diff options
author | Campbell Barton <ideasman42@gmail.com> | 2006-03-27 09:28:36 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2006-03-27 09:28:36 +0400 |
commit | 75ce4ca859f7949193015462b5a203137656a7de (patch) | |
tree | 72e93a8148a3bb8733effb03a5980b9588b59894 /source | |
parent | 7b1d69a35c80cffef4965616731deb68760b6fb2 (diff) |
Added rotate about centre for active Vert/Edge/Face in mesh editmode. also works for getting the V/E/F normal. Means we can now rotate about the last selected edge.
Diffstat (limited to 'source')
-rwxr-xr-x | source/blender/src/transform_generics.c | 26 | ||||
-rw-r--r-- | source/blender/src/transform_manipulator.c | 142 |
2 files changed, 140 insertions, 28 deletions
diff --git a/source/blender/src/transform_generics.c b/source/blender/src/transform_generics.c index ae5b0704578..87113427dad 100755 --- a/source/blender/src/transform_generics.c +++ b/source/blender/src/transform_generics.c @@ -727,6 +727,31 @@ void calculateCenter(TransInfo *t) break; case V3D_ACTIVE: /* set median, and if if if... do object center */ + + /* EDIT MODE ACTIVE FACE */ + if (G.obedit && G.obedit->type == OB_MESH && G.editMesh->selected.last) { + EditSelection *ese= G.editMesh->selected.last; + EditFace *efa; + EditEdge *eed; + EditVert *eve; + float vec[3]= {0,0,0}; + if (ese->type==EDITVERT) { + eve= ese->data; + VecCopyf(vec, eve->co); + } else if (ese->type==EDITEDGE) { + eed= ese->data; + VecAddf(vec, eed->v1->co, eed->v2->co); + VecMulf(vec, 0.5); + } else if (ese->type==EDITFACE) { + efa= ese->data; + VecCopyf(vec, efa->cent); + } + VecCopyf(t->center, vec); + projectIntView(t, t->center, t->center2d); + break; + } + /* END EDIT MODE ACTIVE FACE */ + calculateCenterMedian(t); if((t->flag & (T_EDIT|T_POSE))==0) { Object *ob= OBACT; @@ -735,7 +760,6 @@ void calculateCenter(TransInfo *t) projectIntView(t, t->center, t->center2d); } } - } /* setting constraint center */ diff --git a/source/blender/src/transform_manipulator.c b/source/blender/src/transform_manipulator.c index e354fa0ff7b..9eb6e85da68 100644 --- a/source/blender/src/transform_manipulator.c +++ b/source/blender/src/transform_manipulator.c @@ -229,45 +229,133 @@ int calc_manipulator_stats(ScrArea *sa) if(G.obedit->type==OB_MESH) { EditMesh *em = G.editMesh; EditVert *eve; - float vec[3]; + float vec[3]= {0,0,0}; int no_faces= 1; - if(v3d->twmode == V3D_MANIP_NORMAL) { + /* USE LAST SELECTE WITH ACTIVE */ + if (G.vd->around==V3D_ACTIVE && em->selected.last) { + /*selection types*/ + EditSelection *ese; EditFace *efa; - - for(efa= em->faces.first; efa; efa= efa->next) { - if(efa->f & SELECT) { - no_faces= 0; - VECADD(normal, normal, efa->n); - VecSubf(vec, efa->v2->co, efa->v1->co); - VECADD(plane, plane, vec); + EditEdge *eed; + /*eve alredy defined*/ + ese= em->selected.last; + if (ese->type==EDITVERT) { /*VERT*/ + eve= ese->data; + calc_tw_center(eve->co); + totsel= 1; + if (v3d->twmode == V3D_MANIP_NORMAL) + VecCopyf(normal, eve->no); + + /* make a fake plane thats at rightangles to the normal + we cant make a crossvec from a vec thats the same as the vec + unlikely but possible, so make sure if the normal is (0,0,1) + that vec isnt the same or in the same direction even.*/ + if (normal[0]<0.5) vec[0]=1; + else if (normal[1]<0.5) vec[1]=1; + else vec[2]=1; + Crossf(plane, normal, vec); + + } else if (ese->type==EDITEDGE) { /*EDGE*/ + eed= ese->data; + calc_tw_center(eed->v1->co); + calc_tw_center(eed->v2->co); + totsel= 2; + if (v3d->twmode == V3D_MANIP_NORMAL) { + VecCopyf(normal, eed->v1->no); + VECADD(normal, normal, eed->v2->no); + } + /*the plane is simple, it runs allong the edge + however selecting different edges can swap the direction of the y axis. + this makes it less likely for the y axis of the manipulator + (running along the edge).. to flip less often. + at least its more pradictable */ + if (eed->v2->co[1] > eed->v1->co[1]) /*check which to do first */ + VecSubf(plane, eed->v2->co, eed->v1->co); + else + VecSubf(plane, eed->v1->co, eed->v2->co); + + /* the 2 vertex normals will be close but not at rightangles to the edge + for rotate about edge we want them to be at right angles, so we need to + do some extra colculation to correct the vert normals, + we need the plane for this */ + Crossf(vec, normal, plane); + Crossf(normal, plane, vec); + + } else if (ese->type==EDITFACE) { /*FACE*/ + efa= ese->data; + calc_tw_center(efa->cent); + totsel=1; + + if (v3d->twmode == V3D_MANIP_NORMAL) + VecCopyf(normal, efa->n); + + if (efa->v4) { /*if its a quad- set the plane along the 2 longest edges.*/ + float vecA[3], vecB[3]; + VecSubf(vecA, efa->v4->co, efa->v3->co); + VecSubf(vecB, efa->v1->co, efa->v2->co); + VecAddf(plane, vecA, vecB); + + VecSubf(vecA, efa->v1->co, efa->v4->co); + VecSubf(vecB, efa->v2->co, efa->v3->co); + VecAddf(vec, vecA, vecB); + /*use the biggest edge length*/ + if (plane[0]*plane[0]+plane[1]*plane[1]+plane[2]*plane[2] < vec[0]*vec[0]+vec[1]*vec[1]+vec[2]*vec[2]) + VecCopyf(plane, vec); + } else { + /*start with v1-2 */ + VecSubf(plane, efa->v1->co, efa->v2->co); + + /*test the edge between v2-3, use if longer */ + VecSubf(vec, efa->v2->co, efa->v3->co); + if (plane[0]*plane[0]+plane[1]*plane[1]+plane[2]*plane[2] < vec[0]*vec[0]+vec[1]*vec[1]+vec[2]*vec[2]) + VecCopyf(plane, vec); + + /*test the edge between v1-3, use if longer */ + VecSubf(vec, efa->v3->co, efa->v1->co); + if (plane[0]*plane[0]+plane[1]*plane[1]+plane[2]*plane[2] < vec[0]*vec[0]+vec[1]*vec[1]+vec[2]*vec[2]) + VecCopyf(plane, vec); } } - } - /* do vertices for center, and if still no normal found, use vertex normals */ - for(eve= em->verts.first; eve; eve= eve->next) { - if(eve->f & SELECT) { - if(no_faces) VECADD(normal, normal, eve->no); + } else { + if(v3d->twmode == V3D_MANIP_NORMAL) { + EditFace *efa; - totsel++; - calc_tw_center(eve->co); + for(efa= em->faces.first; efa; efa= efa->next) { + if(efa->f & SELECT) { + no_faces= 0; + VECADD(normal, normal, efa->n); + VecSubf(vec, efa->v2->co, efa->v1->co); + VECADD(plane, plane, vec); + } + } } - } - /* the edge case... */ - if(no_faces && v3d->twmode == V3D_MANIP_NORMAL) { - EditEdge *eed; - for(eed= em->edges.first; eed; eed= eed->next) { - if(eed->f & SELECT) { - /* ok we got an edge, only use one, and as normal */ - VECCOPY(plane, normal); - VecSubf(normal, eed->v2->co, eed->v1->co); - break; + /* do vertices for center, and if still no normal found, use vertex normals */ + for(eve= em->verts.first; eve; eve= eve->next) { + if(eve->f & SELECT) { + if(no_faces) VECADD(normal, normal, eve->no); + + totsel++; + calc_tw_center(eve->co); + } + } + /* the edge case... */ + if(no_faces && v3d->twmode == V3D_MANIP_NORMAL) { + EditEdge *eed; + + for(eed= em->edges.first; eed; eed= eed->next) { + if(eed->f & SELECT) { + /* ok we got an edge, only use one, and as normal */ + VECCOPY(plane, normal); + VecSubf(normal, eed->v2->co, eed->v1->co); + break; + } } } } - } + } /* end editmesh */ else if (G.obedit->type==OB_ARMATURE){ bArmature *arm= G.obedit->data; EditBone *ebo; |