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2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2007-10-19Mesh edit option 'AutoMerge' - access from the mesh menu, basically runs ↵Campbell Barton
remove doubles after transform. but only merges unselected verts into selected verts, so it wont merge verts your not editing.
2007-09-10UV Editing is now done in editmode rather then UV/Face Select mode.Campbell Barton
Notes * you cant edit UV's in the image window in "UV Face Select" mode. (removed UV from the name) * going into Face Select mode no longer adds UV's and does not need UV's to work. * The UV Calculation menu is now in editmode (Alt+W) Todo.. * Image replace - partly broken in stable also. * Rotate/Mirror UV/VCol are still only in Face Select mode. * Hide/Reveal is not quite right, (issue with editmode flushing)
2007-01-10Modified weightpaint to prevent user from editing multires weights except on ↵Nicholas Bishop
level 1.
2006-12-31Prevent user from applying editmode operations that will be ignored by multires.Nicholas Bishop
2006-12-29=== Transform Snap ===Martin Poirier
Fixed the bug where it would snap to a selected (moving) vertex. Fixed a bug with Snap Closest with only one vertex selected. === Internals: EditMesh Mods === Modify and documented findnearestvert. Added a new parameter to restrict the search to selected or unselected vert instead of just adding a bias to them (as previously). Currently, the "strict" method bypasses the openGL optimisation, people with more knowledge about that should feel invited to fix it. === Internals: EditMesh Tools === Adding missing newline at the end.
2006-11-16Fixed bug #5235, "deleting edges, verts, or faces in multires does bizarre ↵Nicholas Bishop
things to mesh" Added a simple check to a number of editing operations. If multires is enabled, an error is displayed and the operation is cancelled. This includes adding and deleting verts/edges/faces, and anything that would reorder elements.
2006-11-15Bugfix #5224Ton Roosendaal
Prob: selection sometimes gave wrong edges/faces Selection code for editmesh was still using a short for calculating the distance of a projected vertex/edge/face from the mouse position. In zoomed in cases that'll give overflows and unpredictable results. It was fixed only half before... now all shorts are removed for distance calculus.
2006-11-12Added custom vertex data support to editmode. Only used for vertex groupsBrecht Van Lommel
now, others can be added later (sticky, shape keys). Beside one small fix for knife exact vertex group interpolation, is intended to work the same as before. Also fixes bug #5200, related to editmode undo and vertex groups. And corrects the editmode to faceselect mode selection conversion, that was broken in a previous commit.
2006-08-11-> Vertex support for knife toolGeoffrey Bantle
Previously the knife tool only allowed you to cut through edges. This approach is limited however, since many times you want to cut through vertices in order to create precise cuts or terminate a cut in a specific way. Blenders knife tool now supports cutting through vertices as demonstrated in these pictures: http://briggs.zanqdo.com/newknife1.jpg http://briggs.zanqdo.com/newknife2.jpg Since the vertex intersection code is very precise, vertex snapping has been added to the knife tool to assist the user when they wish to cut through vertices and can be toggled by pressing and holding the 'alt' key. Notes: -Vertex cutting and vertex snapping are only available when using the 'knife exact' option. -Added various fixes to the precision of the knife tool.
2005-09-25Darn editmesh code! Trying to prevent user error (add overlapping faces)Ton Roosendaal
caused a myriad of other errors in tools... now you couldn't create a triangle if one 1 edge was in a face already. I should have known it should be coded differently. :) So, here's another version, which actually restores the old code, and only has the exception on pressing Fkey.
2005-09-24bugfix #3100Ton Roosendaal
Hrms... previous commit here to make sure faces are not added 'double', caused a part in removedoubles not to work well, removing too many faces. Solved it more proper now.
2005-03-14Transform: brought back axis constraint default after extruding. WhenTon Roosendaal
choosing 'individual faces' it uses the ShrinkFatten option. Note for Martin: center of axis is still wrong, but you know! Note for non-testers: unfortunately axis constrainting for old transform now doesn't work anymore. New code is much nicer, I dont restore hacks!
2004-11-03Two fixes;Ton Roosendaal
- The function "convex()" in editmesh_lib() actually did not deliver a proper test for convex at all. It was checking only if a quad could be subdivided into 2 trias. Code for adding face (FKEY) used this call in total confusing manner. That code was there in 1.40 already, cannot find any clue what it was supposed todo... :) Recoded convex() to deliver a proper test. FKEY will give warning on attempt to make convex faces now. - Added undo-free for editmode undo on file load
2004-10-19Four new extrude possibilities;Ton Roosendaal
- Individual faces Keeps Mesh manifold, so removes old faces always. Also uses a transform based on different vectors per vertex. - Only edges Just extrudes the edges (not really 'individual', the edges still share the vertices. Uses same transform as normal extrude for that reason - Only Vertices Uses normal transform after extrude Also changed code a bit, to detect whether to call a normal-based transform after extrude, or whether to call normal grabber. For example when you just extrude 1 edge, it uses normal grabber. Note; extruding an entire sphere goes OK with 'individual faces'. for other extrudes you should press 's key' when in transform. Just cannot predict (yet) when one method has preference over another.
2004-10-16Suggested by bug reporter; pressing Fkey to make a face, whilst theTon Roosendaal
selection already is 2 triangles, it should create a new face but remove the old triangles. It actually calls the 'ALT+J' command then (join triangles) While testing found out more cases where new selection flags were not properly used (join trias, beauty fill, flip edges, rotate edges)
2004-10-10fixed subdividing bug with addfacelist(..) rule for edgesJens Ole Wund
still needs revision on bevel and rotate edge
2004-09-26New strict 'hide' rules for editmesh & new selectmodesTon Roosendaal
- vertex hidden, always means edge is hidden too - edge hidden, always means face is hidden too - face hidden, only means face hides This means, that in face mode you can hide a face, whilst in edge mode the edges will still display. Please note, that when you have no edges saved in a Mesh, it also doesnt store the hide flags for it, causing in/out editmode too reset hidden edges.
2004-09-24New: Fake Polygons, or Face-polygons, or FGons nicked for now.Ton Roosendaal
Just select a bunch of faces (selection should be valid flat poly) and press FKEY. Works in fact as selection-group optimizing. Nice in solid drawmode! Further some small additional fixes in the whole debugging process. Found old error in loopselect for triangles, subdivision code, and selection still. NOTE: subdivide still works on vertex level only.
2004-09-24- basic code for fake-polygon support (called FGon in code). Disabled nowTon Roosendaal
- hide flags now save correctly in mesh, to restore after going in/out editmode - after an extrude, faces/edges could have wrong select flags (only in vertex select mode) - new rule for addfacelist(); this now copies edges too, if an example is provided. That prevents a lot of awkward code, still testing if it goes as desired though...
2004-09-24EditMesh refactory + undo recodeTon Roosendaal
The changelog is very long... it's on the web too: http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html EditMesh refactor notes (user) **** New selection modes When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!). - Vertex Select Select vertices as usual, fully compatible with how previous version work - Edge Select Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected. - Face Select Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges. While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected. For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too. The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well. Most noticeable it's in: **** Extrude Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it. New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual. **** Other things to note - Hiding edges/faces will also behave different based on Select Mode. - while editing, normals of faces are updated always now - Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border. - in face mode, adding vertices, edges or a circle is invisible... - "Add monkey" now works as a normal primitive (rotated and on 3d cursor) - Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups - Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain. **** Todo Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture. EditMesh refactor notes (coder) **** Usage of flags in general The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now. The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them. **** Selection flags EditVert: eve->f & SELECT EditEdge: eed->f & SELECT EditFace: efa->f & SELECT - Selection is only possible when not-hidden! - Selection flags are always up-to-date, BUT: if selection mode >= SELECT_EDGE vertex selection flags can be incorrect if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect This because of shared vertices or edges. - use for selecting vertices: eve->f &= SELECT - use for selecting edges always: void EM_select_edge(eed, 1) // 1 = select, 0 = deselect - use for selecting faces always: void EM_select_face(efa, 1) // 1 = select, 0 = deselect - To set the 'f' flags in all of the data: void EM_set_flag_all(int flag); void EM_clear_flag_all(int flag); - the old faceselectedOR() and faceselectedAND() are still there, but only to be used for evaluating its vertices **** Code hints for handling selection If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore. However, by using the above calls, at least selections flush downward (to vertex level). You then can call: void EM_selectmode_flush(void); Which flushes selections back upward, based on the selectmode setting. This function does the following: - if selectmode 'vertex': select edges/faces based on its selected vertices - if selectmode 'edge': select faces based its selected edges This works fine in nice controlled situations. However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call: void EM_select_flush(void); Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives. **** Hide flags EditVert: eve->h EditEdge: eed->h EditFace: efa->h - all hide flags are always up-to-date - hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag. **** Unified undo for editmode New file: editmode_undo.h A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference. Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions. **** Going in/out editmode As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed. ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-19Part one of editmesh.c refactoring. The huge file has been split inTon Roosendaal
logical parts, and include files altered to denote internal and external functions. include/editmesh.h: internal calls for editmesh_xxx.c files include/BIF_editmesh.h: external calls for these files src/editmesh.c: basic alloc/lists and in/out editmode, undo, separate src/editmesh_lib.c: basic utility calls for all editmesh_xxx.c (no UI) src/editmesh_add.c: add prim, add duplicate, add vertex/edge/face (UI) src/editmesh_mods.c: selecting, transforming (UI) src/editmesh_loop.c: loop tools like knife, loop select, loop subdiv (UI) src/editmesh_tools.c: other tools (extrude, spin, etc) (UI) And a new file: src/meshtools.c: tools for Mesh outside of editmode (normals, draw flags)