/** * $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) 2004 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #include #include #include #ifdef HAVE_CONFIG_H #include #endif #include "MEM_guardedalloc.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_space_types.h" #include "DNA_screen_types.h" #include "DNA_userdef_types.h" #include "DNA_view3d_types.h" #include "BLI_blenlib.h" #include "BLI_arithb.h" #include "BLI_editVert.h" #include "BKE_depsgraph.h" #include "BKE_global.h" #include "BKE_library.h" #include "BKE_mesh.h" #include "BKE_object.h" #include "BKE_utildefines.h" #ifdef WITH_VERSE #include "BKE_verse.h" #endif #include "BIF_editmesh.h" #include "BIF_graphics.h" #include "BIF_interface.h" #include "BIF_mywindow.h" #include "BIF_retopo.h" #include "BIF_screen.h" #include "BIF_space.h" #include "BIF_toolbox.h" #include "BIF_transform.h" #ifdef WITH_VERSE #include "BIF_verse.h" #endif #include "BDR_editobject.h" #include "BSE_view.h" #include "BSE_edit.h" #include "blendef.h" #include "multires.h" #include "mydevice.h" #include "editmesh.h" /* bpymenu */ #include "BPY_extern.h" #include "BPY_menus.h" static float icovert[12][3] = { {0,0,-200}, {144.72, -105.144,-89.443}, {-55.277, -170.128,-89.443}, {-178.885,0,-89.443}, {-55.277,170.128,-89.443}, {144.72,105.144,-89.443}, {55.277,-170.128,89.443}, {-144.72,-105.144,89.443}, {-144.72,105.144,89.443}, {55.277,170.128,89.443}, {178.885,0,89.443}, {0,0,200} }; static short icoface[20][3] = { {1,0,2}, {1,0,5}, {2,0,3}, {3,0,4}, {4,0,5}, {1,5,10}, {2,1,6}, {3,2,7}, {4,3,8}, {5,4,9}, {10,1,6}, {6,2,7}, {7,3,8}, {8,4,9}, {9,5,10}, {6,10,11}, {7,6,11}, {8,7,11}, {9,8,11}, {10,9,11} }; static void get_view_aligned_coordinate(float *fp) { float dvec[3]; short mx, my, mval[2]; getmouseco_areawin(mval); mx= mval[0]; my= mval[1]; project_short_noclip(fp, mval); initgrabz(fp[0], fp[1], fp[2]); if(mval[0]!=IS_CLIPPED) { window_to_3d(dvec, mval[0]-mx, mval[1]-my); VecSubf(fp, fp, dvec); } } void add_click_mesh(void) { EditMesh *em = G.editMesh; EditVert *eve, *v1; float min[3], max[3]; int done= 0; TEST_EDITMESH if(multires_test()) return; INIT_MINMAX(min, max); for(v1= em->verts.first;v1; v1=v1->next) { if(v1->f & SELECT) { DO_MINMAX(v1->co, min, max); done= 1; } } /* call extrude? */ if(done) { EditEdge *eed; float vec[3], cent[3], mat[3][3]; float nor[3]= {0.0, 0.0, 0.0}; /* check for edges that are half selected, use for rotation */ done= 0; for(eed= em->edges.first; eed; eed= eed->next) { if( (eed->v1->f & SELECT)+(eed->v2->f & SELECT) == SELECT ) { if(eed->v1->f & SELECT) VecSubf(vec, eed->v1->co, eed->v2->co); else VecSubf(vec, eed->v2->co, eed->v1->co); VecAddf(nor, nor, vec); done= 1; } } if(done) Normalize(nor); /* center */ VecAddf(cent, min, max); VecMulf(cent, 0.5f); VECCOPY(min, cent); Mat4MulVecfl(G.obedit->obmat, min); // view space get_view_aligned_coordinate(min); Mat4Invert(G.obedit->imat, G.obedit->obmat); Mat4MulVecfl(G.obedit->imat, min); // back in object space VecSubf(min, min, cent); /* calculate rotation */ Mat3One(mat); if(done) { float dot; VECCOPY(vec, min); Normalize(vec); dot= INPR(vec, nor); if( fabs(dot)<0.999) { float cross[3], si, q1[4]; Crossf(cross, nor, vec); Normalize(cross); dot= 0.5f*saacos(dot); si= (float)sin(dot); q1[0]= (float)cos(dot); q1[1]= cross[0]*si; q1[2]= cross[1]*si; q1[3]= cross[2]*si; QuatToMat3(q1, mat); } } extrudeflag(SELECT, nor); rotateflag(SELECT, cent, mat); translateflag(SELECT, min); recalc_editnormals(); } else { float mat[3][3],imat[3][3]; float *curs= give_cursor(); eve= addvertlist(0, NULL); Mat3CpyMat4(mat, G.obedit->obmat); Mat3Inv(imat, mat); VECCOPY(eve->co, curs); VecSubf(eve->co, eve->co, G.obedit->obmat[3]); Mat3MulVecfl(imat, eve->co); eve->f= SELECT; } retopo_do_all(); countall(); #ifdef WITH_VERSE if(G.editMesh->vnode) { sync_all_verseverts_with_editverts((VNode*)G.editMesh->vnode); } #endif BIF_undo_push("Add vertex/edge/face"); allqueue(REDRAWVIEW3D, 0); DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA); while(get_mbut()&R_MOUSE); } /* selected faces get hidden edges */ static void make_fgon(int make) { EditMesh *em = G.editMesh; EditFace *efa; EditEdge *eed; EditVert *eve; float *nor=NULL; // reference int done=0; if(!make) { for(efa= em->faces.first; efa; efa= efa->next) { if(efa->f & SELECT) { efa->fgonf= 0; efa->e1->h &= ~EM_FGON; efa->e2->h &= ~EM_FGON; efa->e3->h &= ~EM_FGON; if(efa->e4) efa->e4->h &= ~EM_FGON; } } allqueue(REDRAWVIEW3D, 0); EM_fgon_flags(); // redo flags and indices for fgons DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA); BIF_undo_push("Clear FGon"); return; } /* tagging edges. rule is: - edge used by exactly 2 selected faces - no vertices allowed with only tagged edges (return) - face normals are allowed to difffer */ for(eed= em->edges.first; eed; eed= eed->next) { eed->f1= 0; // amount of selected eed->f2= 0; // amount of unselected } for(efa= em->faces.first; efa; efa= efa->next) { if(efa->f & SELECT) { if(nor==NULL) nor= efa->n; if(efa->e1->f1 < 3) efa->e1->f1++; if(efa->e2->f1 < 3) efa->e2->f1++; if(efa->e3->f1 < 3) efa->e3->f1++; if(efa->e4 && efa->e4->f1 < 3) efa->e4->f1++; } else { if(efa->e1->f2 < 3) efa->e1->f2++; if(efa->e2->f2 < 3) efa->e2->f2++; if(efa->e3->f2 < 3) efa->e3->f2++; if(efa->e4 && efa->e4->f2 < 3) efa->e4->f2++; } } // now eed->f1 becomes tagged edge for(eed= em->edges.first; eed; eed= eed->next) { if(eed->f1==2 && eed->f2==0) eed->f1= 1; else eed->f1= 0; } // no vertices allowed with only tagged edges for(eve= em->verts.first; eve; eve= eve->next) eve->f1= 0; for(eed= em->edges.first; eed; eed= eed->next) { if(eed->f1) { eed->v1->f1 |= 1; eed->v2->f1 |= 1; } else { eed->v1->f1 |= 2; eed->v2->f1 |= 2; } } for(eve= em->verts.first; eve; eve= eve->next) { if(eve->f1==1) break; } if(eve) { error("Cannot make polygon with interior vertices"); return; } // check for faces if(nor==NULL) { error("No faces selected to make FGon"); return; } // and there we go for(eed= em->edges.first; eed; eed= eed->next) { if(eed->f1) { eed->h |= EM_FGON; done= 1; } } if(done==0) { error("Didn't find FGon to create"); } else { EM_fgon_flags(); // redo flags and indices for fgons allqueue(REDRAWVIEW3D, 0); DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA); BIF_undo_push("Make FGon"); } } /* precondition; 4 vertices selected, check for 4 edges and create face */ static EditFace *addface_from_edges(void) { EditMesh *em = G.editMesh; EditEdge *eed, *eedar[4]={NULL, NULL, NULL, NULL}; EditVert *v1=NULL, *v2=NULL, *v3=NULL, *v4=NULL; int a; /* find the 4 edges */ for(eed= em->edges.first; eed; eed= eed->next) { if( (eed->f & SELECT) || (eed->v1->f & eed->v2->f & SELECT) ) { if(eedar[0]==NULL) eedar[0]= eed; else if(eedar[1]==NULL) eedar[1]= eed; else if(eedar[2]==NULL) eedar[2]= eed; else eedar[3]= eed; } } if(eedar[3]) { /* first 2 points */ v1= eedar[0]->v1; v2= eedar[0]->v2; /* find the 2 edges connected to first edge */ for(a=1; a<4; a++) { if( eedar[a]->v1 == v2) v3= eedar[a]->v2; else if(eedar[a]->v2 == v2) v3= eedar[a]->v1; else if( eedar[a]->v1 == v1) v4= eedar[a]->v2; else if(eedar[a]->v2 == v1) v4= eedar[a]->v1; } /* verify if last edge exists */ if(v3 && v4) { for(a=1; a<4; a++) { if( eedar[a]->v1==v3 && eedar[a]->v2==v4) break; if( eedar[a]->v2==v3 && eedar[a]->v1==v4) break; } if(a!=4) { return addfacelist(v1, v2, v3, v4, NULL, NULL); } } } return NULL; } /* this also allows to prevent triangles being made in quads */ static int compareface_overlaps(EditFace *vl1, EditFace *vl2) { EditVert *v1, *v2, *v3, *v4; int equal= 0; v1= vl2->v1; v2= vl2->v2; v3= vl2->v3; v4= vl2->v4; if(vl1==vl2) return 0; if(v4==NULL && vl1->v4==NULL) { if(vl1->v1==v1 || vl1->v2==v1 || vl1->v3==v1) equal++; if(vl1->v1==v2 || vl1->v2==v2 || vl1->v3==v2) equal++; if(vl1->v1==v3 || vl1->v2==v3 || vl1->v3==v3) equal++; } else { if(vl1->v1==v1 || vl1->v2==v1 || vl1->v3==v1 || vl1->v4==v1) equal++; if(vl1->v1==v2 || vl1->v2==v2 || vl1->v3==v2 || vl1->v4==v2) equal++; if(vl1->v1==v3 || vl1->v2==v3 || vl1->v3==v3 || vl1->v4==v3) equal++; if(vl1->v1==v4 || vl1->v2==v4 || vl1->v3==v4 || vl1->v4==v4) equal++; } if(v4 && vl1->v4) { if(equal==4) return 1; } else if(equal>=3) return 1; return 0; } /* checks for existance, and for tria overlapping inside quad */ static EditFace *exist_face_overlaps(EditVert *v1, EditVert *v2, EditVert *v3, EditVert *v4) { EditMesh *em = G.editMesh; EditFace *efa, efatest; efatest.v1= v1; efatest.v2= v2; efatest.v3= v3; efatest.v4= v4; efa= em->faces.first; while(efa) { if(compareface_overlaps(&efatest, efa)) return efa; efa= efa->next; } return NULL; } /* will be new face smooth or solid? depends on smoothness of face neighbours * of new face, if function return 1, then new face will be smooth, when functio * will return zero, then new face will be solid */ static void fix_new_face(EditFace *eface) { struct EditMesh *em = G.editMesh; struct EditFace *efa; struct EditEdge *eed=NULL; struct EditVert *v1 = eface->v1, *v2 = eface->v2, *v3 = eface->v3, *v4 = eface->v4; struct EditVert *ev1=NULL, *ev2=NULL; short smooth=0; /* "total smoothnes" of faces in neighbourhood */ short coef; /* "weight" of smoothness */ short count=0; /* number of edges with same direction as eface */ short vi00=0, vi01=0, vi10=0, vi11=0; /* vertex indexes */ efa = em->faces.first; while(efa) { if(efa==eface) { efa = efa->next; continue; } coef = 0; ev1 = ev2 = NULL; eed = NULL; if(efa->v1==v1 || efa->v2==v1 || efa->v3==v1 || efa->v4==v1) { ev1 = v1; coef++; } if(efa->v1==v2 || efa->v2==v2 || efa->v3==v2 || efa->v4==v2) { if(ev1) ev2 = v2; else ev1 = v2; coef++; } if(efa->v1==v3 || efa->v2==v3 || efa->v3==v3 || efa->v4==v3) { if(coef<2) { if(ev1) ev2 = v3; else ev1 = v3; } coef++; } if((v4) && (efa->v1==v4 || efa->v2==v4 || efa->v3==v4 || efa->v4==v4)) { if(ev1 && coef<2) ev2 = v4; coef++; } /* "democracy" of smoothness */ if(efa->flag & ME_SMOOTH) smooth += coef; else smooth -= coef; /* try to find edge using vertexes ev1 and ev2 */ if((ev1) && (ev2) && (ev1!=ev2)) eed = findedgelist(ev1, ev2); /* has bordering edge of efa same direction as edge of eface ? */ if(eed) { if(eed->v1==v1) vi00 = 1; else if(eed->v1==v2) vi00 = 2; else if(eed->v1==v3) vi00 = 3; else if(v4 && eed->v1==v4) vi00 = 4; if(eed->v2==v1) vi01 = 1; else if(eed->v2==v2) vi01 = 2; else if(eed->v2==v3) vi01 = 3; else if(v4 && eed->v2==v4) vi01 = 4; if(v4) { if(vi01==1 && vi00==4) vi00 = 0; if(vi01==4 && vi00==1) vi01 = 0; } else { if(vi01==1 && vi00==3) vi00 = 0; if(vi01==3 && vi00==1) vi01 = 0; } if(eed->v1==efa->v1) vi10 = 1; else if(eed->v1==efa->v2) vi10 = 2; else if(eed->v1==efa->v3) vi10 = 3; else if(efa->v4 && eed->v1==efa->v4) vi10 = 4; if(eed->v2==efa->v1) vi11 = 1; else if(eed->v2==efa->v2) vi11 = 2; else if(eed->v2==efa->v3) vi11 = 3; else if(efa->v4 && eed->v2==efa->v4) vi11 = 4; if(efa->v4) { if(vi11==1 && vi10==4) vi10 = 0; if(vi11==4 && vi10==1) vi11 = 0; } else { if(vi11==1 && vi10==3) vi10 = 0; if(vi11==3 && vi10==1) vi11 = 0; } if(((vi00>vi01) && (vi10>vi11)) || ((vi00next; } /* set up smoothness according voting of face in neighbourhood */ if(smooth >= 0) eface->flag |= ME_SMOOTH; else eface->flag &= ~ME_SMOOTH; /* flip face, when too much "face normals" in neighbourhood is different */ if(count > 0) { flipface(eface); #ifdef WITH_VERSE if(eface->vface) { struct VNode *vnode; struct VLayer *vlayer; vnode = (VNode*)((Mesh*)G.obedit->data)->vnode; vlayer = find_verse_layer_type((VGeomData*)vnode->data, POLYGON_LAYER); add_item_to_send_queue(&(vlayer->queue), (void*)eface->vface, VERSE_FACE); } #endif } } void addfaces_from_edgenet() { EditVert *eve1, *eve2, *eve3, *eve4; EditMesh *em= G.editMesh; for(eve1= em->verts.first; eve1; eve1= eve1->next) { for(eve2= em->verts.first; (eve1->f & 1) && eve2; eve2= eve2->next) { if(findedgelist(eve1,eve2)) { for(eve3= em->verts.first; (eve2->f & 1) && eve3; eve3= eve3->next) { if((eve2!=eve3 && (eve3->f & 1) && findedgelist(eve1,eve3))) { EditEdge *sh_edge= NULL; EditVert *sh_vert= NULL; sh_edge= findedgelist(eve2,eve3); if(sh_edge) { /* Add a triangle */ if(!exist_face_overlaps(eve1,eve2,eve3,NULL)) fix_new_face(addfacelist(eve1,eve2,eve3,NULL,NULL,NULL)); } else { /* Check for a shared vertex */ for(eve4= em->verts.first; eve4; eve4= eve4->next) { if(eve4!=eve1 && eve4!=eve2 && eve4!=eve3 && (eve4->f & 1) && !findedgelist(eve1,eve4) && findedgelist(eve2,eve4) && findedgelist(eve3,eve4)) { sh_vert= eve4; break; } } if(sh_vert) { if(sh_vert) { if(!exist_face_overlaps(eve1,eve2,eve4,eve3)) fix_new_face(addfacelist(eve1,eve2,eve4,eve3,NULL,NULL)); } } } } } } } } countall(); EM_select_flush(); BIF_undo_push("Add faces"); allqueue(REDRAWVIEW3D, 0); DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA); } void addedgeface_mesh(void) { EditMesh *em = G.editMesh; EditVert *eve, *neweve[4]; EditEdge *eed; EditFace *efa; short amount=0; if( (G.vd->lay & G.obedit->lay)==0 ) return; if(multires_test()) return; /* how many selected ? */ if(G.scene->selectmode & SCE_SELECT_EDGE) { /* in edge mode finding selected vertices means flushing down edge codes... */ /* can't make face with only edge selection info... */ EM_selectmode_set(); } for(eve= em->verts.first; eve; eve= eve->next) { if(eve->f & SELECT) { amount++; if(amount>4) break; neweve[amount-1]= eve; } } if(amount==2) { eed= addedgelist(neweve[0], neweve[1], NULL); EM_select_edge(eed, 1); BIF_undo_push("Add edge"); allqueue(REDRAWVIEW3D, 0); countall(); DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA); return; } else if(amount > 4) { /* Python Menu */ BPyMenu *pym; char menu_number[3]; int i=0, has_pymenu=0, ret; /* facemenu, will add python items */ char facemenu[4096]= "Make Faces%t|Auto%x1|Make FGon%x2|Clear FGon%x3"; /* note that we account for the 10 previous entries with i+4: */ for (pym = BPyMenuTable[PYMENU_MESHFACEKEY]; pym; pym = pym->next, i++) { if (!has_pymenu) { strcat(facemenu, "|%l"); has_pymenu = 1; } strcat(facemenu, "|"); strcat(facemenu, pym->name); strcat(facemenu, " %x"); sprintf(menu_number, "%d", i+4); strcat(facemenu, menu_number); } ret= pupmenu(facemenu); if(ret==1) addfaces_from_edgenet(); else if(ret==2) make_fgon(1); else if(ret==3) make_fgon(0); else if (ret >= 4) { BPY_menu_do_python(PYMENU_MESHFACEKEY, ret - 4); return; } return; } else if(amount<2) { error("Incorrect number of vertices to make edge/face"); return; } efa= NULL; // check later if(amount==3) { if(exist_face_overlaps(neweve[0], neweve[1], neweve[2], NULL)==0) { efa= addfacelist(neweve[0], neweve[1], neweve[2], 0, NULL, NULL); EM_select_face(efa, 1); } else error("The selected vertices already form a face"); } else if(amount==4) { /* this test survives when theres 2 triangles */ if(exist_face(neweve[0], neweve[1], neweve[2], neweve[3])==0) { int tria= 0; /* remove trias if they exist, 4 cases.... */ if(exist_face(neweve[0], neweve[1], neweve[2], NULL)) tria++; if(exist_face(neweve[0], neweve[1], neweve[3], NULL)) tria++; if(exist_face(neweve[0], neweve[2], neweve[3], NULL)) tria++; if(exist_face(neweve[1], neweve[2], neweve[3], NULL)) tria++; if(tria==2) join_triangles(); else if(exist_face_overlaps(neweve[0], neweve[1], neweve[2], neweve[3])==0) { /* If there are 4 Verts, But more selected edges, we need to call addfaces_from_edgenet */ EditEdge *eedcheck; int count; count = 0; for(eedcheck= em->edges.first; eedcheck; eedcheck= eedcheck->next) { if(eedcheck->f & SELECT) { count++; } } if(count++ > 4){ addfaces_from_edgenet(); return; } else { /* if 4 edges exist, we just create the face, convex or not */ efa= addface_from_edges(); if(efa==NULL) { /* the order of vertices can be anything, 6 cases to check */ if( convex(neweve[0]->co, neweve[1]->co, neweve[2]->co, neweve[3]->co) ) { efa= addfacelist(neweve[0], neweve[1], neweve[2], neweve[3], NULL, NULL); } else if( convex(neweve[0]->co, neweve[2]->co, neweve[3]->co, neweve[1]->co) ) { efa= addfacelist(neweve[0], neweve[2], neweve[3], neweve[1], NULL, NULL); } else if( convex(neweve[0]->co, neweve[2]->co, neweve[1]->co, neweve[3]->co) ) { efa= addfacelist(neweve[0], neweve[2], neweve[1], neweve[3], NULL, NULL); } else if( convex(neweve[0]->co, neweve[1]->co, neweve[3]->co, neweve[2]->co) ) { efa= addfacelist(neweve[0], neweve[1], neweve[3], neweve[2], NULL, NULL); } else if( convex(neweve[0]->co, neweve[3]->co, neweve[2]->co, neweve[1]->co) ) { efa= addfacelist(neweve[0], neweve[3], neweve[2], neweve[1], NULL, NULL); } else if( convex(neweve[0]->co, neweve[3]->co, neweve[1]->co, neweve[2]->co) ) { efa= addfacelist(neweve[0], neweve[3], neweve[1], neweve[2], NULL, NULL); } else printf("cannot find nice quad from concave set of vertices\n"); } } } else error("The selected vertices already form a face"); } else error("The selected vertices already form a face"); } if(efa) { EM_select_face(efa, 1); fix_new_face(efa); recalc_editnormals(); BIF_undo_push("Add face"); } countall(); allqueue(REDRAWVIEW3D, 0); DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA); } void adduplicate_mesh(void) { TEST_EDITMESH if(multires_test()) return; waitcursor(1); adduplicateflag(SELECT); waitcursor(0); countall(); /* We need to force immediate calculation here because * transform may use derived objects (which are now stale). * * This shouldn't be necessary, derived queries should be * automatically building this data if invalid. Or something. */ DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA); object_handle_update(G.obedit); BIF_TransformSetUndo("Add Duplicate"); initTransform(TFM_TRANSLATION, CTX_NO_PET); Transform(); } /* check whether an object to add mesh to exists, if not, create one * returns 1 if new object created, else 0 */ int confirm_objectExists( Mesh **me, float mat[][3] ) { int newob = 0; /* deselectall */ EM_clear_flag_all(SELECT); /* if no obedit: new object and enter editmode */ if(G.obedit==NULL) { /* add_object actually returns an object ! :-) But it also stores the added object struct in G.scene->basact->object (BASACT->object) */ add_object_draw(OB_MESH); G.obedit= BASACT->object; where_is_object(G.obedit); make_editMesh(); setcursor_space(SPACE_VIEW3D, CURSOR_EDIT); newob= 1; } *me = G.obedit->data; /* imat and center and size */ Mat3CpyMat4(mat, G.obedit->obmat); return newob; } void make_prim(int type, float imat[3][3], int tot, int seg, int subdiv, float dia, float d, int ext, int fill, float cent[3]) { /* * type - for the type of shape * dia - the radius for cone,sphere cylinder etc. * d - depth for the cone * ext - ? * fill - end capping, and option to fill in circle * cent[3] - center of the data. * */ EditMesh *em = G.editMesh; EditVert *eve, *v1=NULL, *v2, *v3, *v4=NULL, *vtop, *vdown; float phi, phid, vec[3]; float q[4], cmat[3][3], nor[3]= {0.0, 0.0, 0.0}; short a, b; phid= 2*M_PI/tot; phi= .25*M_PI; switch(type) { case 10: /* grid */ /* clear flags */ eve= em->verts.first; while(eve) { eve->f= 0; eve= eve->next; } /* one segment first: the X axis */ phi= 1.0; phid= 2.0/((float)tot-1); for(a=0;af= 1+2+4; if (a) { addedgelist(eve->prev, eve, NULL); } phi-=phid; } /* extrude and translate */ vec[0]= vec[2]= 0.0; vec[1]= dia*phid; Mat3MulVecfl(imat, vec); for(a=0;averts.first; while(eve) { eve->f= 0; eve= eve->next; } /* one segment first */ phi= 0; phid/=2; for(a=0; a<=tot; a++) { vec[0]= dia*sin(phi); vec[1]= 0.0; vec[2]= dia*cos(phi); eve= addvertlist(vec, NULL); eve->f= 1+2+4; if(a==0) v1= eve; else addedgelist(eve->prev, eve, NULL); phi+= phid; } /* extrude and rotate */ phi= M_PI/seg; q[0]= cos(phi); q[3]= sin(phi); q[1]=q[2]= 0; QuatToMat3(q, cmat); for(a=0; aco, cmat); } removedoublesflag(4, 0, 0.0001); /* and now do imat */ eve= em->verts.first; while(eve) { if(eve->f & SELECT) { VecAddf(eve->co,eve->co,cent); Mat3MulVecfl(imat,eve->co); } eve= eve->next; } break; case 12: /* Icosphere */ { EditVert *eva[12]; EditEdge *eed; /* clear all flags */ eve= em->verts.first; while(eve) { eve->f= 0; eve= eve->next; } dia/=200; for(a=0;a<12;a++) { vec[0]= dia*icovert[a][0]; vec[1]= dia*icovert[a][1]; vec[2]= dia*icovert[a][2]; eva[a]= addvertlist(vec, NULL); eva[a]->f= 1+2; } for(a=0;a<20;a++) { EditFace *evtemp; v1= eva[ icoface[a][0] ]; v2= eva[ icoface[a][1] ]; v3= eva[ icoface[a][2] ]; evtemp = addfacelist(v1, v2, v3, 0, NULL, NULL); evtemp->e1->f = 1+2; evtemp->e2->f = 1+2; evtemp->e3->f = 1+2; } dia*=200; for(a=1; averts.first; while(eve) { if(eve->f & 2) { VecAddf(eve->co,eve->co,cent); Mat3MulVecfl(imat,eve->co); } eve= eve->next; } // Clear the flag 2 from the edges for(eed=em->edges.first;eed;eed=eed->next){ if(eed->f & 2){ eed->f &= !2; } } } break; case 13: /* Monkey */ { extern int monkeyo, monkeynv, monkeynf; extern signed char monkeyf[][4]; extern signed char monkeyv[][3]; EditVert **tv= MEM_mallocN(sizeof(*tv)*monkeynv*2, "tv"); EditFace *efa; int i; for (i=0; if |= SELECT; tv[monkeynv+i]= (fabs(v[0]= -v[0])<0.001)?tv[i]:addvertlist(v, NULL); tv[monkeynv+i]->f |= SELECT; } for (i=0; iverts.first; eve; eve= eve->next) { if(eve->f & SELECT) { VecAddf(eve->co,eve->co,cent); Mat3MulVecfl(imat,eve->co); } } recalc_editnormals(); } break; default: /* all types except grid, sphere... */ if(ext==0 && type!=7) d= 0; /* vertices */ vtop= vdown= v1= v2= 0; for(b=0; b<=ext; b++) { for(a=0; af= SELECT; if(a==0) { if(b==0) v1= eve; else v2= eve; } phi+=phid; } d= -d; } /* center vertices */ /* type 7, a cone can only have 1 one side filled * if the cone has no capping, dont add vtop */ if((fill && type>1) || type == 7) { VECCOPY(vec,cent); vec[2]-= -d; Mat3MulVecfl(imat,vec); vdown= addvertlist(vec, NULL); if((ext || type==7) && fill) { VECCOPY(vec,cent); vec[2]-= d; Mat3MulVecfl(imat,vec); vtop= addvertlist(vec, NULL); } } else { vdown= v1; vtop= v2; } if(vtop) vtop->f= SELECT; if(vdown) vdown->f= SELECT; /* top and bottom face */ if(fill || type==7) { if(tot==4 && (type==0 || type==1)) { v3= v1->next->next; if(ext) v4= v2->next->next; addfacelist(v3, v1->next, v1, v3->next, NULL, NULL); if(ext) addfacelist(v2, v2->next, v4, v4->next, NULL, NULL); } else { v3= v1; v4= v2; for(a=1; anext, 0, NULL, NULL); v3= v3->next; if(ext && fill) { addfacelist(vtop, v4, v4->next, 0, NULL, NULL); v4= v4->next; } } if(type>1) { addfacelist(vdown, v3, v1, 0, NULL, NULL); if(ext) addfacelist(vtop, v4, v2, 0, NULL, NULL); } } } else if(type==4) { /* we need edges for a circle */ v3= v1; for(a=1;anext, NULL); v3= v3->next; } addedgelist(v3, v1, NULL); } /* side faces */ if(ext) { v3= v1; v4= v2; for(a=1; anext, v4->next, v4, NULL, NULL); v3= v3->next; v4= v4->next; } addfacelist(v3, v1, v2, v4, NULL, NULL); } else if(type==7 && fill) { /* add the bottom flat area of the cone * if capping is disabled dont bother */ v3= v1; for(a=1; anext, v3, 0, NULL, NULL); v3= v3->next; } addfacelist(vtop, v1, v3, 0, NULL, NULL); } } /* simple selection flush OK, based on fact it's a single model */ EM_select_flush(); /* flushes vertex -> edge -> face selection */ if(type!=0 && type!=13) righthandfaces(1); /* otherwise monkey has eyes in wrong direction */ } void add_primitiveMesh(int type) { Mesh *me; float *curs, d, dia, phi, phid, cent[3], imat[3][3], mat[3][3]; float cmat[3][3]; static int tot=32, seg=32, subdiv=2, /* so each type remembers its fill setting */ fill_circle=0, fill_cone=1, fill_cylinder=1; int ext=0, fill=0, totoud, newob=0; char *undostr="Add Primitive"; char *name=NULL; if(G.scene->id.lib) return; /* this function also comes from an info window */ if ELEM(curarea->spacetype, SPACE_VIEW3D, SPACE_INFO); else return; if(G.vd==0) return; if (G.obedit && G.obedit->type==OB_MESH && multires_test()) return; /* if editmode exists for other type, it exits */ check_editmode(OB_MESH); if(G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) { G.f &= ~(G_VERTEXPAINT+G_TEXTUREPAINT); setcursor_space(SPACE_VIEW3D, CURSOR_EDIT); } totoud= tot; /* store, and restore when cube/plane */ dia= G.vd->grid; d= G.vd->grid; /* ext==extrudeflag, tot==amount of vertices in basis */ switch(type) { case 0: /* plane */ tot= 4; ext= 0; fill= 1; newob = confirm_objectExists( &me, mat ); if(newob) name = "Plane"; undostr="Add Plane"; break; case 1: /* cube */ tot= 4; ext= 1; fill= 1; newob = confirm_objectExists( &me, mat ); if(newob) name = "Cube"; undostr="Add Cube"; break; case 4: /* circle */ add_numbut(0, NUM|INT, "Vertices:", 3, 500, &tot, NULL); add_numbut(1, NUM|FLO, "Radius:", 0.001*G.vd->grid, 100*G.vd->grid, &dia, NULL); add_numbut(2, TOG|INT, "Fill", 0, 0, &(fill_circle), NULL); if (!(do_clever_numbuts("Add Circle", 3, REDRAW))) return; ext= 0; fill = fill_circle; newob = confirm_objectExists( &me, mat ); if(newob) name = "Circle"; undostr="Add Circle"; break; case 5: /* cylinder */ d*=2; add_numbut(0, NUM|INT, "Vertices:", 2, 500, &tot, NULL); add_numbut(1, NUM|FLO, "Radius:", 0.001*G.vd->grid, 100*G.vd->grid, &dia, NULL); add_numbut(2, NUM|FLO, "Depth:", 0.001*G.vd->grid, 100*G.vd->grid, &d, NULL); add_numbut(3, TOG|INT, "Cap Ends", 0, 0, &(fill_cylinder), NULL); if (!(do_clever_numbuts("Add Cylinder", 4, REDRAW))) return; ext= 1; fill = fill_cylinder; d/=2; newob = confirm_objectExists( &me, mat ); if(newob) { if (fill) name = "Cylinder"; else name = "Tube"; } undostr="Add Cylinder"; break; case 7: /* cone */ d*=2; add_numbut(0, NUM|INT, "Vertices:", 2, 500, &tot, NULL); add_numbut(1, NUM|FLO, "Radius:", 0.001*G.vd->grid, 100*G.vd->grid, &dia, NULL); add_numbut(2, NUM|FLO, "Depth:", 0.001*G.vd->grid, 100*G.vd->grid, &d, NULL); add_numbut(3, TOG|INT, "Cap End", 0, 0, &(fill_cone), NULL); if (!(do_clever_numbuts("Add Cone", 4, REDRAW))) return; d/=2; ext= 0; fill = fill_cone; newob = confirm_objectExists( &me, mat ); if(newob) name = "Cone"; undostr="Add Cone"; break; case 10: /* grid */ add_numbut(0, NUM|INT, "X res:", 3, 1000, &tot, NULL); add_numbut(1, NUM|INT, "Y res:", 3, 1000, &seg, NULL); if (!(do_clever_numbuts("Add Grid", 2, REDRAW))) return; newob = confirm_objectExists( &me, mat ); if(newob) name = "Grid"; undostr="Add Grid"; break; case 11: /* UVsphere */ add_numbut(0, NUM|INT, "Segments:", 3, 500, &seg, NULL); add_numbut(1, NUM|INT, "Rings:", 3, 500, &tot, NULL); add_numbut(2, NUM|FLO, "Radius:", 0.001*G.vd->grid, 100*G.vd->grid, &dia, NULL); if (!(do_clever_numbuts("Add UV Sphere", 3, REDRAW))) return; newob = confirm_objectExists( &me, mat ); if(newob) name = "Sphere"; undostr="Add UV Sphere"; break; case 12: /* Icosphere */ add_numbut(0, NUM|INT, "Subdivision:", 1, 8, &subdiv, NULL); add_numbut(1, NUM|FLO, "Radius:", 0.001*G.vd->grid, 100*G.vd->grid, &dia, NULL); if (!(do_clever_numbuts("Add Ico Sphere", 2, REDRAW))) return; newob = confirm_objectExists( &me, mat ); if(newob) name = "Sphere"; undostr="Add Ico Sphere"; break; case 13: /* Monkey */ newob = confirm_objectExists( &me, mat ); if(newob) name = "Suzanne"; undostr="Add Monkey"; break; default: newob = confirm_objectExists( &me, mat ); break; } if( name!=NULL ) { rename_id((ID *)G.obedit, name ); rename_id((ID *)me, name ); } d = -d; curs= give_cursor(); VECCOPY(cent, curs); cent[0]-= G.obedit->obmat[3][0]; cent[1]-= G.obedit->obmat[3][1]; cent[2]-= G.obedit->obmat[3][2]; if ( !(newob) || U.flag & USER_ADD_VIEWALIGNED) Mat3CpyMat4(imat, G.vd->viewmat); else Mat3One(imat); Mat3MulVecfl(imat, cent); Mat3MulMat3(cmat, imat, mat); Mat3Inv(imat,cmat); if(type == 0 || type == 1) /* plane, cube (diameter of 1.41 makes it unit size) */ dia *= sqrt(2.0); phid= 2*M_PI/tot; phi= .25*M_PI; make_prim(type, imat, tot, seg, subdiv, dia, d, ext, fill, cent); if(type<2) tot = totoud; /* simple selection flush OK, based on fact it's a single model */ EM_select_flush(); // flushes vertex -> edge -> face selection if(type!=0 && type!=13) righthandfaces(1); /* otherwise monkey has eyes in wrong direction... */ countall(); DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA); /* if a new object was created, it stores it in Mesh, for reload original data and undo */ if ( !(newob) || U.flag & USER_ADD_EDITMODE) { if(newob) load_editMesh(); } else { exit_editmode(2); } allqueue(REDRAWINFO, 1); /* 1, because header->win==0! */ allqueue(REDRAWALL, 0); BIF_undo_push(undostr); }