Files
goo-engine/source/blender/editors/mesh/mesh_data.c
T
Ton Roosendaal b119ce5fcc Drag and drop 2.5 integration! Finally, slashdot regulars can use
Blender too now! :)

** Drag works as follows:

- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
  There are calls to define drag-able images, ID blocks, RNA paths, 
  file paths, and so on. By default you drag an icon, exceptionally 
  an ImBuf
- Drag items are registered centrally in the WM, it allows more drag 
  items simultaneous too, but not implemented

** Drop works as follows:

- On mouse release, and if drag items exist in the WM, it converts 
  the mouse event to an EVT_DROP type. This event then gets the full 
  drag info as customdata

- drop regions are defined with WM_dropbox_add(), similar to keymaps 
  you can make a "drop map" this way, which become 'drop map handlers' 
  in the queues.
- next to that the UI kit handles some common button types (like 
  accepting ID or names) to be catching a drop event too.

- Every "drop box" has two callbacks:
  - poll() = check if the event drag data is relevant for this box
  - copy() = fill in custom properties in the dropbox to initialize 
    an operator
- The dropbox handler then calls its standard Operator with its 
  dropbox properties.

** Currently implemented

Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images

Drag-able icons are subtly visualized by making them brighter a bit 
on mouse-over. In case the icon is a button or UI element too (most 
cases), the drag-able feature will make the item react to 
mouse-release instead of mouse-press. 

Drop options:

- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image


** Drag and drop Notes:

- Dropping into another Blender window (from same application) works 
too. I've added code that passes on mousemoves and clicks to other 
windows, without activating them though. This does make using multi-window
Blender a bit friendler.

- Dropping a file path to an image, is not the same as dropping an 
Image ID... keep this in mind. Sequencer for example wants paths to 
be dropped,  textures in 3d window wants an Image ID.

- Although drop boxes could be defined via Python, I suggest they're 
part of the UI and editor design (= how we want an editor to work), and 
not default offered configurable like keymaps. 

- At the moment only one item can be dragged at a time. This is for 
several reasons.... For one, Blender doesn't have a well defined 
uniform way to define "what is selected" (files, outliner items, etc). 
Secondly there's potential conflicts on what todo when you drop mixed 
drag sets on spots. All undefined stuff... nice for later.

- Example to bypass the above: a collection of images that form a strip, 
should be represented in filewindow as a single sequence anyway. 
This then will fit well and gets handled neatly by design.

- Another option to check is to allow multiple options per drop... it 
could show the operator as a sort of menu, allowing arrow or scrollwheel 
to choose. For time being I'd prefer to try to design a singular drop 
though, just offer only one drop action per data type on given spots.

- What does work already, but a tad slow, is to use a function that 
detects an object (type) under cursor, so a drag item's option can be 
further refined (like drop object on object = parent). (disabled)


** More notes

- Added saving for Region layouts (like split points for toolbar)

- Label buttons now handle mouse over

- File list: added full path entry for drop feature.

- Filesel bugfix: wm_operator_exec() got called there and fully handled, 
while WM event code tried same. Added new OPERATOR_HANDLED flag for this. 
Maybe python needs it too?

- Cocoa: added window move event, so multi-win setups work OK (didnt save).

- Interface_handlers.c: removed win->active

- Severe area copy bug: area handlers were not set to NULL

- Filesel bugfix: next/prev folder list was not copied on area copies

** Leftover todos

- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
  (for these reasons, makefile building has Carbon as default atm)

- ListView templates in UI cannot become dragged yet, needs review... 
it consists of two overlapping UI elements, preventing handling icon clicks.

- There's already Ghost library code to handle dropping from OS 
into Blender window. I've noticed this code is unfinished for Macs, but 
seems to be complete for Windows. Needs test... currently, an external 
drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00

749 lines
19 KiB
C

/**
* $Id$
*
* ***** 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) 2009 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_customdata_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_view3d_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_depsgraph.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_report.h"
#include "BLI_math.h"
#include "BLI_editVert.h"
#include "BLI_edgehash.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_mesh.h"
#include "ED_object.h"
#include "ED_uvedit.h"
#include "ED_view3d.h"
#include "RE_render_ext.h"
#include "mesh_intern.h"
static void delete_customdata_layer(bContext *C, Object *ob, CustomDataLayer *layer)
{
Mesh *me = ob->data;
CustomData *data= (me->edit_mesh)? &me->edit_mesh->fdata: &me->fdata;
void *actlayerdata, *rndlayerdata, *clonelayerdata, *stencillayerdata, *layerdata=layer->data;
int type= layer->type;
int index= CustomData_get_layer_index(data, type);
int i, actindex, rndindex, cloneindex, stencilindex;
/* ok, deleting a non-active layer needs to preserve the active layer indices.
to do this, we store a pointer to the .data member of both layer and the active layer,
(to detect if we're deleting the active layer or not), then use the active
layer data pointer to find where the active layer has ended up.
this is necassary because the deletion functions only support deleting the active
layer. */
actlayerdata = data->layers[CustomData_get_active_layer_index(data, type)].data;
rndlayerdata = data->layers[CustomData_get_render_layer_index(data, type)].data;
clonelayerdata = data->layers[CustomData_get_clone_layer_index(data, type)].data;
stencillayerdata = data->layers[CustomData_get_stencil_layer_index(data, type)].data;
CustomData_set_layer_active(data, type, layer - &data->layers[index]);
if(me->edit_mesh) {
EM_free_data_layer(me->edit_mesh, data, type);
}
else {
CustomData_free_layer_active(data, type, me->totface);
mesh_update_customdata_pointers(me);
}
if(!CustomData_has_layer(data, type) && (type == CD_MCOL && (ob->mode & OB_MODE_VERTEX_PAINT)))
ED_object_toggle_modes(C, OB_MODE_VERTEX_PAINT);
/* reconstruct active layer */
if (actlayerdata != layerdata) {
/* find index */
actindex = CustomData_get_layer_index(data, type);
for (i=actindex; i<data->totlayer; i++) {
if (data->layers[i].data == actlayerdata) {
actindex = i - actindex;
break;
}
}
/* set index */
CustomData_set_layer_active(data, type, actindex);
}
if (rndlayerdata != layerdata) {
/* find index */
rndindex = CustomData_get_layer_index(data, type);
for (i=rndindex; i<data->totlayer; i++) {
if (data->layers[i].data == rndlayerdata) {
rndindex = i - rndindex;
break;
}
}
/* set index */
CustomData_set_layer_render(data, type, rndindex);
}
if (clonelayerdata != layerdata) {
/* find index */
cloneindex = CustomData_get_layer_index(data, type);
for (i=cloneindex; i<data->totlayer; i++) {
if (data->layers[i].data == clonelayerdata) {
cloneindex = i - cloneindex;
break;
}
}
/* set index */
CustomData_set_layer_clone(data, type, cloneindex);
}
if (stencillayerdata != layerdata) {
/* find index */
stencilindex = CustomData_get_layer_index(data, type);
for (i=stencilindex; i<data->totlayer; i++) {
if (data->layers[i].data == stencillayerdata) {
stencilindex = i - stencilindex;
break;
}
}
/* set index */
CustomData_set_layer_stencil(data, type, stencilindex);
}
}
int ED_mesh_uv_texture_add(bContext *C, Scene *scene, Object *ob, Mesh *me)
{
EditMesh *em;
int layernum;
if(me->edit_mesh) {
em= me->edit_mesh;
layernum= CustomData_number_of_layers(&em->fdata, CD_MTFACE);
if(layernum >= MAX_MTFACE)
return OPERATOR_CANCELLED;
EM_add_data_layer(em, &em->fdata, CD_MTFACE);
CustomData_set_layer_active(&em->fdata, CD_MTFACE, layernum);
}
else {
layernum= CustomData_number_of_layers(&me->fdata, CD_MTFACE);
if(layernum >= MAX_MTFACE)
return OPERATOR_CANCELLED;
if(me->mtface)
CustomData_add_layer(&me->fdata, CD_MTFACE, CD_DUPLICATE, me->mtface, me->totface);
else
CustomData_add_layer(&me->fdata, CD_MTFACE, CD_DEFAULT, NULL, me->totface);
CustomData_set_layer_active(&me->fdata, CD_MTFACE, layernum);
mesh_update_customdata_pointers(me);
}
DAG_id_flush_update(&me->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_GEOM|ND_DATA, me);
return 1;
}
int ED_mesh_uv_texture_remove(bContext *C, Object *ob, Mesh *me)
{
CustomData *data= (me->edit_mesh)? &me->edit_mesh->fdata: &me->fdata;
CustomDataLayer *cdl;
int index;
index= CustomData_get_active_layer_index(data, CD_MTFACE);
cdl= (index == -1) ? NULL: &data->layers[index];
if(!cdl)
return 0;
delete_customdata_layer(C, ob, cdl);
DAG_id_flush_update(&me->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_GEOM|ND_DATA, me);
return 1;
}
int ED_mesh_color_add(bContext *C, Scene *scene, Object *ob, Mesh *me)
{
EditMesh *em;
MCol *mcol;
int layernum;
if(me->edit_mesh) {
em= me->edit_mesh;
layernum= CustomData_number_of_layers(&em->fdata, CD_MCOL);
if(layernum >= MAX_MCOL)
return 0;
EM_add_data_layer(em, &em->fdata, CD_MCOL);
CustomData_set_layer_active(&em->fdata, CD_MCOL, layernum);
}
else {
layernum= CustomData_number_of_layers(&me->fdata, CD_MCOL);
if(layernum >= MAX_MCOL)
return 0;
mcol= me->mcol;
if(me->mcol)
CustomData_add_layer(&me->fdata, CD_MCOL, CD_DUPLICATE, me->mcol, me->totface);
else
CustomData_add_layer(&me->fdata, CD_MCOL, CD_DEFAULT, NULL, me->totface);
CustomData_set_layer_active(&me->fdata, CD_MCOL, layernum);
mesh_update_customdata_pointers(me);
if(!mcol)
shadeMeshMCol(scene, ob, me);
}
DAG_id_flush_update(&me->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_GEOM|ND_DATA, me);
return 1;
}
int ED_mesh_color_remove(bContext *C, Object *ob, Mesh *me)
{
CustomData *data= (me->edit_mesh)? &me->edit_mesh->fdata: &me->fdata;
CustomDataLayer *cdl;
int index;
index= CustomData_get_active_layer_index(data, CD_MCOL);
cdl= (index == -1)? NULL: &data->layers[index];
if(!cdl)
return 0;
delete_customdata_layer(C, ob, cdl);
DAG_id_flush_update(&me->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_GEOM|ND_DATA, me);
return 1;
}
/*********************** UV texture operators ************************/
static int layers_poll(bContext *C)
{
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
ID *data= (ob)? ob->data: NULL;
return (ob && !ob->id.lib && ob->type==OB_MESH && data && !data->lib);
}
static int uv_texture_add_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
Mesh *me= ob->data;
if(!ED_mesh_uv_texture_add(C, scene, ob, me))
return OPERATOR_CANCELLED;
return OPERATOR_FINISHED;
}
void MESH_OT_uv_texture_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add UV Texture";
ot->description= "Add UV texture layer.";
ot->idname= "MESH_OT_uv_texture_add";
/* api callbacks */
ot->poll= layers_poll;
ot->exec= uv_texture_add_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int drop_named_image_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
Scene *scene= CTX_data_scene(C);
Base *base= ED_view3d_give_base_under_cursor(C, event->mval);
Image *ima;
Mesh *me;
Object *obedit;
int exitmode= 0;
char name[32];
/* check input variables */
RNA_string_get(op->ptr, "name", name);
ima= (Image *)find_id("IM", name);
if(base==NULL || base->object->type!=OB_MESH || ima==NULL) {
BKE_report(op->reports, RPT_ERROR, "Not a Mesh or no Image.");
return OPERATOR_CANCELLED;
}
/* turn mesh in editmode */
/* BKE_mesh_get/end_editmesh: ED_uvedit_assign_image also calls this */
obedit= base->object;
me= obedit->data;
if(me->edit_mesh==NULL) {
make_editMesh(scene, obedit);
exitmode= 1;
}
if(me->edit_mesh==NULL)
return OPERATOR_CANCELLED;
ED_uvedit_assign_image(scene, obedit, ima, NULL);
if(exitmode) {
load_editMesh(scene, obedit);
free_editMesh(me->edit_mesh);
MEM_freeN(me->edit_mesh);
me->edit_mesh= NULL;
}
WM_event_add_notifier(C, NC_GEOM|ND_DATA, obedit->data);
return OPERATOR_FINISHED;
}
void MESH_OT_drop_named_image(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Assign Image to UV Texture";
ot->description= "Assigns Image to active UV layer, or creates a UV layer";
ot->idname= "MESH_OT_drop_named_image";
/* api callbacks */
ot->poll= layers_poll;
ot->invoke= drop_named_image_invoke;
/* flags */
ot->flag= OPTYPE_UNDO;
/* properties */
RNA_def_string(ot->srna, "name", "Image", 24, "Name", "Image name to assign.");
}
static int uv_texture_remove_exec(bContext *C, wmOperator *op)
{
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
Mesh *me= ob->data;
if(!ED_mesh_uv_texture_remove(C, ob, me))
return OPERATOR_CANCELLED;
return OPERATOR_FINISHED;
}
void MESH_OT_uv_texture_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove UV Texture";
ot->description= "Remove UV texture layer.";
ot->idname= "MESH_OT_uv_texture_remove";
/* api callbacks */
ot->poll= layers_poll;
ot->exec= uv_texture_remove_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/*********************** vertex color operators ************************/
static int vertex_color_add_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
Mesh *me= ob->data;
if(!ED_mesh_color_add(C, scene, ob, me))
return OPERATOR_CANCELLED;
return OPERATOR_FINISHED;
}
void MESH_OT_vertex_color_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Vertex Color";
ot->description= "Add vertex color layer.";
ot->idname= "MESH_OT_vertex_color_add";
/* api callbacks */
ot->poll= layers_poll;
ot->exec= vertex_color_add_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int vertex_color_remove_exec(bContext *C, wmOperator *op)
{
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
Mesh *me= ob->data;
if(!ED_mesh_color_remove(C, ob, me))
return OPERATOR_CANCELLED;
return OPERATOR_FINISHED;
}
void MESH_OT_vertex_color_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove Vertex Color";
ot->description= "Remove vertex color layer.";
ot->idname= "MESH_OT_vertex_color_remove";
/* api callbacks */
ot->exec= vertex_color_remove_exec;
ot->poll= layers_poll;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/*********************** sticky operators ************************/
static int sticky_add_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
View3D *v3d= CTX_wm_view3d(C);
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
Mesh *me= ob->data;
/*if(me->msticky)
return OPERATOR_CANCELLED;*/
RE_make_sticky(scene, v3d);
DAG_id_flush_update(&me->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_GEOM|ND_DATA, me);
return OPERATOR_FINISHED;
}
void MESH_OT_sticky_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Sticky";
ot->description= "Add sticky UV texture layer.";
ot->idname= "MESH_OT_sticky_add";
/* api callbacks */
ot->poll= layers_poll;
ot->exec= sticky_add_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int sticky_remove_exec(bContext *C, wmOperator *op)
{
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
Mesh *me= ob->data;
if(!me->msticky)
return OPERATOR_CANCELLED;
CustomData_free_layer_active(&me->vdata, CD_MSTICKY, me->totvert);
me->msticky= NULL;
DAG_id_flush_update(&me->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_GEOM|ND_DATA, me);
return OPERATOR_FINISHED;
}
void MESH_OT_sticky_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove Sticky";
ot->description= "Remove sticky UV texture layer.";
ot->idname= "MESH_OT_sticky_remove";
/* api callbacks */
ot->poll= layers_poll;
ot->exec= sticky_remove_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/************************** Add Geometry Layers *************************/
static void mesh_calc_edges(Mesh *mesh, int update)
{
CustomData edata;
EdgeHashIterator *ehi;
MFace *mf = mesh->mface;
MEdge *med, *med_orig;
EdgeHash *eh = BLI_edgehash_new();
int i, totedge, totface = mesh->totface;
if(mesh->totedge==0)
update= 0;
if(update) {
/* assume existing edges are valid
* useful when adding more faces and generating edges from them */
med= mesh->medge;
for(i= 0; i<mesh->totedge; i++, med++)
BLI_edgehash_insert(eh, med->v1, med->v2, med);
}
for (i = 0; i < totface; i++, mf++) {
if (!BLI_edgehash_haskey(eh, mf->v1, mf->v2))
BLI_edgehash_insert(eh, mf->v1, mf->v2, NULL);
if (!BLI_edgehash_haskey(eh, mf->v2, mf->v3))
BLI_edgehash_insert(eh, mf->v2, mf->v3, NULL);
if (mf->v4) {
if (!BLI_edgehash_haskey(eh, mf->v3, mf->v4))
BLI_edgehash_insert(eh, mf->v3, mf->v4, NULL);
if (!BLI_edgehash_haskey(eh, mf->v4, mf->v1))
BLI_edgehash_insert(eh, mf->v4, mf->v1, NULL);
} else {
if (!BLI_edgehash_haskey(eh, mf->v3, mf->v1))
BLI_edgehash_insert(eh, mf->v3, mf->v1, NULL);
}
}
totedge = BLI_edgehash_size(eh);
/* write new edges into a temporary CustomData */
memset(&edata, 0, sizeof(edata));
CustomData_add_layer(&edata, CD_MEDGE, CD_CALLOC, NULL, totedge);
ehi = BLI_edgehashIterator_new(eh);
med = CustomData_get_layer(&edata, CD_MEDGE);
for(i = 0; !BLI_edgehashIterator_isDone(ehi);
BLI_edgehashIterator_step(ehi), ++i, ++med) {
if(update && (med_orig=BLI_edgehashIterator_getValue(ehi))) {
*med= *med_orig; /* copy from the original */
} else {
BLI_edgehashIterator_getKey(ehi, (int*)&med->v1, (int*)&med->v2);
med->flag = ME_EDGEDRAW|ME_EDGERENDER;
}
}
BLI_edgehashIterator_free(ehi);
/* free old CustomData and assign new one */
CustomData_free(&mesh->edata, mesh->totedge);
mesh->edata = edata;
mesh->totedge = totedge;
mesh->medge = CustomData_get_layer(&mesh->edata, CD_MEDGE);
BLI_edgehash_free(eh, NULL);
}
void ED_mesh_update(Mesh *mesh, bContext *C, int calc_edges)
{
if(calc_edges || (mesh->totface && mesh->totedge == 0))
mesh_calc_edges(mesh, calc_edges);
mesh_calc_normals(mesh->mvert, mesh->totvert, mesh->mface, mesh->totface, NULL);
DAG_id_flush_update(&mesh->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_GEOM|ND_DATA, mesh);
}
static void mesh_add_verts(Mesh *mesh, int len)
{
CustomData vdata;
MVert *mvert;
int i, totvert;
if(len == 0)
return;
totvert= mesh->totvert + len;
CustomData_copy(&mesh->vdata, &vdata, CD_MASK_MESH, CD_DEFAULT, totvert);
CustomData_copy_data(&mesh->vdata, &vdata, 0, 0, mesh->totvert);
if(!CustomData_has_layer(&vdata, CD_MVERT))
CustomData_add_layer(&vdata, CD_MVERT, CD_CALLOC, NULL, totvert);
CustomData_free(&mesh->vdata, mesh->totvert);
mesh->vdata= vdata;
mesh_update_customdata_pointers(mesh);
/* scan the input list and insert the new vertices */
mvert= &mesh->mvert[mesh->totvert];
for(i=0; i<len; i++, mvert++)
mvert->flag |= SELECT;
/* set final vertex list size */
mesh->totvert= totvert;
}
void ED_mesh_transform(Mesh *me, float *mat)
{
int i;
MVert *mvert= me->mvert;
for(i= 0; i < me->totvert; i++, mvert++)
mul_m4_v3((float (*)[4])mat, mvert->co);
mesh_calc_normals(me->mvert, me->totvert, me->mface, me->totface, NULL);
}
static void mesh_add_edges(Mesh *mesh, int len)
{
CustomData edata;
MEdge *medge;
int i, totedge;
if(len == 0)
return;
totedge= mesh->totedge+len;
/* update customdata */
CustomData_copy(&mesh->edata, &edata, CD_MASK_MESH, CD_DEFAULT, totedge);
CustomData_copy_data(&mesh->edata, &edata, 0, 0, mesh->totedge);
if(!CustomData_has_layer(&edata, CD_MEDGE))
CustomData_add_layer(&edata, CD_MEDGE, CD_CALLOC, NULL, totedge);
CustomData_free(&mesh->edata, mesh->totedge);
mesh->edata= edata;
mesh_update_customdata_pointers(mesh);
/* set default flags */
medge= &mesh->medge[mesh->totedge];
for(i=0; i<len; i++, medge++)
medge->flag= ME_EDGEDRAW|ME_EDGERENDER|SELECT;
mesh->totedge= totedge;
}
static void mesh_add_faces(Mesh *mesh, int len)
{
CustomData fdata;
MFace *mface;
int i, totface;
if(len == 0)
return;
totface= mesh->totface + len; /* new face count */
/* update customdata */
CustomData_copy(&mesh->fdata, &fdata, CD_MASK_MESH, CD_DEFAULT, totface);
CustomData_copy_data(&mesh->fdata, &fdata, 0, 0, mesh->totface);
if(!CustomData_has_layer(&fdata, CD_MFACE))
CustomData_add_layer(&fdata, CD_MFACE, CD_CALLOC, NULL, totface);
CustomData_free(&mesh->fdata, mesh->totface);
mesh->fdata= fdata;
mesh_update_customdata_pointers(mesh);
/* set default flags */
mface= &mesh->mface[mesh->totface];
for(i=0; i<len; i++, mface++)
mface->flag= SELECT;
mesh->totface= totface;
}
void ED_mesh_geometry_add(Mesh *mesh, ReportList *reports, int verts, int edges, int faces)
{
if(mesh->edit_mesh) {
BKE_report(reports, RPT_ERROR, "Can't add geometry in edit mode.");
return;
}
if(verts)
mesh_add_verts(mesh, verts);
if(edges)
mesh_add_edges(mesh, edges);
if(faces)
mesh_add_faces(mesh, faces);
}
void ED_mesh_calc_normals(Mesh *me)
{
mesh_calc_normals(me->mvert, me->totvert, me->mface, me->totface, NULL);
}
void ED_mesh_material_add(Mesh *me, Material *ma)
{
int i;
int totcol = me->totcol + 1;
Material **mat;
/* don't add if mesh already has it */
for(i = 0; i < me->totcol; i++)
if(me->mat[i] == ma)
return;
mat= MEM_callocN(sizeof(void*)*totcol, "newmatar");
if(me->totcol) memcpy(mat, me->mat, sizeof(void*) * me->totcol);
if(me->mat) MEM_freeN(me->mat);
me->mat = mat;
me->mat[me->totcol++] = ma;
if(ma)
ma->id.us++;
test_object_materials((ID*)me);
}