forked from bartvdbraak/blender
Long on the wishlist!
- CTRL+click in EditMesh now extrudes selection. If no selection, it adds a new vertex. Try it on a full selected monkey. Fun! :) - CTRL+click now also adds the new stuff aligned with the view, as if you had translated it to the mouse cursor. Only new vertices are added with respect to 3D cursor location.
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@ -66,7 +66,7 @@ extern void separate_mesh_loose(void);
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/* ******************* editmesh_add.c */
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extern void add_primitiveMesh(int type);
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extern void adduplicate_mesh(void);
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extern void addvert_mesh(void);
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extern void add_click_mesh(void);
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extern void addedgeface_mesh(void);
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/* ******************* editmesh_lib.c */
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@ -116,46 +116,84 @@ static short icoface[20][3] = {
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{10,9,11}
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};
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void addvert_mesh(void)
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static void get_view_aligned_coordinate(float *fp)
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{
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float dvec[3];
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short mx, my, mval[0];
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getmouseco_areawin(mval);
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mx= mval[0];
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my= mval[1];
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project_short_noclip(fp, mval);
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initgrabz(fp[0], fp[1], fp[2]);
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if(mval[0]!=IS_CLIPPED) {
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window_to_3d(dvec, mval[0]-mx, mval[1]-my);
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VecSubf(fp, fp, dvec);
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}
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}
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void add_click_mesh(void)
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{
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EditMesh *em = G.editMesh;
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EditVert *eve,*v1=0;
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float *curs, mat[3][3],imat[3][3];
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// hurms, yah...
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if(G.scene->selectmode==SCE_SELECT_FACE) return;
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EditVert *eve, *v1;
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float min[3], max[3];
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int done= 0;
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TEST_EDITMESH
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Mat3CpyMat4(mat, G.obedit->obmat);
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Mat3Inv(imat, mat);
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v1= em->verts.first;
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while(v1) {
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if(v1->f & SELECT) break;
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v1= v1->next;
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}
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eve= v1;
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/* prevent there are more selected */
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EM_clear_flag_all(SELECT);
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eve= addvertlist(0);
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INIT_MINMAX(min, max);
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curs= give_cursor();
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VECCOPY(eve->co, curs);
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VecSubf(eve->co, eve->co, G.obedit->obmat[3]);
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Mat3MulVecfl(imat, eve->co);
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eve->f= SELECT;
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if(v1) {
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addedgelist(v1, eve, NULL);
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v1->f= 0;
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for(v1= em->verts.first;v1; v1=v1->next) {
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if(v1->f & SELECT) {
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DO_MINMAX(v1->co, min, max);
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done= 1;
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}
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}
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/* call extrude? */
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if(done) {
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float vec[3];
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float nor[3]= {0.0, 0.0, 0.0};
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/* centre */
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VecAddf(min, min, max);
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VecMulf(min, 0.5f);
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VECCOPY(vec, min);
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Mat4MulVecfl(G.obedit->obmat, min); // view space
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get_view_aligned_coordinate(min);
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Mat4Invert(G.obedit->imat, G.obedit->obmat);
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Mat4MulVecfl(G.obedit->imat, min); // back in object space
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VecSubf(min, min, vec);
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extrudeflag(SELECT, nor);
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translateflag(SELECT, min);
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recalc_editnormals();
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}
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else {
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float mat[3][3],imat[3][3];
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float *curs= give_cursor();
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eve= addvertlist(0);
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Mat3CpyMat4(mat, G.obedit->obmat);
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Mat3Inv(imat, mat);
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VECCOPY(eve->co, curs);
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VecSubf(eve->co, eve->co, G.obedit->obmat[3]);
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Mat3MulVecfl(imat, eve->co);
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eve->f= SELECT;
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}
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countall();
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BIF_undo_push("Add vertex");
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BIF_undo_push("Add vertex/edge/face");
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allqueue(REDRAWVIEW3D, 0);
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DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
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@ -853,7 +853,7 @@ void mouse_cursor(void)
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allqueue(REDRAWVIEW3D, 1);
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if(lr_click) {
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if(G.obedit->type==OB_MESH) addvert_mesh();
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if(G.obedit->type==OB_MESH) add_click_mesh();
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else if ELEM(G.obedit->type, OB_CURVE, OB_SURF) addvert_Nurb(0);
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else if (G.obedit->type==OB_ARMATURE) addvert_armature();
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VECCOPY(fp, oldcurs);
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