View3D: ported selection code, another 2000 lines :)
Border select (BKEY) in 3d window now works. For lasso
and circle I have to add WM support still.
This commit is contained in:
Ton Roosendaal 2008-12-20 18:43:21 +00:00
parent 1550573360
commit 4d2ae9431b
7 changed files with 2116 additions and 438 deletions

@ -133,9 +133,8 @@ void EM_init_index_arrays(int x, int y, int z) {} // XXX
void EM_free_index_arrays(void) {} // XXX
#define EM_FGON 0
EditFace *EM_get_actFace(int x) {return NULL;} // XXX
int em_solidoffs; // XXX
int em_wireoffs;
int em_vertoffs;
extern unsigned int em_vertoffs, em_solidoffs, em_wireoffs;
/* check for glsl drawing */
@ -1260,6 +1259,7 @@ static void mesh_foreachScreenEdge__mapFunc(void *userData, int index, float *v0
data->func(data->userData, eed, s[0][0], s[0][1], s[1][0], s[1][1], index);
}
}
void mesh_foreachScreenEdge(ARegion *ar, View3D *v3d, void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts)
{
struct { void (*func)(void *userData, EditEdge *eed, int x0, int y0, int x1, int y1, int index); void *userData; ARegion *ar; View3D *v3d; int clipVerts; float pmat[4][4], vmat[4][4]; } data;
@ -1292,6 +1292,7 @@ static void mesh_foreachScreenFace__mapFunc(void *userData, int index, float *ce
data->func(data->userData, efa, s[0], s[1], index);
}
}
void mesh_foreachScreenFace(ARegion *ar, View3D *v3d, void (*func)(void *userData, EditFace *efa, int x, int y, int index), void *userData)
{
struct { void (*func)(void *userData, EditFace *efa, int x, int y, int index); void *userData; ARegion *ar; View3D *v3d; float pmat[4][4], vmat[4][4]; } data;

@ -824,7 +824,7 @@ static int viewcenter_exec(bContext *C, wmOperator *op) /* like a localview with
else {
Base *base= FIRSTBASE;
while(base) {
if TESTBASE(v3d, base) {
if(TESTBASE(v3d, base)) {
minmax_object(base->object, min, max);
/* account for duplis */
minmax_object_duplis(base->object, min, max);
@ -894,435 +894,6 @@ void ED_VIEW3D_OT_viewcenter(wmOperatorType *ot)
ot->poll= ED_operator_areaactive;
}
/* ************************** mouse select ************************* */
#define MAXPICKBUF 10000
/* The max number of menu items in an object select menu */
#define SEL_MENU_SIZE 22
void set_active_base(Scene *scene, Base *base)
{
Base *tbase;
/* activating a non-mesh, should end a couple of modes... */
// if(base && base->object->type!=OB_MESH)
// XXX exit_paint_modes();
/* sets scene->basact */
BASACT= base;
if(base) {
/* signals to buttons */
// redraw_test_buttons(base->object);
/* signal to ipo */
// allqueue(REDRAWIPO, base->object->ipowin);
// allqueue(REDRAWACTION, 0);
// allqueue(REDRAWNLA, 0);
// allqueue(REDRAWNODE, 0);
/* signal to action */
// select_actionchannel_by_name(base->object->action, "Object", 1);
/* disable temporal locks */
for(tbase=FIRSTBASE; tbase; tbase= tbase->next) {
if(base!=tbase && (tbase->object->shapeflag & OB_SHAPE_TEMPLOCK)) {
tbase->object->shapeflag &= ~OB_SHAPE_TEMPLOCK;
DAG_object_flush_update(G.scene, tbase->object, OB_RECALC_DATA);
}
}
}
}
/* simple API for object selection, rather than just using the flag
* this takes into account the 'restrict selection in 3d view' flag.
* deselect works always, the restriction just prevents selection */
void select_base_v3d(Base *base, short mode)
{
if (base) {
if (mode==BA_SELECT) {
if (!(base->object->restrictflag & OB_RESTRICT_SELECT))
if (mode==BA_SELECT) base->flag |= SELECT;
}
else if (mode==BA_DESELECT) {
base->flag &= ~SELECT;
}
}
}
static void deselectall_except(Scene *scene, Base *b) /* deselect all except b */
{
Base *base;
for(base= FIRSTBASE; base; base= base->next) {
if (base->flag & SELECT) {
if(b!=base) {
select_base_v3d(base, BA_DESELECT);
base->object->flag= base->flag;
}
}
}
}
static Base *mouse_select_menu(Scene *scene, ARegion *ar, View3D *v3d, unsigned int *buffer, int hits, short *mval)
{
Base *baseList[SEL_MENU_SIZE]={NULL}; /*baseList is used to store all possible bases to bring up a menu */
Base *base;
short baseCount = 0;
char menuText[20 + SEL_MENU_SIZE*32] = "Select Object%t"; /* max ob name = 22 */
char str[32];
for(base=FIRSTBASE; base; base= base->next) {
if (BASE_SELECTABLE(v3d, base)) {
baseList[baseCount] = NULL;
/* two selection methods, the CTRL select uses max dist of 15 */
if(buffer) {
int a;
for(a=0; a<hits; a++) {
/* index was converted */
if(base->selcol==buffer[ (4 * a) + 3 ]) baseList[baseCount] = base;
}
}
else {
int temp, dist=15;
project_short(ar, v3d, base->object->obmat[3], &base->sx);
temp= abs(base->sx -mval[0]) + abs(base->sy -mval[1]);
if(temp<dist ) baseList[baseCount] = base;
}
if(baseList[baseCount]) {
if (baseCount < SEL_MENU_SIZE) {
baseList[baseCount] = base;
sprintf(str, "|%s %%x%d", base->object->id.name+2, baseCount+1); /* max ob name == 22 */
strcat(menuText, str);
baseCount++;
}
}
}
}
if(baseCount<=1) return baseList[0];
else {
baseCount = -1; // XXX = pupmenu(menuText);
if (baseCount != -1) { /* If nothing is selected then dont do anything */
return baseList[baseCount-1];
}
else return NULL;
}
}
/* we want a select buffer with bones, if there are... */
/* so check three selection levels and compare */
static short mixed_bones_object_selectbuffer(Scene *scene, ARegion *ar, View3D *v3d, unsigned int *buffer, short *mval)
{
rcti rect;
int offs;
short a, hits15, hits9=0, hits5=0;
short has_bones15=0, has_bones9=0, has_bones5=0;
BLI_init_rcti(&rect, mval[0]-14, mval[0]+14, mval[1]-14, mval[1]+14);
hits15= view3d_opengl_select(scene, ar, v3d, buffer, MAXPICKBUF, &rect);
if(hits15>0) {
for(a=0; a<hits15; a++) if(buffer[4*a+3] & 0xFFFF0000) has_bones15= 1;
offs= 4*hits15;
BLI_init_rcti(&rect, mval[0]-9, mval[0]+9, mval[1]-9, mval[1]+9);
hits9= view3d_opengl_select(scene, ar, v3d, buffer+offs, MAXPICKBUF-offs, &rect);
if(hits9>0) {
for(a=0; a<hits9; a++) if(buffer[offs+4*a+3] & 0xFFFF0000) has_bones9= 1;
offs+= 4*hits9;
BLI_init_rcti(&rect, mval[0]-5, mval[0]+5, mval[1]-5, mval[1]+5);
hits5= view3d_opengl_select(scene, ar, v3d, buffer+offs, MAXPICKBUF-offs, &rect);
if(hits5>0) {
for(a=0; a<hits5; a++) if(buffer[offs+4*a+3] & 0xFFFF0000) has_bones5= 1;
}
}
if(has_bones5) {
offs= 4*hits15 + 4*hits9;
memcpy(buffer, buffer+offs, 4*offs);
return hits5;
}
if(has_bones9) {
offs= 4*hits15;
memcpy(buffer, buffer+offs, 4*offs);
return hits9;
}
if(has_bones15) {
return hits15;
}
if(hits5>0) {
offs= 4*hits15 + 4*hits9;
memcpy(buffer, buffer+offs, 4*offs);
return hits5;
}
if(hits9>0) {
offs= 4*hits15;
memcpy(buffer, buffer+offs, 4*offs);
return hits9;
}
return hits15;
}
return 0;
}
/* mval is region coords */
static void mouse_select(Scene *scene, ARegion *ar, View3D *v3d, short *mval)
{
Base *base, *startbase=NULL, *basact=NULL, *oldbasact=NULL;
unsigned int buffer[4*MAXPICKBUF];
int temp, a, dist=100;
short hits;
short ctrl=0, shift=0, alt=0;
/* always start list from basact in wire mode */
startbase= FIRSTBASE;
if(BASACT && BASACT->next) startbase= BASACT->next;
/* This block uses the control key to make the object selected by its center point rather then its contents */
if(G.obedit==0 && ctrl) {
/* note; shift+alt goes to group-flush-selecting */
if(alt && ctrl)
basact= mouse_select_menu(scene, ar, v3d, NULL, 0, mval);
else {
base= startbase;
while(base) {
if (BASE_SELECTABLE(v3d, base)) {
project_short(ar, v3d, base->object->obmat[3], &base->sx);
temp= abs(base->sx -mval[0]) + abs(base->sy -mval[1]);
if(base==BASACT) temp+=10;
if(temp<dist ) {
dist= temp;
basact= base;
}
}
base= base->next;
if(base==0) base= FIRSTBASE;
if(base==startbase) break;
}
}
}
else {
/* if objects have posemode set, the bones are in the same selection buffer */
hits= mixed_bones_object_selectbuffer(scene, ar, v3d, buffer, mval);
if(hits>0) {
int has_bones= 0;
for(a=0; a<hits; a++) if(buffer[4*a+3] & 0xFFFF0000) has_bones= 1;
/* note; shift+alt goes to group-flush-selecting */
if(has_bones==0 && (alt))
basact= mouse_select_menu(scene, ar, v3d, buffer, hits, mval);
else {
static short lastmval[2]={-100, -100};
int donearest= 0;
/* define if we use solid nearest select or not */
if(v3d->drawtype>OB_WIRE) {
donearest= 1;
if( ABS(mval[0]-lastmval[0])<3 && ABS(mval[1]-lastmval[1])<3) {
if(!has_bones) /* hrms, if theres bones we always do nearest */
donearest= 0;
}
}
lastmval[0]= mval[0]; lastmval[1]= mval[1];
if(donearest) {
unsigned int min= 0xFFFFFFFF;
int selcol= 0, notcol=0;
if(has_bones) {
/* we skip non-bone hits */
for(a=0; a<hits; a++) {
if( min > buffer[4*a+1] && (buffer[4*a+3] & 0xFFFF0000) ) {
min= buffer[4*a+1];
selcol= buffer[4*a+3] & 0xFFFF;
}
}
}
else {
/* only exclude active object when it is selected... */
if(BASACT && (BASACT->flag & SELECT) && hits>1) notcol= BASACT->selcol;
for(a=0; a<hits; a++) {
if( min > buffer[4*a+1] && notcol!=(buffer[4*a+3] & 0xFFFF)) {
min= buffer[4*a+1];
selcol= buffer[4*a+3] & 0xFFFF;
}
}
}
base= FIRSTBASE;
while(base) {
if(base->lay & v3d->lay) {
if(base->selcol==selcol) break;
}
base= base->next;
}
if(base) basact= base;
}
else {
base= startbase;
while(base) {
/* skip objects with select restriction, to prevent prematurely ending this loop
* with an un-selectable choice */
if (base->object->restrictflag & OB_RESTRICT_SELECT) {
base=base->next;
if(base==NULL) base= FIRSTBASE;
if(base==startbase) break;
}
if(base->lay & v3d->lay) {
for(a=0; a<hits; a++) {
if(has_bones) {
/* skip non-bone objects */
if((buffer[4*a+3] & 0xFFFF0000)) {
if(base->selcol== (buffer[(4*a)+3] & 0xFFFF))
basact= base;
}
}
else {
if(base->selcol== (buffer[(4*a)+3] & 0xFFFF))
basact= base;
}
}
}
if(basact) break;
base= base->next;
if(base==NULL) base= FIRSTBASE;
if(base==startbase) break;
}
}
}
if(has_bones && basact) {
if(0) {// XXX do_pose_selectbuffer(basact, buffer, hits) ) { /* then bone is found */
/* we make the armature selected:
not-selected active object in posemode won't work well for tools */
basact->flag|= SELECT;
basact->object->flag= basact->flag;
/* in weightpaint, we use selected bone to select vertexgroup, so no switch to new active object */
if(G.f & G_WEIGHTPAINT) {
/* prevent activating */
basact= NULL;
}
}
/* prevent bone selecting to pass on to object selecting */
if(basact==BASACT)
basact= NULL;
}
}
}
/* so, do we have something selected? */
if(basact) {
if(G.obedit) {
/* only do select */
deselectall_except(scene, basact);
select_base_v3d(basact, BA_SELECT);
}
/* also prevent making it active on mouse selection */
else if (BASE_SELECTABLE(v3d, basact)) {
oldbasact= BASACT;
BASACT= basact;
if(shift==0) {
deselectall_except(scene, basact);
select_base_v3d(basact, BA_SELECT);
}
else if(shift && alt) {
// XXX select_all_from_groups(basact);
}
else {
if(basact->flag & SELECT) {
if(basact==oldbasact)
select_base_v3d(basact, BA_DESELECT);
}
else select_base_v3d(basact, BA_SELECT);
}
/* copy */
basact->object->flag= basact->flag;
if(oldbasact != basact) {
set_active_base(scene, basact);
}
/* for visual speed, only in wire mode */
if(v3d->drawtype==OB_WIRE) {
/* however, not for posemodes */
// XXX if(basact->object->flag & OB_POSEMODE);
// else if(oldbasact && (oldbasact->object->flag & OB_POSEMODE));
// else {
// if(oldbasact && oldbasact != basact && (oldbasact->lay & v3d->lay))
// draw_object_ext(oldbasact);
// draw_object_ext(basact);
// }
}
}
}
/* note; make it notifier! */
ED_region_tag_redraw(ar);
// countall();
}
static int view3d_select_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
ScrArea *sa= CTX_wm_area(C);
ARegion *ar= CTX_wm_region(C);
View3D *v3d= sa->spacedata.first;
short mval[2];
/* note; otherwise opengl select won't work. do this for every glSelectBuffer() */
wmSubWindowSet(CTX_wm_window(C), ar->swinid);
mval[0]= event->x - ar->winrct.xmin;
mval[1]= event->y - ar->winrct.ymin;
mouse_select(CTX_data_scene(C), ar, v3d, mval);
return OPERATOR_FINISHED;
}
void ED_VIEW3D_OT_select(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Activate/Select";
ot->idname= "ED_VIEW3D_OT_select";
/* api callbacks */
ot->invoke= view3d_select_invoke;
ot->poll= ED_operator_areaactive;
}
/* ************************* below the line! *********************** */

@ -117,12 +117,12 @@ void editmesh_align_view_to_selected(void *x, int y) {}
void play_anim(int x) {}
void add_blockhandler(void *x, int y, int z) {}
void toggle_blockhandler(void *x, int y, int z) {}
void view3d_edit_clipping(void *x) {}
void view3d_border_zoom(void) {}
void view3d_edit_clipping(void *x);
void view3d_border_zoom(void);
void selectlinks(void) {}
void countall(void) {}
void select_object_grouped() {}
void borderselect() {}
extern void borderselect();
int BIF_snappingSupported() {return 1;}
void BIF_undo_push() {}
int retopo_mesh_paint_check() {return 0;}

@ -34,6 +34,12 @@ struct BoundBox;
struct Object;
struct DerivedMesh;
struct wmOperatorType;
struct EditVert;
struct EditEdge;
struct EditFace;
struct Nurb;
struct BezTriple;
struct BPoint;
typedef struct ViewDepths {
unsigned short w, h;
@ -68,6 +74,7 @@ void ED_VIEW3D_OT_viewrotate(struct wmOperatorType *ot);
void ED_VIEW3D_OT_viewhome(struct wmOperatorType *ot);
void ED_VIEW3D_OT_viewcenter(struct wmOperatorType *ot);
void ED_VIEW3D_OT_select(struct wmOperatorType *ot);
void ED_VIEW3D_OT_borderselect(struct wmOperatorType *ot);
/* drawobject.c */
void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag);
@ -75,6 +82,11 @@ int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt);
void drawcircball(int mode, float *cent, float rad, float tmat[][4]);
void draw_object_instance(Scene *scene, View3D *v3d, Object *ob, int dt, int outline);
void drawaxes(float size, int flag, char drawtype);
void mesh_foreachScreenVert(ARegion *ar, View3D *v3d, void (*func)(void *userData, struct EditVert *eve, int x, int y, int index), void *userData, int clipVerts);
void mesh_foreachScreenEdge(ARegion *ar, View3D *v3d, void (*func)(void *userData, struct EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts);
void mesh_foreachScreenFace(ARegion *ar, View3D *v3d, void (*func)(void *userData, struct EditFace *efa, int x, int y, int index), void *userData);
void nurbs_foreachScreenVert(ARegion *ar, View3D *v3d, void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, int beztindex, int x, int y), void *userData);
void lattice_foreachScreenVert(void (*func)(void *userData, struct BPoint *bp, int x, int y), void *userData);
/* drawarmature.c */
int draw_armature(Scene *scene, View3D *v3d, Base *base, int dt, int flag);
@ -90,6 +102,7 @@ void view3d_clr_clipping(void);
void view3d_set_clipping(View3D *v3d);
void add_view3d_after(View3D *v3d, Base *base, int type, int flag);
void make_axis_color(char *col, char *col2, char axis);
void calc_viewborder(Scene *scene, ARegion *ar, View3D *v3d, rctf *viewborder_r);
void circf(float x, float y, float rad);
void circ(float x, float y, float rad);

@ -67,6 +67,7 @@ void view3d_operatortypes(void)
WM_operatortype_append(ED_VIEW3D_OT_viewhome);
WM_operatortype_append(ED_VIEW3D_OT_viewcenter);
WM_operatortype_append(ED_VIEW3D_OT_select);
WM_operatortype_append(ED_VIEW3D_OT_borderselect);
}
void view3d_keymap(wmWindowManager *wm)
@ -87,6 +88,7 @@ void view3d_keymap(wmWindowManager *wm)
RNA_boolean_set(WM_keymap_add_item(keymap, "ED_VIEW3D_OT_viewhome", CKEY, KM_PRESS, KM_SHIFT, 0)->ptr, "center", 1);
WM_keymap_add_item(keymap, "ED_VIEW3D_OT_select", SELECTMOUSE, KM_PRESS, 0, 0);
WM_keymap_add_item(keymap, "ED_VIEW3D_OT_borderselect", BKEY, KM_PRESS, 0, 0);
}

File diff suppressed because it is too large Load Diff

@ -771,7 +771,6 @@ short view3d_opengl_select(Scene *scene, ARegion *ar, View3D *v3d, unsigned int
rect.ymax= input->ymax;
}
/* get rid of overlay button matrix XXX ?*/
setwinmatrixview3d(v3d, ar->winx, ar->winy, &rect);
Mat4MulMat4(v3d->persmat, v3d->viewmat, v3d->winmat);
@ -921,7 +920,7 @@ void initlocalview(Scene *scene, ARegion *ar, View3D *v3d)
else {
base= FIRSTBASE;
while(base) {
if TESTBASE(v3d, base) {
if(TESTBASE(v3d, base)) {
minmax_object(base->object, min, max);
base->lay |= locallay;
base->object->lay= base->lay;