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#include "BKE_snap.h"
#include "BKE_mesh.h"
#include "BKE_tessmesh.h"
#include "BKE_DerivedMesh.h"
#include "BKE_context.h"
#include "BKE_anim.h"

#include "MEM_guardedalloc.h"

#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_view3d_types.h"
#include "DNA_screen_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_listBase.h"

#include "RNA_access.h"
#include "RNA_define.h"

#include "WM_api.h"
#include "WM_types.h"

#include "ED_view3d.h"
#include "ED_screen.h"
#include "ED_mesh.h"

#include "BLI_math_vector.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"

#include "UI_resources.h"

#include "transform.h"

#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <float.h>
#include <assert.h>

//#define DEBUG_SNAP
/* -- PROTOTYPES -- */
typedef struct MeshData MeshData;
typedef struct SnapStack SnapStack;
typedef struct SnapIsect SnapIsect;

void SnapSystem_reset_snappoint(SnapSystem* ssystem);
void SnapSystem_parallel_hack_ob_handler(SnapSystem* ssystem, void* callback_data, Object* ob); //TODO: get rid of this

SnapStack* SnapStack_create(void);
int SnapStack_getN_Snaps(SnapStack* sstack);
void SnapStack_pushSnap(SnapStack* sstack, Snap* s);
Snap* SnapStack_popSnap(SnapStack* sstack);
Snap* SnapStack_getSnap(SnapStack* sstack, int index);
void SnapStack_reset(SnapStack* sstack);
void SnapStack_free(SnapStack*);
void Snap_draw_default(Snap *s);
void SnapMesh_run(Snap *sm);
void SnapMesh_free(Snap* sm);
Snap_type Snap_getType(Snap* s);

void SnapPoint_deepcopy(SnapPoint* out, SnapPoint* in){
	copy_v3_v3(out->location, in->location);
	copy_v3_v3(out->normal, in->normal);
	out->r_depth = in->r_depth;
	out->r_dist = in->r_dist;
}

typedef struct SnapObRef SnapObRef;
struct SnapObRef{
	SnapObRef *next, *prev;
	Object* ob;
};

typedef enum{
	SNAPSYSTEM_STATE_SNAPPING,
	SNAPSYSTEM_STATE_INIT_SNAP,
	SNAPSYSTEM_STATE_IDLE
}SnapSystem_state;

/* -- SnapSystem Class -- */
struct SnapSystem{
	SnapStack* sstack;

	/*events and state machine variables*/
	/*most are hacks to get this working for now*/
	SnapSystem_state state;
	Snap* pick; //used for parallel snap, perpendicular and planar snap

	bContext* C;
	Scene* scene;
	View3D* v3d;
	ARegion* ar;
	Object* obedit;

	SnapPoint snap_point;
	int min_distance;
	int retval;

	ListBase ob_list;
	int n_obs;

	SnapSystem_mode_select mode_select;

	void* callback_data;
	void (*update_callback)(void* callback_data, SnapPoint sp);
	void (*finish_callback)(void* callback_data, SnapPoint sp);
	void (*cancel_callback)(void* callback_data);

	void* (*object_iterator)(SnapSystem* ssystem, void* callback_data);
	void* (*object_handler)(SnapSystem* ssystem, void* callback_data, Object* ob);

	MeshData* (*meshdata_selector)(SnapStack* stack, void* callback_data);
	void (*bonedata_selector)(SnapStack* stack, void* callback_data);
};

SnapSystem* SnapSystem_create( Scene* scene, View3D* v3d, ARegion* ar, Object* obedit, bContext* C,
								void* callback_data,
								void (*update_callback)(void* callback_data, SnapPoint sp),
								void (*finish_callback)(void* callback_data, SnapPoint sp),
							   void (*cancel_callback)(void* callback_data))
{
	SnapSystem* ssystem = (SnapSystem*)MEM_mallocN(sizeof(SnapSystem), "snapsystem");
	ssystem->sstack = SnapStack_create();
	ssystem->C = C;
	ssystem->scene = scene;
	ssystem->v3d = v3d;
	ssystem->ar = ar;
	ssystem->obedit = obedit;
	ssystem->callback_data = callback_data;
	ssystem->update_callback = update_callback;
	ssystem->finish_callback = finish_callback;
	ssystem->cancel_callback = cancel_callback;
	ssystem->object_iterator = SnapSystem_default_object_iterator;
	/*I'm thinking of having an object_handler struct full of functions for handling each type
	  of object. So the other sections of code can override the handling of a certain type of object, say
	  for a certain tool which uses curves or a certain tool which uses meshes but wants the snapping to work in
	  a particular manner*/
	ssystem->object_handler = SnapSystem_default_object_handler;
	ssystem->min_distance = 30; //TODO: make this settable in user settings.
	SnapSystem_reset_snappoint(ssystem);
	ssystem->n_obs = 0;
	ssystem->ob_list.first = NULL;
	ssystem->ob_list.last = NULL;

	/*TODO: clean up state stuff with proper design*/
	ssystem->retval = 0;
	ssystem->state = SNAPSYSTEM_STATE_IDLE;
	ssystem->pick = NULL;
	return ssystem;
}

void SnapSystem_test_run(SnapSystem* ssystem){
	SnapSystem_evaluate_stack(ssystem);
}

void SnapSystem_reset_snappoint(SnapSystem* ssystem){
	ssystem->snap_point.r_dist = ssystem->min_distance;
	ssystem->snap_point.r_depth = FLT_MAX;
	//ssystem->retval = 0;
}

SnapPoint* SnapSystem_getSnapPoint(SnapSystem* ssystem){
	return &(ssystem->snap_point);
}

void SnapSystem_state_logic(SnapSystem* ssystem){
	ToolSettings *ts= ssystem->scene->toolsettings;
	switch(ssystem->state){
	case SNAPSYSTEM_STATE_INIT_SNAP:
		SnapSystem_pick_snap(ssystem);
		break;
	case SNAPSYSTEM_STATE_SNAPPING:
		SnapSystem_find_snap(ssystem);
		break;
	}
}

void SnapSystem_find_snap(SnapSystem* ssystem){
	Object* ob;
	int i;
	for(i=0;i<ssystem->n_obs;i++){
		ob = SnapSystem_get_ob(ssystem, i);
		ssystem->object_handler(ssystem, ssystem->callback_data, ob);
	}
}

void SnapSystem_pick_snap(SnapSystem* ssystem){
	//use the parallel snap hack object handler
	Object* ob;
	int i;
	for(i=0;i<ssystem->n_obs;i++){
		ob = SnapSystem_get_ob(ssystem, i);
		SnapSystem_parallel_hack_ob_handler(ssystem, ssystem->callback_data, ob);
	}
	SnapSystem_reset_snappoint(ssystem); //reset snap point generated by picking
}

//TODO: change this when I refactor the way object handlers work
Snap* snapmesh_edit_create(SnapSystem* ssystem, void* callback_data, SnapMesh_type sm_type, Object* ob, BMEditMesh *em, DerivedMesh *dm){
	TransInfo* t = (TransInfo*)callback_data; //hack to test using existing option system
	Scene* scene = ssystem->scene;
	bContext *C = ssystem->C;
	if(em == NULL){
		return SnapMesh_create(dm, SNAPMESH_DATA_TYPE_DerivedMesh, 1, sm_type, scene, ob, t->view, t->ar, C, t->mval);
	}else{
		dm->release(dm);
		return SnapMesh_create(em, SNAPMESH_DATA_TYPE_BMEditMesh, 0, sm_type, scene, ob, t->view, t->ar, C, t->mval);
	}
}

void SnapSystem_parallel_hack_ob_handler(SnapSystem* ssystem, void* callback_data, Object* ob){
	int retval;
	BMEditMesh *em;
	DerivedMesh *dm;
	Scene* scene = ssystem->scene;
	Snap* sm;
	SnapPoint* sp;
	SnapPoint sp_prev;
	float* r_depth = &(ssystem->snap_point.r_depth);
	float* r_dist = &(ssystem->snap_point.r_dist);

	ToolSettings *ts= scene->toolsettings;

	if (ob->type != OB_MESH){
		return;
	}else{
#ifdef DEBUG_SNAP
		//printf("yaya mesh object");
#endif //DEBUG_SNAP
	}

	if (ssystem->mode_select == SNAPSYSTEM_MODE_SELECT_ALL && ob->mode == OB_MODE_EDIT) {
		em = BMEdit_FromObject(ob);
		/* dm = editbmesh_get_derived_cage(scene, ob, em, CD_MASK_BAREMESH); */
		dm = editbmesh_get_derived_base(ob, em); /* limitation, em & dm MUST have the same number of faces */
	}
	else {
		em = NULL;
		dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
	}

	sm = snapmesh_edit_create(ssystem, callback_data, SNAPMESH_TYPE_EDGE, ob, em, dm);

	//if this is not the first run through.
	if(*r_depth < FLT_MAX){
		sp_prev.r_depth = *r_depth;
		sp_prev.r_dist = *r_dist;
		Snap_setClosestPoint(sm, &sp_prev);
	}

	Snap_run(sm);
	retval = Snap_getretval(sm);
	if(retval){
		sp = Snap_getSnapPoint(sm);
		//printf("SnapPointExternal: %f, %f, %f\n", sp->location[0], sp->location[1], sp->location[2]);
		copy_v3_v3(ssystem->snap_point.location, sp->location);
		copy_v3_v3(ssystem->snap_point.normal, sp->normal);
		*r_depth = sp->r_depth;
		*r_dist = sp->r_dist;
	}

	if(retval){
		SnapSystem_clear_pick(ssystem); //free and clear the pick variable
		ssystem->pick = sm;
		ssystem->update_callback(ssystem->callback_data, ssystem->snap_point);
	}else{
		Snap_free(sm);
	}
	ssystem->retval |= retval;
}

void SnapSystem_evaluate_stack(SnapSystem* ssystem){
	ssystem->object_iterator(ssystem, NULL);
	SnapSystem_state_logic(ssystem);
	//for snap in stack do evaluate blah blah blah
}

/*TODO:
  I'm planning on turning this into a struct with different object handlers which are selected
  based on object type. Each of these handlers can be over-ridden. But only if that kind of flexibility
  is required by other sections in blender code using snapping.
  */

void SnapSystem_default_object_handler(SnapSystem* ssystem, void* callback_data, Object* ob){
	int retval;
	TransInfo* t = (TransInfo*)callback_data; //hack to test using existing option system
	BMEditMesh *em;
	DerivedMesh *dm;
	Scene* scene = ssystem->scene;
	bContext *C = ssystem->C;
	Snap* sm;
	SnapPoint* sp;
	SnapPoint sp_prev;
	float* r_depth = &(ssystem->snap_point.r_depth);
	float* r_dist = &(ssystem->snap_point.r_dist);

	ToolSettings *ts= scene->toolsettings;

	if (ob->type != OB_MESH){
		return;
	}else{
#ifdef DEBUG_SNAP
		//printf("yaya mesh object");
#endif //DEBUG_SNAP
	}

	//TODO: move to snapmesh_editmesh_create
	if (ssystem->mode_select == SNAPSYSTEM_MODE_SELECT_ALL && ob->mode == OB_MODE_EDIT) {
		em = BMEdit_FromObject(ob);
		/* dm = editbmesh_get_derived_cage(scene, ob, em, CD_MASK_BAREMESH); */
		dm = editbmesh_get_derived_base(ob, em); /* limitation, em & dm MUST have the same number of faces */
	}
	else {
		em = NULL;
		dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
	}

	if(ts->snap_mode == SCE_SNAP_MODE_VERTEX){
		/*TODO, IDEAS:
		  currently the snap system is set up so you need to pick a snap type based on object type.
		  This is a problem with multiple types of objects in a scene. In this case I would like to see
		  an option for point snap, which each type of object must have a set snapping mode that supports
		  point snap. For mesh snap this would be vertex snap. For curve this would be curve snap. and for
		  any other type of object (camera, light, etc) it could just be the location of the object. Some way of resolving
			which types of objects a given snap mode can apply to. and also only display snapping modes which are possible
			on the currently edited object? no that would not be good. Need to think of a good way to deal with this.*/
		sm = snapmesh_edit_create(ssystem, callback_data, SNAPMESH_TYPE_VERTEX, ob, em, dm);
	}else if(ts->snap_mode == SCE_SNAP_MODE_EDGE){
		sm = snapmesh_edit_create(ssystem, callback_data, SNAPMESH_TYPE_EDGE, ob, em, dm);
	}else if(ts->snap_mode == SCE_SNAP_MODE_EDGE_MIDDLE){
		sm = snapmesh_edit_create(ssystem, callback_data, SNAPMESH_TYPE_EDGE_MIDPOINT, ob, em, dm);
	}else if(ts->snap_mode == SCE_SNAP_MODE_EDGE_PARALLEL){
		sm = snapmesh_edit_create(ssystem, callback_data, SNAPMESH_TYPE_EDGE_PARALLEL, ob, em, dm);
		Snap_setpick(sm, ssystem->pick);
	}else{
		dm->release(dm);
		return;
	}

	//if this is not the first run through.
	if(*r_depth < FLT_MAX){
		sp_prev.r_depth = *r_depth;
		sp_prev.r_dist = *r_dist;
		Snap_setClosestPoint(sm, &sp_prev);
	}

	Snap_run(sm);
	retval = Snap_getretval(sm);
	if(retval){
		sp = Snap_getSnapPoint(sm);
		//printf("SnapPointExternal: %f, %f, %f\n", sp->location[0], sp->location[1], sp->location[2]);
		copy_v3_v3(ssystem->snap_point.location, sp->location);
		copy_v3_v3(ssystem->snap_point.normal, sp->normal);
		*r_depth = sp->r_depth;
		*r_dist = sp->r_dist;
	}
	SnapStack_reset(ssystem->sstack);
	SnapStack_pushSnap(ssystem->sstack, sm);

//	Snap_free(sm);


	ssystem->retval |= retval;
	if(retval){
		ssystem->update_callback(ssystem->callback_data, ssystem->snap_point);
	}
}

void SnapSystem_default_object_iterator(SnapSystem* ssystem, void* UNUSED){
	Base* base;
	Scene* scene = ssystem->scene;
	View3D* v3d = ssystem->v3d;

	SnapSystem_reset_ob_list(ssystem);

	if (ssystem->mode_select == SNAPSYSTEM_MODE_SELECT_ALL && ssystem->obedit) {
		Object *ob = ssystem->obedit;
		SnapSystem_add_ob(ssystem, ob);
		//ssystem->object_handler(ssystem, ssystem->callback_data, ob);
	}

	/* Need an exception for particle edit because the base is flagged with BA_HAS_RECALC_DATA
	 * which makes the loop skip it, even the derived mesh will never change
	 *
	 * To solve that problem, we do it first as an exception.
	 * */

	base = BASACT;
	if (base && base->object && base->object->mode & OB_MODE_PARTICLE_EDIT) {
		Object *ob = base->object;
		ssystem->obedit = ob;
		//ssystem->object_handler(ssystem, ssystem->callback_data, ob);
		SnapSystem_add_ob(ssystem, ob);
	}

	for ( base = FIRSTBASE; base != NULL; base = base->next ) {
		if ( (BASE_VISIBLE(v3d, base)) &&
			 (base->flag & (BA_HAS_RECALC_OB|BA_HAS_RECALC_DATA)) == 0 &&

			 (  (ssystem->mode_select == SNAPSYSTEM_MODE_SELECT_NOT_SELECTED && (base->flag & (SELECT|BA_WAS_SEL)) == 0) ||
				(ELEM(ssystem->mode_select, SNAPSYSTEM_MODE_SELECT_ALL, SNAPSYSTEM_MODE_SELECT_NOT_OBEDIT) && base != BASACT))  )
		{
			Object *ob = base->object;

			if (ob->transflag & OB_DUPLI) {
				DupliObject *dupli_ob;
				ListBase *lb = object_duplilist(scene, ob);

				for (dupli_ob = lb->first; dupli_ob; dupli_ob = dupli_ob->next) {
					Object *dob = dupli_ob->ob;

					SnapSystem_add_ob(ssystem, dob);
					//ssystem->object_handler(ssystem, ssystem->callback_data, dob);
				}

				free_object_duplilist(lb);
			}

			SnapSystem_add_ob(ssystem, ob);
			//ssystem->object_handler(ssystem, ssystem->callback_data, ob);
		}
	}
}

static int snap_type_exec(bContext *C, wmOperator *op)
{
	ToolSettings *ts= CTX_data_tool_settings(C);

	ts->snap_mode = RNA_enum_get(op->ptr, "type");

	WM_event_add_notifier(C, NC_SCENE|ND_TOOLSETTINGS, NULL); /* header redraw */

	return OPERATOR_FINISHED;
}

extern EnumPropertyItem snap_element_items[];

/*TODO: in the future I want to make it so the snap type selector only shows the available snap types
  to select based on the state of the snapsystem*/
static void SNAP_OT_snap_type(wmOperatorType *ot)
{
	/* identifiers */
	ot->name = "Snap Type";
	ot->description = "Set the snap element type";
	ot->idname = "SNAP_OT_snap_type";

	/* api callbacks */
	ot->invoke = WM_menu_invoke;
	ot->exec = snap_type_exec;

	//ot->poll = ED_operator_areaactive;

	/* flags */
	ot->flag = OPTYPE_UNDO;

	/* props */
	ot->prop = RNA_def_enum(ot->srna, "type", snap_element_items, 0, "Type", "Set the snap element type");

}


int SnapSystem_Event(SnapSystem* ssystem, wmEvent* event){
	ToolSettings *ts= ssystem->scene->toolsettings;
	//This function returns a 1 if the event was handled by this code to prevent
	//the rest of transform code from processing the event.
	//currently this function is just the bare bones support for parallel snap
	int handled = 0;
	//The interpretation of events should be over-ridable by the code which uses the
	//snapping system, such as the pen tool.
	if (event->type == EVT_MODAL_MAP){
		/*TODO: move all this keymap stuff to snap system and out of transform.h*/
		switch(event->val){
		case TFM_MODAL_CANCEL:
			if(ssystem->state == SNAPSYSTEM_STATE_IDLE){
				break; //don't cancel if it hasn't even started
			}
			/*stop consuming all the events*/
			ssystem->cancel_callback(ssystem->callback_data);
			ssystem->state = SNAPSYSTEM_STATE_IDLE;
			handled = 1;
			break;
		case TFM_MODAL_CONFIRM:
			/*depending on state, either continue, or stop snapping and call finish_callback*/
			if(ssystem->state == SNAPSYSTEM_STATE_IDLE){
				break; //don't start the confirmation process if snapping hasn't started
			}
			SnapSystem_evaluate_stack(ssystem);
			switch(ssystem->state){
			case SNAPSYSTEM_STATE_SNAPPING:
				ssystem->state = SNAPSYSTEM_STATE_IDLE;
				ssystem->finish_callback(ssystem->callback_data, ssystem->snap_point);
				handled = 1;
				break;
			case SNAPSYSTEM_STATE_INIT_SNAP:
				if(ssystem->retval){
					ssystem->state = SNAPSYSTEM_STATE_SNAPPING;
					ssystem->retval = 0; //reset retval after having used hack function to do the grunt work
				}
				handled = 1;
				break;
			}
			break; //probably needs to change this bit!
		case TFM_MODAL_SNAP_INV_ON:
			/*start consuming all the events*/
			if(ts->snap_mode == SCE_SNAP_MODE_EDGE_PARALLEL){
				ssystem->state = SNAPSYSTEM_STATE_INIT_SNAP;
			}else{
				ssystem->state = SNAPSYSTEM_STATE_SNAPPING;
			}
			handled = 1;
			break;
		case TFM_MODAL_SNAP_INV_OFF:
			if(ssystem->state == SNAPSYSTEM_STATE_IDLE){
				break; //don't stop if it hasn't started
			}
			/*stop consuming all the events*/
			ssystem->state = SNAPSYSTEM_STATE_IDLE;
			handled = 1;
			break;
		case TFM_MODAL_SNAP_TOGGLE:
			/*toggle consuming all events*/
		case TFM_MODAL_AXIS_X:
			/*IDEA: initiate special axis snap mode*/
			break;
		case TFM_MODAL_AXIS_Y:
			break;
		case TFM_MODAL_AXIS_Z:
			break;
		}
	} else if (event->val == KM_PRESS){
		switch(event->type){
		case RIGHTMOUSE:
			if(ssystem->state == SNAPSYSTEM_STATE_IDLE){
				break; //don't cancel if it hasn't started
			}
			ssystem->cancel_callback(ssystem->callback_data);
			ssystem->state = SNAPSYSTEM_STATE_IDLE;
			handled = 1;
			break;
		}
	}
	if(ssystem->state != SNAPSYSTEM_STATE_IDLE){
		SnapSystem_evaluate_stack(ssystem);
		handled = 1;
	}
	return handled;
}

void SnapSystem_reset_ob_list(SnapSystem* ssystem){
	BLI_freelistN(&(ssystem->ob_list));
	ssystem->n_obs = 0;
}

void SnapSystem_add_ob(SnapSystem* ssystem, Object* ob){
	SnapObRef *ob_ref = MEM_callocN(sizeof(TransSnapPoint), "SnapObRef");
	ob_ref->ob = ob;
	BLI_addtail(&(ssystem->ob_list), ob_ref);
	ssystem->n_obs++;
}

Object* SnapSystem_get_ob(SnapSystem* ssystem, int index){
	SnapObRef* ob_ref;
	assert(index < ssystem->n_obs);
	ob_ref = (SnapObRef*)BLI_findlink(&(ssystem->ob_list), index);
	return ob_ref->ob;
}


void SnapSystem_set_mode_select(SnapSystem* ssystem, SnapSystem_mode_select mode_select){
	ssystem->mode_select = mode_select;
}

int SnapSystem_get_retval(SnapSystem* ssystem){
	return ssystem->retval;
}

void SnapSystem_clear_pick(SnapSystem* ssystem){
	if(ssystem->pick){
		Snap_free(ssystem->pick);
		ssystem->pick = NULL;
	}
}

void SnapSystem_reset(SnapSystem* ssystem){
	SnapSystem_reset_ob_list(ssystem);
	SnapSystem_reset_snappoint(ssystem);
	ssystem->state = SNAPSYSTEM_STATE_IDLE;
}

void SnapSystem_free(SnapSystem* ssystem){
	SnapStack_free(ssystem->sstack);
	BLI_freelistN(&(ssystem->ob_list));
	SnapSystem_clear_pick(ssystem);
	MEM_freeN(ssystem);

}


/* -- SnapStack Class -- */

#define MAX_SNAPS 3

struct SnapStack{
	int n_snaps;
	Snap* snap_stack[MAX_SNAPS]; //maximum of 3 simultaneous snaps
	void (*bone_iterator)(SnapStack* stack, void* callback_data);
};

SnapStack* SnapStack_create(){
	SnapStack* sstack = (SnapStack*)MEM_mallocN(sizeof(SnapStack), "snapstack");
	sstack->n_snaps = 0;
	return sstack;
}

int SnapStack_getN_Snaps(SnapStack* sstack){
	return sstack->n_snaps;
}

void SnapStack_pushSnap(SnapStack* sstack, Snap* s){
	assert(sstack->n_snaps + 1 <= MAX_SNAPS);
	//need to add some kind of error message here when exceed stack MAX_SNAPS
	sstack->snap_stack[sstack->n_snaps] = s;
	sstack->n_snaps++;
	return;
}

Snap* SnapStack_popSnap(SnapStack* sstack){
	assert(sstack->n_snaps > 0);
	sstack->n_snaps--;
	return sstack->snap_stack[sstack->n_snaps];
}

Snap* SnapStack_getSnap(SnapStack* sstack, int index){
	assert(index < sstack->n_snaps && index >= 0);
	return sstack->snap_stack[index];
}

void SnapStack_reset(SnapStack* sstack){
	int i;
	for(i=0; i<sstack->n_snaps; i++){
		Snap_free(sstack->snap_stack[i]);
		sstack->snap_stack[i] = NULL;
	}
	sstack->n_snaps = 0;
}

void SnapStack_free(SnapStack* sstack){
	SnapStack_reset(sstack);
	MEM_freeN(sstack);
}



/* -- Snap Class -- */

struct Snap{
	Snap_type s_type;
	int snap_found; //boolean whether snap point has been found
	SnapPoint snap_point;
	SnapPoint* closest_point; //previously calculated closest point to mouse and screen.
	Snap* pick; //previously calculated snap to use as a picking point in modes such as parallel snap and planar snap

	//TODO: all extra data in Snap should be subject to streamlining and change
	//in the near future, as soon as I get something working. A lot of quick
	//not-so-well-thought-out bits of code here that will need more thought later.

	int retval; //temporary variable for linking in with transform code

	/*external data pointers*/
	bContext *C;
	Scene* scene;
	Object* ob;
	View3D* v3d;
	ARegion* ar;
	int mval[2];

	/*internal calculation data*/
	float ray_start[3], ray_normal[3];
	float ray_start_local[3], ray_normal_local[3];
	int min_distance;

	//matrix storage
	float imat[4][4];
	float timat[3][3];


	//snap type -- type of snap to calculate
	//geom_data_type

	//transform

	/*subclass data struct*/
	void* snap_data;

	/*function pointers*/
	void (*run)(Snap*);
	SnapIsect* (*interesect)(Snap*,Snap*);
	void (*draw)(Snap*);
	void (*free)(Snap*);
	//void callback for doing transform -- function pointer
};

Snap* Snap_create(Snap_type s_type,
				  Scene *scene, Object* ob, View3D *v3d, ARegion *ar, bContext *C, int mval[2],
				  void (*run)(Snap*), void (*draw)(Snap*), void (*free)(Snap*)){
	Snap* s = (Snap*)MEM_mallocN(sizeof(Snap), "snap");

	s->s_type = s_type;

	s->scene = scene;
	s->ob = ob;
	s->v3d = v3d;
	s->ar = ar;
	s->C = C;
	copy_v2_v2_int(s->mval, mval);

	s->min_distance = 30; //TODO: change to a user defined value;

	s->pick = NULL;
	s->closest_point = NULL;
	s->snap_found = 0;

	//TODO: pass the function pointers in as arguments
	s->run = run;
	s->draw = draw;
	s->free = free;
	s->snap_data = NULL;
	return s;
}

void Snap_setmval(Snap* s, int mval[2]){
	copy_v2_v2_int(s->mval, mval);
}

int Snap_getretval(Snap* s){
	return s->retval;
}

Snap_type Snap_getType(Snap* s){
	return s->s_type;
}

void Snap_setpick(Snap* s, Snap* pick){
	s->pick = pick;
}

//This function sets the closest previously calculated closest snap point. When the snap point calculation
//for this object is run, it will compare what it finds to this point. If the point is not
//closer to the mouse, and/or to the screen then it won't be counted as a valid snap point.
//TODO: perhaps a deep copy of snap point might be/more intuitive better here (in case original goes out of scope
//or is freed).
//will work out further into the design when I start working out the best way
//to optimise the snapping code.
void Snap_setClosestPoint(Snap* s, SnapPoint* sp){
	s->closest_point = sp;
}

SnapPoint* Snap_getSnapPoint(Snap* s){
	return &(s->snap_point);
}

void Snap_calc_rays(Snap* s){
	float mval_f[2];
	mval_f[0] = (float)(s->mval[0]);
	mval_f[1] = (float)(s->mval[1]);
	ED_view3d_win_to_ray(s->ar, s->v3d, mval_f, s->ray_start, s->ray_normal);
}

void Snap_calc_matrix(Snap* s){
	invert_m4_m4(s->imat, s->ob->obmat);

	copy_m3_m4(s->timat, s->imat);
	transpose_m3(s->timat);

	copy_v3_v3(s->ray_start_local, s->ray_start);
	copy_v3_v3(s->ray_normal_local, s->ray_normal);

	//for edit mode only? should be placed in calc_rays?
	mul_m4_v3(s->imat, s->ray_start_local);
	mul_mat3_m4_v3(s->imat, s->ray_normal_local);
}

void Snap_free(Snap* s){
	s->free(s);
}

void Snap_free_f(Snap* s){
	MEM_freeN(s);
}

void Snap_run(Snap* s){
	s->run(s);
}

void Snap_draw(Snap* s){
	s->draw(s);
}

void Snap_draw_default(Snap *s){
//	unsigned char col[4], selectedCol[4], activeCol[4];
//	UI_GetThemeColor3ubv(TH_TRANSFORM, col);
//	col[3]= 128;

//	UI_GetThemeColor3ubv(TH_SELECT, selectedCol);
//	selectedCol[3]= 128;

//	UI_GetThemeColor3ubv(TH_ACTIVE, activeCol);
//	activeCol[3]= 192;

//	if (t->spacetype == SPACE_VIEW3D) {
//		TransSnapPoint *p;
//		View3D *v3d = s->v3d;
//		RegionView3D *rv3d = CTX_wm_region_view3d(C);
//		float imat[4][4];
//		float size;

//		glDisable(GL_DEPTH_TEST);

//		size = 2.5f * UI_GetThemeValuef(TH_VERTEX_SIZE);

//		invert_m4_m4(imat, rv3d->viewmat);

//		for (p = t->tsnap.points.first; p; p = p->next) {
//			if (p == t->tsnap.selectedPoint) {
//				glColor4ubv(selectedCol);
//			}
//			else {
//				glColor4ubv(col);
//			}

//			drawcircball(GL_LINE_LOOP, p->co, ED_view3d_pixel_size(rv3d, p->co) * size * 0.75f, imat);
//		}

//		if (t->tsnap.status & POINT_INIT) {
//			glColor4ubv(activeCol);

//			drawcircball(GL_LINE_LOOP, t->tsnap.snapPoint, ED_view3d_pixel_size(rv3d, t->tsnap.snapPoint) * size, imat);
//		}

//		/* draw normal if needed */
//		if (usingSnappingNormal(t) && validSnappingNormal(t)) {
//			glColor4ubv(activeCol);

//			glBegin(GL_LINES);
//				glVertex3f(t->tsnap.snapPoint[0], t->tsnap.snapPoint[1], t->tsnap.snapPoint[2]);
//				glVertex3f(t->tsnap.snapPoint[0] + t->tsnap.snapNormal[0],
//						   t->tsnap.snapPoint[1] + t->tsnap.snapNormal[1],
//						   t->tsnap.snapPoint[2] + t->tsnap.snapNormal[2]);
//				glEnd();
//		}

//		if (v3d->zbuf)
//			glEnable(GL_DEPTH_TEST);
//	}
}



/* -- MESH SNAPPING -- */

typedef struct {
	SnapMesh_type sm_type;// -- type of snap to calculate -- can be combination of several

	MeshData *mesh_data;

	/*return the vertex, edge or face picked by user for
	use in combining snap modes (parallel and edge snap)*/
	int ret_data_index; //index to use when getting element from mesh_data
	SnapMesh_data_array_type ret_data_type; //vert, edge or face.

	int *dm_index_array; //for use when using derivedmesh data type;

	//function mesh iterator -- hmm actually let's just make this SnapMesh_mesh_itorator()

}SnapMesh_data;

struct MeshData{
	SnapMesh_data_type data_type;
	void* data;
	int edit_mode;
	int free_data;//TODO: to let SnapMesh_free know whether to free the meshdata.
	int (*getNumVerts)(MeshData* md);
	int (*getNumEdges)(MeshData* md);
	int (*getNumFaces)(MeshData* md);

	void (*index_init)(MeshData* md, SnapMesh_data_array_type array_type);

	void (*getVert)(MeshData* md, int index, MVert* mv);
	void (*getEdgeVerts)(MeshData* md, int index, MVert* mv1, MVert* mv2);

	int (*checkVert)(MeshData* md, int index);
	int (*checkEdge)(MeshData* md, int index);

	void (*free)(MeshData* md);
};

/* Mesh Data Functions */

void copy_mvert(MVert* out, MVert* in){
	copy_v3_v3(out->co, in->co);
	copy_v3_v3_short(out->no, in->no);
	out->flag = in->flag;
	out->bweight = in->bweight;
}

//copied from editderivedmesh.c
void bmvert_to_mvert(BMesh *bm, BMVert *bmv, MVert *mv)
{
	copy_v3_v3(mv->co, bmv->co);
	normal_float_to_short_v3(mv->no, bmv->no);

	mv->flag = BM_vert_flag_to_mflag(bmv);

	if (CustomData_has_layer(&bm->vdata, CD_BWEIGHT)) {
		mv->bweight = (unsigned char) (BM_elem_float_data_get(&bm->vdata, bmv, CD_BWEIGHT) * 255.0f);
	}
}

void bmedge_to_medge(BMesh *bm, BMEdge *ee, MEdge *edge_r)
{

}

/* - MeshData BMEditMesh accessor implementation - */

void MeshData_BMEditMesh_index_init(MeshData* md, SnapMesh_data_array_type array_type){
	BMEditMesh* em;
	switch(array_type){
	case SNAPMESH_DAT_vert:
		em = (BMEditMesh*)md->data;
		EDBM_index_arrays_init(em, 1, 0, 0);
		break;
	case SNAPMESH_DAT_edge:
		em = (BMEditMesh*)md->data;
		EDBM_index_arrays_init(em, 0, 1, 0);
		break;
	case SNAPMESH_DAT_face:
		em = (BMEditMesh*)md->data;
		EDBM_index_arrays_init(em, 0, 0, 1);
		break;
	}
}

int MeshData_BMEditMesh_getNumVerts(MeshData* md){
	BMEditMesh* em = (BMEditMesh*)md->data;
	return em->bm->totvert;
}

int MeshData_BMEditMesh_getNumEdges(MeshData* md){
	BMEditMesh* em = (BMEditMesh*)md->data;
	return em->bm->totedge;
}

int MeshData_BMEditMesh_getNumFaces(MeshData *md){
	BMEditMesh* em = (BMEditMesh*)md->data;
	return em->bm->totface;
}

/* I've chosen to have MVert and MEdge as the format in use in snapping because it's
  much easier to convert from BMVert to MVert than the reverse*/
//should be inline?
void MeshData_BMEditMesh_getVert(MeshData *md, int index, MVert* mv){
	BMVert* bmv;
	BMEditMesh* em = (BMEditMesh*)md->data;
	bmv = EDBM_vert_at_index(em, index);
	bmvert_to_mvert(em->bm, bmv, mv);
}

//if vert is not hidden and not selected return 1 else 0
int MeshData_BMEditMesh_checkVert(MeshData *md, int index){
	BMVert* bmv;
	BMEditMesh* em = (BMEditMesh*)md->data;
	bmv = EDBM_vert_at_index(em, index);
	if(BM_elem_flag_test(bmv, BM_ELEM_HIDDEN) || BM_elem_flag_test(bmv, BM_ELEM_SELECT)){
		return 0;
	}
	return 1;
}

void MeshData_BMEditMesh_getEdgeVerts(MeshData *md, int index, MVert* mv1, MVert* mv2){
	BMEdge* bme;
	BMEditMesh* em = (BMEditMesh*)md->data;
	bme = EDBM_edge_at_index(em, index);
	bmvert_to_mvert(em->bm, bme->v1, mv1);
	bmvert_to_mvert(em->bm, bme->v2, mv2);
}


//if vert is not hidden and not selected return 1 else 0
int MeshData_BMEditMesh_checkEdge(MeshData *md, int index){
	BMEdge* bme;
	BMEditMesh* em = (BMEditMesh*)md->data;
	bme = EDBM_edge_at_index(em, index);
	/* check whether edge is hidden and if either of its vertices are selected*/
	if( BM_elem_flag_test(bme, BM_ELEM_HIDDEN) ||
		BM_elem_flag_test(bme->v1, BM_ELEM_SELECT) ||
		 BM_elem_flag_test(bme->v2, BM_ELEM_SELECT)){
		return 0;
	}
	return 1;
}

void MeshData_BMEditMesh_getFace(MeshData *md, int index, MVert* mv){

}

void MeshData_BMEditMesh_free(MeshData* md){
	BMEditMesh* em;
	if(md->free_data){
		em = (BMEditMesh*)md->data;
		//TODO: free bmeditmesh
	}
	MEM_freeN(md);
}


/* - MeshData DerivedMesh accessor implementation - */

void MeshData_DerivedMesh_index_init(MeshData* md, SnapMesh_data_array_type array_type){
//	DerivedMesh* dm;
//	dm = (DerivedMesh*)md->data;
//	sm_data->dm_index_array = dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
	//TODO: check why this code would be needed, and why it is currently commented out.
}

int MeshData_DerivedMesh_getNumVerts(MeshData* md){
	DerivedMesh* dm = (DerivedMesh*)md->data;
	return dm->getNumVerts(dm);
}

int MeshData_DerivedMesh_getNumEdges(MeshData* md){
	DerivedMesh* dm = (DerivedMesh*)md->data;
	return dm->getNumEdges(dm);
}

int MeshData_DerivedMesh_getNumFaces(MeshData *md){
	DerivedMesh* dm = (DerivedMesh*)md->data;
	return dm->getNumPolys(dm);
}

int MeshData_DerivedMesh_checkVert(MeshData *md, int index){
	MVert *verts;
	MVert *mv;
	DerivedMesh* dm = (DerivedMesh*)md->data;
	char hidden, selected;
	verts = dm->getVertArray(dm);
	//TODO: remove these debugging variables mv and hidden
	mv = &(verts[index]);
	hidden =  (verts[index].flag & ME_HIDE);

	//there is a weird bug where the selected flag is always on for meshes which aren't in editmode.
	if(md->edit_mode){
		selected = (verts[index].flag & 1);
	}
	else{
		selected = 0;
	}

	if(hidden || selected){
		return 0;
	}
	return 1;
}

void MeshData_DerivedMesh_getVert(MeshData *md, int index, MVert* mv){
	MVert *verts;
	DerivedMesh* dm = (DerivedMesh*)md->data;
	verts = dm->getVertArray(dm);
	copy_mvert(mv, &(verts[index])); //TODO: not sure whether it's better to pass by reference or value here...
}

void MeshData_DerivedMesh_getEdgeVerts(MeshData *md, int index, MVert* mv1, MVert* mv2){
	MEdge* edges;
	MVert* verts;
	DerivedMesh* dm = (DerivedMesh*)md->data;
	edges = dm->getEdgeArray(dm);
	verts = dm->getVertArray(dm);
	/* v1 and v2 are integer indexes for the verts array */
	copy_mvert(mv1, &(verts[edges[index].v1]));
	copy_mvert(mv2, &(verts[edges[index].v2]));
}
//TODO: make this more clear that there is only one edge in the snap_edge_parallel meshdata (the edge that is selected for snapping is copied)
int MeshData_DerivedMesh_checkEdge(MeshData *md, int index){
	//TODO: optimise this code a bit, and remove debug variables.
	MEdge* edges;
	MVert* verts;
	MVert *v1, *v2;
	DerivedMesh* dm = (DerivedMesh*)md->data;
	char hidden, v1_selected, v2_selected;
	edges = dm->getEdgeArray(dm);
	verts = dm->getVertArray(dm);
	/* check whether edge is hidden and if either of its vertices (v1 and v2) are selected
	When they are selected their flag will be 0? (if indeed it works similar to bmesh)*/
	/* in this case v1 and v2 are integer indexes for the vertex array*/

	v1 = &(verts[edges[index].v1]);
	v2 = &(verts[edges[index].v2]);
	if(md->edit_mode){
		v1_selected = v1->flag & 1;
		v2_selected = v2->flag & 1;
	}
	else{
		v1_selected = 0;
		v2_selected = 0;
	}

	if(v1_selected ||
		v2_selected ||
		(edges[index].flag & ME_HIDE)){
		return 0;
	}
	return 1;
}

void MeshData_DerivedMesh_getFace(MeshData *md, int index, MVert* mv){

}

void MeshData_DerivedMesh_free(MeshData *md){
	DerivedMesh* dm;
	if(md->free_data){
		dm = (DerivedMesh*)md->data;
		dm->release(dm);
	}
	MEM_freeN(md);
}

MeshData* MeshData_create(void* mesh_data, SnapMesh_data_type data_type, int free_data, int edit_mode){
	MeshData* md = (MeshData*)MEM_mallocN(sizeof(MeshData), "snapmesh_meshdata");
	md->data_type = data_type;
	md->data = mesh_data;
	md->edit_mode = edit_mode;//TODO: this variable might need to be updated if this thing is cached...
	md->free_data = free_data;
	switch(data_type){
	case SNAPMESH_DATA_TYPE_DerivedMesh:
		md->getNumVerts = MeshData_DerivedMesh_getNumVerts;
		md->getNumEdges = MeshData_DerivedMesh_getNumEdges;
		md->getNumFaces = MeshData_DerivedMesh_getNumFaces;
		md->index_init = MeshData_DerivedMesh_index_init;
		md->checkVert = MeshData_DerivedMesh_checkVert;
		md->checkEdge = MeshData_DerivedMesh_checkEdge;
		md->getVert = MeshData_DerivedMesh_getVert;
		md->getEdgeVerts = MeshData_DerivedMesh_getEdgeVerts;
		md->free = MeshData_DerivedMesh_free;
		break;
	case SNAPMESH_DATA_TYPE_BMEditMesh:
		md->getNumVerts = MeshData_BMEditMesh_getNumVerts;
		md->getNumEdges = MeshData_BMEditMesh_getNumEdges;
		md->getNumFaces = MeshData_BMEditMesh_getNumFaces;
		md->index_init = MeshData_BMEditMesh_index_init;
		md->checkVert = MeshData_BMEditMesh_checkVert;
		md->checkEdge = MeshData_BMEditMesh_checkEdge;
		md->getVert = MeshData_BMEditMesh_getVert;
		md->getEdgeVerts = MeshData_BMEditMesh_getEdgeVerts;
		md->free = MeshData_BMEditMesh_free;
		break;
	}
	return md;
}


/* SnapMesh functions */

Snap* SnapMesh_create(	void* mesh_data,
						SnapMesh_data_type data_type,
						int free_mesh_data,
						SnapMesh_type sm_type,
						Scene *scene, Object *ob, View3D *v3d, ARegion *ar, bContext *C, int mval[2])
{
	int edit_mode;
	Snap* sm = Snap_create(SNAP_TYPE_MESH, scene, ob, v3d, ar, C, mval, SnapMesh_run, Snap_draw_default, SnapMesh_free);
	SnapMesh_data* sm_data;

	sm_data = (SnapMesh_data*)MEM_mallocN(sizeof(SnapMesh_data), "snapmesh_data");

	sm_data->sm_type = sm_type;

	//put an early exit flag somewhere here for the case when there is no geometry in mesh_data;
	edit_mode = (sm->ob->mode & OB_MODE_EDIT);
	sm_data->mesh_data = MeshData_create(mesh_data, data_type, free_mesh_data, edit_mode);
	sm_data->dm_index_array = NULL;

	sm->snap_data = (void*)sm_data;

	return sm;
}

void SnapMesh_free(Snap* sm){
	//TODO: there is some memory not getting freed somwhere in here...
	SnapMesh_data *sm_data = sm->snap_data;
	sm_data->mesh_data->free(sm_data->mesh_data);
	MEM_freeN(sm_data);
	Snap_free_f(sm);
}


/* SnapMesh Implementation */

void SnapMesh_snap_vertex(Snap* sm){
	int i, totvert;
	SnapMesh_data* sm_data = (SnapMesh_data*)sm->snap_data;
	MeshData* md = sm_data->mesh_data;

	float dvec[3];
	float location[3];
	int new_dist;
	float new_depth;
	int screen_loc[2];
	MVert mv;

	//TODO: add a check for empty mesh - like in original snapping code.

	sm->retval = 0;

	md->index_init(md, SNAPMESH_DAT_vert); //should perhaps only be called once per mesh...
	//was causing some segfault issues before with getVert.

	totvert  = md->getNumVerts(md);
	for(i=0;i<totvert;i++){
		if(md->checkVert(md, i) == 0){
			continue; //skip this vert if it is selected or hidden
		}

		md->getVert(md, i, &mv);
		sub_v3_v3v3(dvec, mv.co, sm->ray_start_local);

		if(dot_v3v3(sm->ray_normal_local, dvec)<=0){
			continue; //skip this vert if it is behind the view
		}

		copy_v3_v3(location, mv.co);
		mul_m4_v3(sm->ob->obmat, location);
		new_depth = len_v3v3(location, sm->ray_start);

		project_int(sm->ar, location, screen_loc);
		new_dist = abs(screen_loc[0] - sm->mval[0]) + abs(screen_loc[1] - sm->mval[1]);

		if(new_dist > sm->snap_point.r_dist || new_depth >= sm->snap_point.r_depth){//what is r_depth in original code? is it always FLT_MAX?
			//this checks whether depth of snap point is the deeper than an existing point, if it is, then
			//skip this vert. it also checks whether the distance between the mouse and the vert is small enough, if it
			//isn't then skip this vert. it picks the closest one to the mouse, and the closest one to the screen.
			//if there is no existing snappable vert then r_depth == FLT_MAX;
			continue;
		}

		sm->snap_point.r_depth = new_depth;
		sm->retval = 1;

		copy_v3_v3(sm->snap_point.location, location);

		normal_short_to_float_v3(sm->snap_point.normal, mv.no);
		mul_m3_v3(sm->timat, sm->snap_point.normal);
		normalize_v3(sm->snap_point.normal);

		sm->snap_point.r_dist = new_dist;

		sm_data->ret_data_index = i;
		sm_data->ret_data_type = SNAPMESH_DAT_vert;
	}
}

void SnapMesh_snap_face(Snap* sm){

}

void SnapMesh_snap_face_plane(Snap* sm){
	//port over experiment project
}

void SnapMesh_snap_edge(Snap* sm){
	int i, totedge, result, new_dist;
	int screen_loc[2];

	float intersect[3] = {0, 0, 0}, ray_end[3], dvec[3];
	float edge_loc[3], vec[3], location[3];
	float n1[3], n2[3];
	float mul, new_depth;

	SnapMesh_data* sm_data = (SnapMesh_data*)sm->snap_data;
	MeshData* md = sm_data->mesh_data;
	MVert v1, v2;

	copy_v3_v3(ray_end, sm->ray_normal_local);
	mul_v3_fl(ray_end, 2000); //TODO: what!?
	add_v3_v3v3(ray_end, sm->ray_start_local, ray_end);

	sm->retval = 0;

	md->index_init(md, SNAPMESH_DAT_edge); //should perhaps only be called once per mesh...

	totedge = md->getNumEdges(md);
	for(i=0;i<totedge;i++){
		if(md->checkEdge(md, i) == 0){
			continue;
		}

		md->getEdgeVerts(md, i, &v1, &v2);

		//why don't we care about result?
		result = isect_line_line_v3(v1.co, v2.co, sm->ray_start_local, ray_end, intersect, dvec); /* dvec used but we don't care about result */
		//intersect is closest point on line (beteween v1 and v2) to the line between ray_start_local and ray_end.
		if(!result){
			continue;
		}

		//dvec is calculated to be from mouse location to closest intersection point on line.
		sub_v3_v3v3(dvec, intersect, sm->ray_start_local);

		sub_v3_v3v3(edge_loc, v1.co, v2.co); //edge loc is vector representing line from v2 to v1.
		sub_v3_v3v3(vec, intersect, v2.co); //vec is vector from v2 to intersect

		//mul is value representing how large vec is compared to edge_loc.
		//if vec is the same length and in the same direction as edge_loc, then mul == 1
		mul = dot_v3v3(vec, edge_loc) / dot_v3v3(edge_loc, edge_loc);

		//this code constrains the intersect point on line to be lying on the edge_loc vector.
		//because mul will be greater than 1 when vec is longer and in the same direction as edge_loc
		//and mul will be less than 0 when it is going in the opposite direction to edge_loc.
		if (mul > 1) {
			mul = 1; //TODO: this code is probably useless, same with mul = 0 just below.
			copy_v3_v3(intersect, v1.co);
		}
		else if (mul < 0) {
			mul = 0;
			copy_v3_v3(intersect, v2.co);
		}

		//if intersect point along ray vector is not in front of the screen/camera then quit checking this line.
		//I would have thought this case would be eliminated by isect_line function in the first place.
		//TODO: explore this issue when coding parallel snapping.
		if (dot_v3v3(sm->ray_normal_local, dvec) <= 0){
			continue;
		}

		copy_v3_v3(location, intersect);

		//TODO: understand the matrix calculations here, and the init calculations for timat.
		mul_m4_v3(sm->ob->obmat, location);

		new_depth = len_v3v3(location, sm->ray_start);

		//I'm guessing location needed to be multiplied by the matrix so it can be in "world space"? for this
		//calculation...
		project_int(sm->ar, location, screen_loc);


		new_dist = abs(screen_loc[0] - (int)sm->mval[0]) + abs(screen_loc[1] - (int)sm->mval[1]);

		/* 10% threshold if edge is closer but a bit further
		 * this takes care of series of connected edges a bit slanted w.r.t the viewport
		 * otherwise, it would stick to the verts of the closest edge and not slide along merrily
		 * */
		if (new_dist > sm->snap_point.r_dist || new_depth >= sm->snap_point.r_depth * 1.001f){
			continue;
		}


		// = new_depth;
		sm->retval = 1;

		sub_v3_v3v3(edge_loc, v1.co, v2.co);
		sub_v3_v3v3(vec, intersect, v2.co);

		mul = dot_v3v3(vec, edge_loc) / dot_v3v3(edge_loc, edge_loc);

		/*normals calculation*/
		normal_short_to_float_v3(n1, v1.no);
		normal_short_to_float_v3(n2, v2.no);
		interp_v3_v3v3(sm->snap_point.normal, n2, n1, mul);
		mul_m3_v3(sm->timat, sm->snap_point.normal);
		normalize_v3(sm->snap_point.normal);

		copy_v3_v3(sm->snap_point.location, location);

		sm->snap_point.r_dist = new_dist;
		sm->snap_point.r_depth = new_depth;

		sm_data->ret_data_index = i;
		sm_data->ret_data_type = SNAPMESH_DAT_edge;
	}

}

void SnapMesh_snap_edge_midpoint(Snap* sm){
	int i, totedge, new_dist;
	int screen_loc[2];

	float ray_end[3], dvec[3];
	float edge_loc[3], vec[3], location[3];
	float n1[3], n2[3];
	float middle[3];
	float mul, new_depth;

	SnapMesh_data* sm_data = (SnapMesh_data*)sm->snap_data;
	MeshData* md = sm_data->mesh_data;
	MVert v1, v2;

	copy_v3_v3(ray_end, sm->ray_normal_local);
	mul_v3_fl(ray_end, 2000); //TODO: what!?
	add_v3_v3v3(ray_end, sm->ray_start_local, ray_end);

	sm->retval = 0;

	md->index_init(md, SNAPMESH_DAT_edge); //should perhaps only be called once per mesh...

	totedge = md->getNumEdges(md);
	for(i=0;i<totedge;i++){
		if(md->checkEdge(md, i) == 0){
			continue;
		}

		md->getEdgeVerts(md, i, &v1, &v2);

		mid_v3_v3v3(middle, v1.co, v2.co);

		sub_v3_v3v3(dvec, middle, sm->ray_start_local);

		if(dot_v3v3(sm->ray_normal_local, dvec)<=0){
			continue; //skip this vert if it is behind the view
		}

		copy_v3_v3(location, middle);
		mul_m4_v3(sm->ob->obmat, location);
		new_depth = len_v3v3(location, sm->ray_start);

		project_int(sm->ar, location, screen_loc);
		new_dist = abs(screen_loc[0] - sm->mval[0]) + abs(screen_loc[1] - sm->mval[1]);

		if(new_dist > sm->snap_point.r_dist || new_depth >= sm->snap_point.r_depth){//what is r_depth in original code? is it always FLT_MAX?
			//I'm thinking this checks whether depth of snap point is the deeper than an existing point, if it is, then
			//skip this vert. it also checks whether the distance between the mouse and the vert is small enough, if it
			//isn't then skip this vert. it picks the closest one to the mouse, and the closest one to the screen.
			//if there is no existing snappable vert then r_depth == FLT_MAX;
			continue;
		}

		sm->snap_point.r_depth = new_depth;
		sm->retval = 1;

		copy_v3_v3(sm->snap_point.location, location);

		/*normals calculation*/
		sub_v3_v3v3(edge_loc, v1.co, v2.co);
		sub_v3_v3v3(vec, middle, v2.co);

		mul = dot_v3v3(vec, edge_loc) / dot_v3v3(edge_loc, edge_loc);

		normal_short_to_float_v3(n1, v1.no);
		normal_short_to_float_v3(n2, v2.no);
		interp_v3_v3v3(sm->snap_point.normal, n2, n1, mul);
		mul_m3_v3(sm->timat, sm->snap_point.normal);
		normalize_v3(sm->snap_point.normal);

		sm->snap_point.r_dist = new_dist;
	}
}

void SnapMesh_snap_edge_parallel(Snap* sm){
	int i, totedge, result, new_dist;
	int screen_loc[2];

	float intersect[3] = {0, 0, 0}, ray_end[3], dvec[3];
	float edge_loc[3], vec[3], location[3];
	float n1[3], n2[3];
	float mul, new_depth;

	SnapMesh_data* sm_data = (SnapMesh_data*)sm->pick->snap_data; //use mesh data from pick
	MeshData* md = sm_data->mesh_data;
	MVert v1, v2;

	copy_v3_v3(ray_end, sm->ray_normal_local);
	mul_v3_fl(ray_end, 2000); //TODO: what!?
	add_v3_v3v3(ray_end, sm->ray_start_local, ray_end);

	sm->retval = 0;

	assert(sm_data->ret_data_type == SNAPMESH_DAT_edge);
	md->index_init(md, SNAPMESH_DAT_edge); //should perhaps only be called once per mesh...

	i = sm_data->ret_data_index;

	if(md->checkEdge(md, i) == 0){
		return;
	}

	md->getEdgeVerts(md, i, &v1, &v2);

	result = isect_line_line_v3(v1.co, v2.co, sm->ray_start_local, ray_end, intersect, dvec); /* dvec used but we don't care about result */
	//intersect is closest point on line (beteween v1 and v2) to the line between ray_start_local and ray_end.
	if(!result){
		return;
	}

	//dvec is calculated to be from mouse location to closest intersection point on line.
	sub_v3_v3v3(dvec, intersect, sm->ray_start_local);

	sub_v3_v3v3(edge_loc, v1.co, v2.co); //edge loc is vector representing line from v2 to v1.
	sub_v3_v3v3(vec, intersect, v2.co); //vec is vector from v2 to intersect

	//mul is value representing how large vec is compared to edge_loc.
	//if vec is the same length and in the same direction as edge_loc, then mul == 1
	mul = dot_v3v3(vec, edge_loc) / dot_v3v3(edge_loc, edge_loc);

	//this code constrains the intersect point on line to be lying on the edge_loc vector.
	//because mul will be greater than 1 when vec is longer and in the same direction as edge_loc
	//and mul will be less than 0 when it is going in the opposite direction to edge_loc.
//		if (mul > 1) {
//			mul = 1;
//			copy_v3_v3(intersect, v1.co);
//		}
//		else if (mul < 0) {
//			mul = 0;
//			copy_v3_v3(intersect, v2.co);
//		}

	//if intersect point along ray vector is not in front of the screen/camera then quit checking this line.
	//I would have thought this case would be eliminated by isect_line function in the first place.
	//TODO: explore this issue when coding parallel snapping.
	if (dot_v3v3(sm->ray_normal_local, dvec) <= 0){
		return;
	}

	copy_v3_v3(location, intersect);

	//TODO: understand the matrix calculations here, and the init calculations for timat.
	mul_m4_v3(sm->ob->obmat, location);

	new_depth = len_v3v3(location, sm->ray_start);

	//I'm guessing location needed to be multiplied by the matrix so it can be in "world space"? for this
	//calculation...
	project_int(sm->ar, location, screen_loc);


	new_dist = abs(screen_loc[0] - (int)sm->mval[0]) + abs(screen_loc[1] - (int)sm->mval[1]);

	/* 10% threshold if edge is closer but a bit further
	 * this takes care of series of connected edges a bit slanted w.r.t the viewport
	 * otherwise, it would stick to the verts of the closest edge and not slide along merrily
	 * */
	if (new_dist > sm->snap_point.r_dist || new_depth >= sm->snap_point.r_depth * 1.001f){
		return;
	}


	// = new_depth;
	sm->retval = 1;

	sub_v3_v3v3(edge_loc, v1.co, v2.co);
	sub_v3_v3v3(vec, intersect, v2.co);

	mul = dot_v3v3(vec, edge_loc) / dot_v3v3(edge_loc, edge_loc);

	/*normals calculation*/
	normal_short_to_float_v3(n1, v1.no);
	normal_short_to_float_v3(n2, v2.no);
	interp_v3_v3v3(sm->snap_point.normal, n2, n1, mul);
	mul_m3_v3(sm->timat, sm->snap_point.normal);
	normalize_v3(sm->snap_point.normal);

	copy_v3_v3(sm->snap_point.location, location);

	sm->snap_point.r_dist = new_dist;
	sm->snap_point.r_depth = new_depth;
}

void SnapMesh_run(Snap *sm){
	SnapMesh_data* sm_data = (SnapMesh_data*)sm->snap_data;

	//will have to work out the best configuration for performance of these
	//initial function calls. perhaps they should go in the SnapMesh_create function
	//so they don't get called every run.
	Snap_calc_rays(sm);
	Snap_calc_matrix(sm);
	//add some checks here for early exits?

//	if (totface > 16) {
//		struct BoundBox *bb = BKE_object_boundbox_get(ob);
//		test = BKE_boundbox_ray_hit_check(bb, ray_start_local, ray_normal_local);
//	}

	//Check whether there has been provided previously calculated snap point to compare
	//distance and depth values to when calculating. if not then set default values.
	if(sm->closest_point == NULL){
		sm->snap_point.r_dist = sm->min_distance; //TODO: investigate, does this r_dist value need to be stored in sm class?
		sm->snap_point.r_depth = FLT_MAX;
	}else{
		sm->snap_point.r_dist = sm->closest_point->r_dist;
		sm->snap_point.r_depth = sm->closest_point->r_depth;
	}

	switch(sm_data->sm_type){
	case SNAPMESH_TYPE_VERTEX:
		SnapMesh_snap_vertex(sm);
		break;
	case SNAPMESH_TYPE_FACE:
		return; //call face snap function here
	case SNAPMESH_TYPE_FACE_PLANE:
		return; //call face plane snap function here
	case SNAPMESH_TYPE_EDGE:
		SnapMesh_snap_edge(sm);
		break;
	case SNAPMESH_TYPE_EDGE_MIDPOINT:
		SnapMesh_snap_edge_midpoint(sm);
		break;
	case SNAPMESH_TYPE_EDGE_PARALLEL:
		SnapMesh_snap_edge_parallel(sm);
		break;

	}

	//call callback here?
}

typedef enum{
	SNAP_ISECT_TYPE_GEOMETRY,
	SNAP_ISECT_TYPE_POINT
}SnapIsect_type;

/*snap intersection*/
struct SnapIsect{
	SnapIsect_type type;
	Snap* isect_geom; //a new snap containing the snap geometry of the intersection.
	SnapPoint isect_point; //for use if the intersection is a single point (isect_type == SNAP_ISECT_TYPE_POINT)
};

SnapIsect* SnapIsect_create(SnapIsect_type type){
	SnapIsect* si = (SnapIsect*)MEM_mallocN(sizeof(SnapIsect), "snapisect");
	si->type = type;
	return si;
}

void SnapIsect_set_point(SnapIsect* si, SnapPoint point){
	memcpy(&(si->isect_point), &point, sizeof(SnapPoint));
	//SnapPoint_deepcopy(&(si->isect_point), &point);
}

void SnapIsect_free(SnapIsect* si){
	switch(si->type){
	case SNAP_ISECT_TYPE_GEOMETRY:
		Snap_free(si->isect_geom);
		break;
	default:
		break;
	}
	MEM_freeN(si);
}

//SnapIsect* SnapMesh_intersect_Plane_Plane(){

//}

/*this function tries to find the intersection between two snaps.
  if the SnapType of s2 is not supported, or an intersection cannot
be found then this function retruns NULL pointer.*/
/*when a NULL is returned, the SnapSystem evaluate function interprets differently;
  using perpendicular snapping instead*/
//SnapIsect* SnapMesh_intersect(Snap* sm, Snap* s2){
//	switch(s2->s_type){
//	case SNAP_TYPE_MESH:
////		if(s2->type == VERTEX){
////			return NULL;
////		}
//		sm->interesect(sm, s2);
//		break;
//	}
//}


void SnapMesh_perpendicular(Snap* sm, SnapPoint point){
	//set the sm->snap_point to the point on the snap_geometry which is perpendicular
	//to the argurment point.
}

void SnapMesh_draw(Snap *sm){
	unsigned char col[4], selectedCol[4], activeCol[4];
	SnapMesh_data* sm_data = (SnapMesh_data*)sm->snap_data;
	switch(sm_data->sm_type){
	case SNAPMESH_TYPE_VERTEX:
		//use default drawing function
		break;
	case SNAPMESH_TYPE_FACE:
		//use default drawing function
		break;
	case SNAPMESH_TYPE_FACE_PLANE:
		//special face_plane drawing
		break;
	case SNAPMESH_TYPE_EDGE:
		//use default drawing function
		break;
	case SNAPMESH_TYPE_EDGE_MIDPOINT:
		//use default drawing function
		break;
	case SNAPMESH_TYPE_EDGE_PARALLEL:
		break;
		//drawline code from transform_generics is another good example
//		float v1[3], v2[3], v3[3];
//		unsigned char col[3], col2[3];

//		if (t->spacetype == SPACE_VIEW3D) {
//			View3D *v3d = t->view;

//			glPushMatrix();

//			//if (t->obedit) glLoadMatrixf(t->obedit->obmat);	// sets opengl viewing


//			copy_v3_v3(v3, dir);
//			mul_v3_fl(v3, v3d->far);

//			sub_v3_v3v3(v2, center, v3);
//			add_v3_v3v3(v1, center, v3);

//			if (options & DRAWLIGHT) {
//				col[0] = col[1] = col[2] = 220;
//			}
//			else {
//				UI_GetThemeColor3ubv(TH_GRID, col);
//			}
//			UI_make_axis_color(col, col2, axis);
//			glColor3ubv(col2);

//			setlinestyle(0);
//			glBegin(GL_LINE_STRIP);
//				glVertex3fv(v1);
//				glVertex3fv(v2);
//			glEnd();

//			glPopMatrix();
//		}
		//use parallel edge code from experiment project
	}
}

/* -- AXIS SNAPPING -- */
/* this system will need some method of inputting the origin of the axis.
  for example:
	with transform that would be snap target or pivot center
	with pen tool that would be the previous vertex/click*/


/* -- BONE SNAPPING -- */



/* -- CURVE SNAPPING -- */