDGE) {
+ if (bbsel) {
+ EM_backbuf_checkAndSelectEdges(em, selecting==LEFTMOUSE);
+ } else {
+ mesh_foreachScreenEdge(ar, v3d, mesh_selectionCB__doSelectEdge, &data, 0);
+ }
+ }
+
+ if(scene->selectmode & SCE_SELECT_FACE) {
+ if(bbsel) {
+ EM_backbuf_checkAndSelectFaces(em, selecting==LEFTMOUSE);
+ } else {
+ mesh_foreachScreenFace(ar, v3d, mesh_selectionCB__doSelectFace, &data);
+ }
+ }
+
+ EM_free_backbuf();
+ EM_selectmode_flush();
+}
+
+
+static void nurbscurve_selectionCB__doSelect(void *userData, Nurb *nu, BPoint *bp, BezTriple *bezt, int beztindex, int x, int y)
+{
+ struct { short select, mval[2]; float radius; } *data = userData;
+ int mx = x - data->mval[0], my = y - data->mval[1];
+ float r = sqrt(mx*mx + my*my);
+
+ if (r<=data->radius) {
+ if (bp) {
+ bp->f1 = data->select?(bp->f1|SELECT):(bp->f1&~SELECT);
+ } else {
+ if (beztindex==0) {
+ bezt->f1 = data->select?(bezt->f1|SELECT):(bezt->f1&~SELECT);
+ } else if (beztindex==1) {
+ bezt->f2 = data->select?(bezt->f2|SELECT):(bezt->f2&~SELECT);
+ } else {
+ bezt->f3 = data->select?(bezt->f3|SELECT):(bezt->f3&~SELECT);
+ }
+ }
+ }
+}
+static void nurbscurve_selectionCB(ARegion *ar, View3D *v3d, int selecting, Object *editobj, short *mval, float rad)
+{
+ struct { short select, mval[2]; float radius; } data;
+
+ data.select = (selecting==LEFTMOUSE);
+ data.mval[0] = mval[0];
+ data.mval[1] = mval[1];
+ data.radius = rad;
+
+ nurbs_foreachScreenVert(ar, v3d, nurbscurve_selectionCB__doSelect, &data);
+}
+
+
+static void latticecurve_selectionCB__doSelect(void *userData, BPoint *bp, int x, int y)
+{
+ struct { short select, mval[2]; float radius; } *data = userData;
+ int mx = x - data->mval[0], my = y - data->mval[1];
+ float r = sqrt(mx*mx + my*my);
+
+ if (r<=data->radius) {
+ bp->f1 = data->select?(bp->f1|SELECT):(bp->f1&~SELECT);
+ }
+}
+static void lattice_selectionCB(int selecting, Object *editobj, short *mval, float rad)
+{
+ struct { short select, mval[2]; float radius; } data;
+
+ data.select = (selecting==LEFTMOUSE);
+ data.mval[0] = mval[0];
+ data.mval[1] = mval[1];
+ data.radius = rad;
+
+ lattice_foreachScreenVert(latticecurve_selectionCB__doSelect, &data);
+}
+
+/** Callbacks for selection in Editmode */
+
+void obedit_selectionCB(Scene *scene, ARegion *ar, View3D *v3d, short selecting, Object *editobj, short *mval, float rad)
+{
+ switch(editobj->type) {
+ case OB_MESH:
+ mesh_selectionCB(scene, ar, v3d, selecting, editobj, mval, rad);
+ break;
+ case OB_CURVE:
+ case OB_SURF:
+ nurbscurve_selectionCB(ar, v3d, selecting, editobj, mval, rad);
+ break;
+ case OB_LATTICE:
+ lattice_selectionCB(selecting, editobj, mval, rad);
+ break;
+ default:
+ return;
+ }
+
+// draw_sel_circle(0, 0, 0, 0, 0); /* signal */
+// force_draw(0);
+}
+
+void set_render_border(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ rcti rect;
+ short val;
+
+ val= 0; // XXX get_border(&rect, 3);
+ if(val) {
+ rctf vb;
+
+ calc_viewborder(scene, ar, v3d, &vb);
+
+ scene->r.border.xmin= ((float)rect.xmin-vb.xmin)/(vb.xmax-vb.xmin);
+ scene->r.border.ymin= ((float)rect.ymin-vb.ymin)/(vb.ymax-vb.ymin);
+ scene->r.border.xmax= ((float)rect.xmax-vb.xmin)/(vb.xmax-vb.xmin);
+ scene->r.border.ymax= ((float)rect.ymax-vb.ymin)/(vb.ymax-vb.ymin);
+
+ CLAMP(scene->r.border.xmin, 0.0, 1.0);
+ CLAMP(scene->r.border.ymin, 0.0, 1.0);
+ CLAMP(scene->r.border.xmax, 0.0, 1.0);
+ CLAMP(scene->r.border.ymax, 0.0, 1.0);
+
+ /* drawing a border surrounding the entire camera view switches off border rendering
+ * or the border covers no pixels */
+ if ((scene->r.border.xmin <= 0.0 && scene->r.border.xmax >= 1.0 &&
+ scene->r.border.ymin <= 0.0 && scene->r.border.ymax >= 1.0) ||
+ (scene->r.border.xmin == scene->r.border.xmax ||
+ scene->r.border.ymin == scene->r.border.ymax ))
+ {
+ scene->r.mode &= ~R_BORDER;
+ } else {
+ scene->r.mode |= R_BORDER;
+ }
+ }
+}
+
+void view3d_border_zoom(Scene *scene, ARegion *ar, View3D *v3d)
+{
+
+ /* Zooms in on a border drawn by the user */
+ rcti rect;
+ short val;
+ float dvec[3], vb[2], xscale, yscale, scale;
+
+
+ /* SMOOTHVIEW */
+ float new_dist;
+ float new_ofs[3];
+
+ /* ZBuffer depth vars */
+ bglMats mats;
+ float depth, depth_close= MAXFLOAT;
+ int had_depth = 0;
+ double cent[2], p[3];
+ int xs, ys;
+
+ /* Get the border input */
+ val = 0; // XXX get_border(&rect, 3);
+ if(!val) return;
+
+ /* Get Z Depths, needed for perspective, nice for ortho */
+ bgl_get_mats(&mats);
+ draw_depth(scene, ar, v3d, NULL);
+
+ /* force updating */
+ if (v3d->depths) {
+ had_depth = 1;
+ v3d->depths->damaged = 1;
+ }
+
+ view3d_update_depths(ar, v3d);
+
+ /* Constrain rect to depth bounds */
+ if (rect.xmin < 0) rect.xmin = 0;
+ if (rect.ymin < 0) rect.ymin = 0;
+ if (rect.xmax >= v3d->depths->w) rect.xmax = v3d->depths->w-1;
+ if (rect.ymax >= v3d->depths->h) rect.ymax = v3d->depths->h-1;
+
+ /* Find the closest Z pixel */
+ for (xs=rect.xmin; xs < rect.xmax; xs++) {
+ for (ys=rect.ymin; ys < rect.ymax; ys++) {
+ depth= v3d->depths->depths[ys*v3d->depths->w+xs];
+ if(depth < v3d->depths->depth_range[1] && depth > v3d->depths->depth_range[0]) {
+ if (depth_close > depth) {
+ depth_close = depth;
+ }
+ }
+ }
+ }
+
+ if (had_depth==0) {
+ MEM_freeN(v3d->depths->depths);
+ v3d->depths->depths = NULL;
+ }
+ v3d->depths->damaged = 1;
+
+ cent[0] = (((double)rect.xmin)+((double)rect.xmax)) / 2;
+ cent[1] = (((double)rect.ymin)+((double)rect.ymax)) / 2;
+
+ if (v3d->persp==V3D_PERSP) {
+ double p_corner[3];
+
+ /* no depths to use, we cant do anything! */
+ if (depth_close==MAXFLOAT)
+ return;
+
+ /* convert border to 3d coordinates */
+ if (( !gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2])) ||
+ ( !gluUnProject((double)rect.xmin, (double)rect.ymin, depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p_corner[0], &p_corner[1], &p_corner[2])))
+ return;
+
+ dvec[0] = p[0]-p_corner[0];
+ dvec[1] = p[1]-p_corner[1];
+ dvec[2] = p[2]-p_corner[2];
+
+ new_dist = VecLength(dvec);
+ if(new_dist <= v3d->near*1.5) new_dist= v3d->near*1.5;
+
+ new_ofs[0] = -p[0];
+ new_ofs[1] = -p[1];
+ new_ofs[2] = -p[2];
+
+ } else { /* othographic */
+ /* find the current window width and height */
+ vb[0] = ar->winx;
+ vb[1] = ar->winy;
+
+ new_dist = v3d->dist;
+
+ /* convert the drawn rectangle into 3d space */
+ if (depth_close!=MAXFLOAT && gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2])) {
+ new_ofs[0] = -p[0];
+ new_ofs[1] = -p[1];
+ new_ofs[2] = -p[2];
+ } else {
+ /* We cant use the depth, fallback to the old way that dosnt set the center depth */
+ new_ofs[0] = v3d->ofs[0];
+ new_ofs[1] = v3d->ofs[1];
+ new_ofs[2] = v3d->ofs[2];
+
+ initgrabz(v3d, -new_ofs[0], -new_ofs[1], -new_ofs[2]);
+
+ window_to_3d(ar, v3d, dvec, (rect.xmin+rect.xmax-vb[0])/2, (rect.ymin+rect.ymax-vb[1])/2);
+ /* center the view to the center of the rectangle */
+ VecSubf(new_ofs, new_ofs, dvec);
+ }
+
+ /* work out the ratios, so that everything selected fits when we zoom */
+ xscale = ((rect.xmax-rect.xmin)/vb[0]);
+ yscale = ((rect.ymax-rect.ymin)/vb[1]);
+ scale = (xscale >= yscale)?xscale:yscale;
+
+ /* zoom in as required, or as far as we can go */
+ new_dist = ((new_dist*scale) >= 0.001*v3d->grid)? new_dist*scale:0.001*v3d->grid;
+ }
+
+ smooth_view(v3d, new_ofs, NULL, &new_dist, NULL);
+}
+
+
+void view3d_edit_clipping(ARegion *ar, View3D *v3d)
+{
+
+ if(v3d->flag & V3D_CLIPPING) {
+ v3d->flag &= ~V3D_CLIPPING;
+ ED_region_tag_redraw(ar);
+ if(v3d->clipbb) MEM_freeN(v3d->clipbb);
+ v3d->clipbb= NULL;
+ }
+ else {
+ rcti rect;
+ double mvmatrix[16];
+ double projmatrix[16];
+ double xs, ys, p[3];
+ GLint viewport[4];
+ short val;
+
+ /* get border in window coords */
+ setlinestyle(2);
+ val= 0; // XX get_border(&rect, 3);
+ setlinestyle(0);
+ if(val==0) return;
+
+ v3d->flag |= V3D_CLIPPING;
+ v3d->clipbb= MEM_callocN(sizeof(BoundBox), "clipbb");
+
+ /* convert border to 3d coordinates */
+
+ /* Get the matrices needed for gluUnProject */
+ glGetIntegerv(GL_VIEWPORT, viewport);
+ glGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix);
+ glGetDoublev(GL_PROJECTION_MATRIX, projmatrix);
+
+ /* near zero floating point values can give issues with gluUnProject
+ in side view on some implementations */
+ if(fabs(mvmatrix[0]) < 1e-6) mvmatrix[0]= 0.0;
+ if(fabs(mvmatrix[5]) < 1e-6) mvmatrix[5]= 0.0;
+
+ /* Set up viewport so that gluUnProject will give correct values */
+ viewport[0] = 0;
+ viewport[1] = 0;
+
+ /* four clipping planes and bounding volume */
+ /* first do the bounding volume */
+ for(val=0; val<4; val++) {
+
+ xs= (val==0||val==3)?rect.xmin:rect.xmax;
+ ys= (val==0||val==1)?rect.ymin:rect.ymax;
+
+ gluUnProject(xs, ys, 0.0, mvmatrix, projmatrix, viewport, &p[0], &p[1], &p[2]);
+ VECCOPY(v3d->clipbb->vec[val], p);
+
+ gluUnProject(xs, ys, 1.0, mvmatrix, projmatrix, viewport, &p[0], &p[1], &p[2]);
+ VECCOPY(v3d->clipbb->vec[4+val], p);
+ }
+
+ /* then plane equations */
+ for(val=0; val<4; val++) {
+
+ CalcNormFloat(v3d->clipbb->vec[val], v3d->clipbb->vec[val==3?0:val+1], v3d->clipbb->vec[val+4],
+ v3d->clip[val]);
+
+ v3d->clip[val][3]= - v3d->clip[val][0]*v3d->clipbb->vec[val][0]
+ - v3d->clip[val][1]*v3d->clipbb->vec[val][1]
+ - v3d->clip[val][2]*v3d->clipbb->vec[val][2];
+ }
+ }
+}
+
+
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 28689e22139..5f1957b84b6 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -771,7 +771,6 @@ short view3d_opengl_select(Scene *scene, ARegion *ar, View3D *v3d, unsigned int
rect.ymax= input->ymax;
}
- /* get rid of overlay button matrix XXX ?*/
setwinmatrixview3d(v3d, ar->winx, ar->winy, &rect);
Mat4MulMat4(v3d->persmat, v3d->viewmat, v3d->winmat);
@@ -921,7 +920,7 @@ void initlocalview(Scene *scene, ARegion *ar, View3D *v3d)
else {
base= FIRSTBASE;
while(base) {
- if TESTBASE(v3d, base) {
+ if(TESTBASE(v3d, base)) {
minmax_object(base->object, min, max);
base->lay |= locallay;
base->object->lay= base->lay;