tornavis/source/blender/blenkernel/intern/DerivedMesh.c

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/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "MEM_guardedalloc.h"
#include "DNA_effect_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_object_force.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
#include "BKE_utildefines.h"
#include "BKE_DerivedMesh.h"
#include "BKE_displist.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BKE_subsurf.h"
#include "BKE_deform.h"
#include "BKE_modifier.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
///////////////////////////////////
///////////////////////////////////
typedef struct {
DerivedMesh dm;
Object *ob;
Mesh *me;
MVert *verts;
float *nors;
int freeNors, freeVerts;
} MeshDerivedMesh;
static DispListMesh *meshDM_convertToDispListMesh(DerivedMesh *dm)
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
Mesh *me = mdm->me;
DispListMesh *dlm = MEM_callocN(sizeof(*dlm), "dlm");
dlm->totvert = me->totvert;
dlm->totedge = me->totedge;
dlm->totface = me->totface;
dlm->mvert = mdm->verts;
dlm->medge = me->medge;
dlm->mface = me->mface;
dlm->tface = me->tface;
dlm->mcol = me->mcol;
dlm->nors = mdm->nors;
dlm->dontFreeVerts = dlm->dontFreeOther = dlm->dontFreeNors = 1;
return dlm;
}
static void meshDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
Mesh *me = mdm->me;
int i;
if (me->totvert) {
for (i=0; i<me->totvert; i++) {
DO_MINMAX(mdm->verts[i].co, min_r, max_r);
}
} else {
min_r[0] = min_r[1] = min_r[2] = max_r[0] = max_r[1] = max_r[2] = 0.0;
}
}
static void meshDM_getVertCos(DerivedMesh *dm, float (*cos_r)[3])
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
Mesh *me = mdm->me;
int i;
for (i=0; i<me->totvert; i++) {
cos_r[i][0] = mdm->verts[i].co[0];
cos_r[i][1] = mdm->verts[i].co[1];
cos_r[i][2] = mdm->verts[i].co[2];
}
}
static void meshDM_getVertCo(DerivedMesh *dm, int index, float co_r[3])
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
float *co = mdm->verts[index].co;
co_r[0] = co[0];
co_r[1] = co[1];
co_r[2] = co[2];
}
static void meshDM_getVertNo(DerivedMesh *dm, int index, float no_r[3])
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
short *no = mdm->verts[index].no;
no_r[0] = no[0]/32767.f;
no_r[1] = no[1]/32767.f;
no_r[2] = no[2]/32767.f;
}
static void meshDM_drawVerts(DerivedMesh *dm)
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
Mesh *me = mdm->me;
int a;
glBegin(GL_POINTS);
for(a=0; a<me->totvert; a++) {
glVertex3fv(mdm->verts[ a].co);
}
glEnd();
}
static void meshDM_drawEdges(DerivedMesh *dm)
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
Mesh *me= mdm->me;
int a;
MFace *mface = me->mface;
if(me->medge) {
MEdge *medge= me->medge;
glBegin(GL_LINES);
for(a=me->totedge; a>0; a--, medge++) {
if(medge->flag & ME_EDGEDRAW) {
glVertex3fv(mdm->verts[ medge->v1].co);
glVertex3fv(mdm->verts[ medge->v2].co);
}
}
glEnd();
}
else {
glBegin(GL_LINES);
for(a=0; a<me->totface; a++, mface++) {
int test= mface->edcode;
if(test) {
if(test&ME_V1V2){
glVertex3fv(mdm->verts[mface->v1].co);
glVertex3fv(mdm->verts[mface->v2].co);
}
if(mface->v3) {
if(test&ME_V2V3){
glVertex3fv(mdm->verts[mface->v2].co);
glVertex3fv(mdm->verts[mface->v3].co);
}
if (mface->v4) {
if(test&ME_V3V4){
glVertex3fv(mdm->verts[mface->v3].co);
glVertex3fv(mdm->verts[mface->v4].co);
}
if(test&ME_V4V1){
glVertex3fv(mdm->verts[mface->v4].co);
glVertex3fv(mdm->verts[mface->v1].co);
}
} else {
if(test&ME_V3V1){
glVertex3fv(mdm->verts[mface->v3].co);
glVertex3fv(mdm->verts[mface->v1].co);
}
}
}
}
}
glEnd();
}
}
static void meshDM_drawLooseEdges(DerivedMesh *dm)
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
Mesh *me = mdm->me;
MFace *mface= me->mface;
int a;
glBegin(GL_LINES);
for(a=0; a<me->totface; a++, mface++) {
if(!mface->v3) {
glVertex3fv(mdm->verts[mface->v3].co);
glVertex3fv(mdm->verts[mface->v4].co);
}
}
glEnd();
}
static void meshDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int))
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
Mesh *me = mdm->me;
MVert *mvert= mdm->verts;
MFace *mface= me->mface;
float *nors = mdm->nors;
int a;
int glmode=-1, shademodel=-1, matnr=-1, drawCurrentMat=1;
2005-03-29 09:58:56 +02:00
#define PASSVERT(index, punoBit) { \
if (shademodel==GL_SMOOTH) { \
short *no = mvert[index].no; \
if (mface->puno&punoBit) { \
glNormal3s(-no[0], -no[1], -no[2]); \
} else { \
glNormal3sv(no); \
} \
} \
glVertex3fv(mvert[index].co); \
}
glBegin(glmode=GL_QUADS);
for(a=0; a<me->totface; a++, mface++, nors+=3) {
if(mface->v3) {
int new_glmode, new_matnr, new_shademodel;
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new_glmode = mface->v4?GL_QUADS:GL_TRIANGLES;
new_matnr = mface->mat_nr+1;
new_shademodel = (!(me->flag&ME_AUTOSMOOTH) && (mface->flag & ME_SMOOTH))?GL_SMOOTH:GL_FLAT;
if (new_glmode!=glmode || new_matnr!=matnr || new_shademodel!=shademodel) {
glEnd();
drawCurrentMat = setMaterial(matnr=new_matnr);
glShadeModel(shademodel=new_shademodel);
glBegin(glmode=new_glmode);
}
if (drawCurrentMat) {
if(shademodel==GL_FLAT)
glNormal3fv(nors);
PASSVERT(mface->v1, ME_FLIPV1);
PASSVERT(mface->v2, ME_FLIPV2);
PASSVERT(mface->v3, ME_FLIPV3);
if (mface->v4) {
PASSVERT(mface->v4, ME_FLIPV4);
}
}
}
}
glEnd();
glShadeModel(GL_FLAT);
#undef PASSVERT
}
static void meshDM_drawFacesColored(DerivedMesh *dm, int useTwoSide, unsigned char *col1, unsigned char *col2)
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
Mesh *me= mdm->me;
MFace *mface= me->mface;
int a, glmode;
unsigned char *cp1, *cp2;
cp1= col1;
if(col2) {
cp2= col2;
} else {
cp2= NULL;
useTwoSide= 0;
}
/* there's a conflict here... twosided colors versus culling...? */
/* defined by history, only texture faces have culling option */
/* we need that as mesh option builtin, next to double sided lighting */
if(col1 && col2)
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
glBegin(glmode=GL_QUADS);
for(a=0; a<me->totface; a++, mface++, cp1+= 16) {
if(mface->v3) {
int new_glmode= mface->v4?GL_QUADS:GL_TRIANGLES;
if (new_glmode!=glmode) {
glEnd();
glBegin(glmode= new_glmode);
}
glColor3ub(cp1[3], cp1[2], cp1[1]);
glVertex3fv( mdm->verts[mface->v1].co );
glColor3ub(cp1[7], cp1[6], cp1[5]);
glVertex3fv( mdm->verts[mface->v2].co );
glColor3ub(cp1[11], cp1[10], cp1[9]);
glVertex3fv( mdm->verts[mface->v3].co );
2005-03-29 09:58:56 +02:00
if(mface->v4) {
glColor3ub(cp1[15], cp1[14], cp1[13]);
glVertex3fv( mdm->verts[mface->v4].co );
}
if(useTwoSide) {
glColor3ub(cp2[11], cp2[10], cp2[9]);
glVertex3fv( mdm->verts[mface->v3].co );
glColor3ub(cp2[7], cp2[6], cp2[5]);
glVertex3fv( mdm->verts[mface->v2].co );
glColor3ub(cp2[3], cp2[2], cp2[1]);
glVertex3fv( mdm->verts[mface->v1].co );
if(mface->v4) {
glColor3ub(cp2[15], cp2[14], cp2[13]);
glVertex3fv( mdm->verts[mface->v4].co );
}
}
}
if(col2) cp2+= 16;
}
glEnd();
glShadeModel(GL_FLAT);
glDisable(GL_CULL_FACE);
}
static void meshDM_drawFacesTex(DerivedMesh *dm, int (*setDrawParams)(TFace *tf, int matnr))
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
Mesh *me = mdm->me;
MVert *mvert= mdm->verts;
MFace *mface= me->mface;
TFace *tface = me->tface;
float *nors = mdm->nors;
int a;
for (a=0; a<me->totface; a++) {
MFace *mf= &mface[a];
TFace *tf = tface?&tface[a]:NULL;
unsigned char *cp= NULL;
if(mf->v3==0) continue;
if(tf && ((tf->flag&TF_HIDE) || (tf->mode&TF_INVISIBLE))) continue;
if (setDrawParams(tf, mf->mat_nr)) {
if (tf) {
cp= (unsigned char *) tf->col;
} else if (me->mcol) {
cp= (unsigned char *) &me->mcol[a*4];
}
}
if (!(mf->flag&ME_SMOOTH)) {
glNormal3fv(&nors[a*3]);
}
glBegin(mf->v4?GL_QUADS:GL_TRIANGLES);
if (tf) glTexCoord2fv(tf->uv[0]);
if (cp) glColor3ub(cp[3], cp[2], cp[1]);
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v1].no);
glVertex3fv(mvert[mf->v1].co);
if (tf) glTexCoord2fv(tf->uv[1]);
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v2].no);
glVertex3fv(mvert[mf->v2].co);
if (tf) glTexCoord2fv(tf->uv[2]);
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v3].no);
glVertex3fv(mvert[mf->v3].co);
if(mf->v4) {
if (tf) glTexCoord2fv(tf->uv[3]);
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v4].no);
glVertex3fv(mvert[mf->v4].co);
}
glEnd();
}
}
static int meshDM_getNumVerts(DerivedMesh *dm)
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
Mesh *me = mdm->me;
return me->totvert;
}
static int meshDM_getNumFaces(DerivedMesh *dm)
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
Mesh *me = mdm->me;
return me->totface;
}
static void meshDM_release(DerivedMesh *dm)
{
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
if (mdm->freeNors) MEM_freeN(mdm->nors);
if (mdm->freeVerts) MEM_freeN(mdm->verts);
MEM_freeN(mdm);
}
static float *mesh_build_faceNormals(Object *meshOb)
{
Mesh *me = meshOb->data;
float *nors = MEM_mallocN(sizeof(float)*3*me->totface, "meshnormals");
float *n1 = nors;
int i;
for (i=0; i<me->totface; i++,n1+=3) {
MFace *mf = &me->mface[i];
if (mf->v3) {
MVert *ve1= &me->mvert[mf->v1];
MVert *ve2= &me->mvert[mf->v2];
MVert *ve3= &me->mvert[mf->v3];
MVert *ve4= &me->mvert[mf->v4];
if(mf->v4) CalcNormFloat4(ve1->co, ve2->co, ve3->co, ve4->co, n1);
else CalcNormFloat(ve1->co, ve2->co, ve3->co, n1);
}
}
return nors;
}
static DerivedMesh *getMeshDerivedMesh(Mesh *me, Object *ob, float (*vertCos)[3])
{
MeshDerivedMesh *mdm = MEM_callocN(sizeof(*mdm), "mdm");
mdm->dm.getMinMax = meshDM_getMinMax;
mdm->dm.convertToDispListMesh = meshDM_convertToDispListMesh;
mdm->dm.getNumVerts = meshDM_getNumVerts;
mdm->dm.getNumFaces = meshDM_getNumFaces;
mdm->dm.getVertCos = meshDM_getVertCos;
mdm->dm.getVertCo = meshDM_getVertCo;
mdm->dm.getVertNo = meshDM_getVertNo;
mdm->dm.drawVerts = meshDM_drawVerts;
mdm->dm.drawEdges = meshDM_drawEdges;
mdm->dm.drawMappedEdges = meshDM_drawEdges;
mdm->dm.drawLooseEdges = meshDM_drawLooseEdges;
mdm->dm.drawFacesSolid = meshDM_drawFacesSolid;
mdm->dm.drawFacesColored = meshDM_drawFacesColored;
mdm->dm.drawFacesTex = meshDM_drawFacesTex;
mdm->dm.release = meshDM_release;
mdm->ob = ob;
mdm->me = me;
mdm->verts = me->mvert;
mdm->nors = NULL;
mdm->freeNors = 0;
mdm->freeVerts = 0;
if (vertCos) {
int i;
mdm->verts = MEM_mallocN(sizeof(*mdm->verts)*me->totvert, "deformedVerts");
for (i=0; i<me->totvert; i++) {
mdm->verts[i].co[0] = vertCos[i][0];
mdm->verts[i].co[1] = vertCos[i][1];
mdm->verts[i].co[2] = vertCos[i][2];
}
mesh_calc_normals(mdm->verts, me->totvert, me->mface, me->totface, &mdm->nors);
mdm->freeNors = 1;
mdm->freeVerts = 1;
} else {
mdm->nors = mesh_build_faceNormals(ob);
mdm->freeNors = 1;
}
return (DerivedMesh*) mdm;
}
///
typedef struct {
DerivedMesh dm;
EditMesh *em;
} EditMeshDerivedMesh;
static void emDM_getMappedVertCoEM(DerivedMesh *dm, void *vert, float co_r[3])
{
EditVert *eve = vert;
co_r[0] = eve->co[0];
co_r[1] = eve->co[1];
co_r[2] = eve->co[2];
}
static void emDM_drawMappedVertsEM(DerivedMesh *dm, int (*setDrawOptions)(void *userData, EditVert *vert), void *userData)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditVert *eve;
bglBegin(GL_POINTS);
for(eve= emdm->em->verts.first; eve; eve= eve->next) {
if(!setDrawOptions || setDrawOptions(userData, eve))
bglVertex3fv(eve->co);
}
bglEnd();
}
static void emDM_drawMappedEdgeEM(DerivedMesh *dm, void *edge)
{
EditEdge *eed = edge;
glBegin(GL_LINES);
glVertex3fv(eed->v1->co);
glVertex3fv(eed->v2->co);
glEnd();
}
static void emDM_drawMappedEdgesEM(DerivedMesh *dm, int (*setDrawOptions)(void *userData, EditEdge *edge), void *userData)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditEdge *eed;
glBegin(GL_LINES);
for(eed= emdm->em->edges.first; eed; eed= eed->next) {
if(!setDrawOptions || setDrawOptions(userData, eed)) {
glVertex3fv(eed->v1->co);
glVertex3fv(eed->v2->co);
}
}
glEnd();
}
static void emDM_drawMappedEdgesInterpEM(DerivedMesh *dm, int (*setDrawOptions)(void *userData, EditEdge *edge), void (*setDrawInterpOptions)(void *userData, EditEdge *edge, float t), void *userData)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditEdge *eed;
glBegin(GL_LINES);
for(eed= emdm->em->edges.first; eed; eed= eed->next) {
if(!setDrawOptions || setDrawOptions(userData, eed)) {
setDrawInterpOptions(userData, eed, 0.0);
glVertex3fv(eed->v1->co);
setDrawInterpOptions(userData, eed, 1.0);
glVertex3fv(eed->v2->co);
}
}
glEnd();
}
static void emDM_drawMappedFacesEM(DerivedMesh *dm, int (*setDrawOptions)(void *userData, EditFace *face), void *userData)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditFace *efa;
for (efa= emdm->em->faces.first; efa; efa= efa->next) {
if(!setDrawOptions || setDrawOptions(userData, efa)) {
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
if(efa->v4) glVertex3fv(efa->v4->co);
glEnd();
}
}
}
static void emDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int))
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditFace *efa;
for (efa= emdm->em->faces.first; efa; efa= efa->next) {
if(efa->h==0) {
if (setMaterial(efa->mat_nr+1)) {
glNormal3fv(efa->n);
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
glVertex3fv(efa->v1->co);
glVertex3fv(efa->v2->co);
glVertex3fv(efa->v3->co);
if(efa->v4) glVertex3fv(efa->v4->co);
glEnd();
}
}
}
}
static void emDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
EditVert *eve;
if (emdm->em->verts.first) {
for (eve= emdm->em->verts.first; eve; eve= eve->next) {
DO_MINMAX(eve->co, min_r, max_r);
}
} else {
min_r[0] = min_r[1] = min_r[2] = max_r[0] = max_r[1] = max_r[2] = 0.0;
}
}
static int emDM_getNumVerts(DerivedMesh *dm)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
return BLI_countlist(&emdm->em->verts);
}
static int emDM_getNumFaces(DerivedMesh *dm)
{
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
return BLI_countlist(&emdm->em->faces);
}
static DerivedMesh *getEditMeshDerivedMesh(EditMesh *em)
{
EditMeshDerivedMesh *emdm = MEM_callocN(sizeof(*emdm), "emdm");
emdm->dm.getMinMax = emDM_getMinMax;
emdm->dm.getNumVerts = emDM_getNumVerts;
emdm->dm.getNumFaces = emDM_getNumFaces;
emdm->dm.getMappedVertCoEM = emDM_getMappedVertCoEM;
emdm->dm.drawMappedVertsEM = emDM_drawMappedVertsEM;
emdm->dm.drawMappedEdgeEM = emDM_drawMappedEdgeEM;
emdm->dm.drawMappedEdgesEM = emDM_drawMappedEdgesEM;
emdm->dm.drawMappedEdgesInterpEM = emDM_drawMappedEdgesInterpEM;
emdm->dm.drawFacesSolid = emDM_drawFacesSolid;
emdm->dm.drawMappedFacesEM = emDM_drawMappedFacesEM;
emdm->dm.release = (void(*)(DerivedMesh*)) MEM_freeN;
emdm->em = em;
return (DerivedMesh*) emdm;
}
///
typedef struct {
DerivedMesh dm;
DispListMesh *dlm;
} SSDerivedMesh;
static void ssDM_drawMappedEdges(DerivedMesh *dm)
{
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
DispListMesh *dlm = ssdm->dlm;
MEdge *medge= dlm->medge;
MVert *mvert= dlm->mvert;
int a;
glBegin(GL_LINES);
for (a=0; a<dlm->totedge; a++, medge++) {
if (medge->flag&ME_EDGEDRAW) {
glVertex3fv(mvert[medge->v1].co);
glVertex3fv(mvert[medge->v2].co);
}
}
glEnd();
}
static void ssDM_drawLooseEdges(DerivedMesh *dm)
{
/* Can't implement currently */
}
static void ssDM_drawVerts(DerivedMesh *dm)
{
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
DispListMesh *dlm = ssdm->dlm;
MVert *mvert= dlm->mvert;
int i;
bglBegin(GL_POINTS);
for (i=0; i<dlm->totvert; i++) {
bglVertex3fv(mvert[i].co);
}
bglEnd();
}
static void ssDM_drawEdges(DerivedMesh *dm)
{
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
DispListMesh *dlm = ssdm->dlm;
MVert *mvert= dlm->mvert;
int i;
if (dlm->medge) {
MEdge *medge= dlm->medge;
glBegin(GL_LINES);
for (i=0; i<dlm->totedge; i++, medge++) {
glVertex3fv(mvert[medge->v1].co);
glVertex3fv(mvert[medge->v2].co);
}
glEnd();
} else {
MFace *mface= dlm->mface;
glBegin(GL_LINES);
for (i=0; i<dlm->totface; i++, mface++) {
glVertex3fv(mvert[mface->v1].co);
glVertex3fv(mvert[mface->v2].co);
if (mface->v3) {
glVertex3fv(mvert[mface->v2].co);
glVertex3fv(mvert[mface->v3].co);
glVertex3fv(mvert[mface->v3].co);
if (mface->v4) {
glVertex3fv(mvert[mface->v4].co);
glVertex3fv(mvert[mface->v4].co);
}
glVertex3fv(mvert[mface->v1].co);
}
}
glEnd();
}
}
static void ssDM_drawFacesSolid(DerivedMesh *dm, int (*setMaterial)(int))
{
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
DispListMesh *dlm = ssdm->dlm;
float *nors = dlm->nors;
int glmode=-1, shademodel=-1, matnr=-1, drawCurrentMat=1;
int i;
#define PASSVERT(ind) { \
if (shademodel==GL_SMOOTH) \
glNormal3sv(dlm->mvert[(ind)].no); \
glVertex3fv(dlm->mvert[(ind)].co); \
}
glBegin(glmode=GL_QUADS);
for (i=0; i<dlm->totface; i++) {
MFace *mf= &dlm->mface[i];
if (mf->v3) {
int new_glmode = mf->v4?GL_QUADS:GL_TRIANGLES;
int new_shademodel = (mf->flag&ME_SMOOTH)?GL_SMOOTH:GL_FLAT;
int new_matnr = mf->mat_nr+1;
if(new_glmode!=glmode || new_shademodel!=shademodel || new_matnr!=matnr) {
glEnd();
drawCurrentMat = setMaterial(matnr=new_matnr);
glShadeModel(shademodel=new_shademodel);
glBegin(glmode=new_glmode);
}
if (drawCurrentMat) {
if (shademodel==GL_FLAT)
glNormal3fv(&nors[i*3]);
PASSVERT(mf->v1);
PASSVERT(mf->v2);
PASSVERT(mf->v3);
if (mf->v4)
PASSVERT(mf->v4);
}
}
}
glEnd();
#undef PASSVERT
}
static void ssDM_drawFacesColored(DerivedMesh *dm, int useTwoSided, unsigned char *vcols1, unsigned char *vcols2)
{
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
DispListMesh *dlm = ssdm->dlm;
int i, lmode;
glShadeModel(GL_SMOOTH);
if (vcols2) {
glEnable(GL_CULL_FACE);
} else {
useTwoSided = 0;
}
#define PASSVERT(vidx, fidx) { \
unsigned char *col= &colbase[fidx*4]; \
glColor3ub(col[3], col[2], col[1]); \
glVertex3fv(dlm->mvert[(vidx)].co); \
}
glBegin(lmode= GL_QUADS);
for (i=0; i<dlm->totface; i++) {
MFace *mf= &dlm->mface[i];
if (mf->v3) {
int nmode= mf->v4?GL_QUADS:GL_TRIANGLES;
unsigned char *colbase= &vcols1[i*16];
if (nmode!=lmode) {
glEnd();
glBegin(lmode= nmode);
}
PASSVERT(mf->v1, 0);
PASSVERT(mf->v2, 1);
PASSVERT(mf->v3, 2);
if (mf->v4)
PASSVERT(mf->v4, 3);
if (useTwoSided) {
unsigned char *colbase= &vcols2[i*16];
if (mf->v4)
PASSVERT(mf->v4, 3);
PASSVERT(mf->v3, 2);
PASSVERT(mf->v2, 1);
PASSVERT(mf->v1, 0);
}
}
}
glEnd();
if (vcols2)
glDisable(GL_CULL_FACE);
#undef PASSVERT
}
static void ssDM_drawFacesTex(DerivedMesh *dm, int (*setDrawParams)(TFace *tf, int matnr))
{
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
DispListMesh *dlm = ssdm->dlm;
MVert *mvert= dlm->mvert;
MFace *mface= dlm->mface;
TFace *tface = dlm->tface;
float *nors = dlm->nors;
int a;
for (a=0; a<dlm->totface; a++) {
MFace *mf= &mface[a];
TFace *tf = tface?&tface[a]:NULL;
unsigned char *cp= NULL;
if(mf->v3==0) continue;
if(tf && ((tf->flag&TF_HIDE) || (tf->mode&TF_INVISIBLE))) continue;
if (setDrawParams(tf, mf->mat_nr)) {
if (tf) {
cp= (unsigned char*) tf->col;
} else if (dlm->mcol) {
cp= (unsigned char*) &dlm->mcol[a*4];
}
}
if (!(mf->flag&ME_SMOOTH)) {
glNormal3fv(&nors[a*3]);
}
glBegin(mf->v4?GL_QUADS:GL_TRIANGLES);
if (tf) glTexCoord2fv(tf->uv[0]);
if (cp) glColor3ub(cp[3], cp[2], cp[1]);
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v1].no);
glVertex3fv((mvert+mf->v1)->co);
if (tf) glTexCoord2fv(tf->uv[1]);
if (cp) glColor3ub(cp[7], cp[6], cp[5]);
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v2].no);
glVertex3fv((mvert+mf->v2)->co);
if (tf) glTexCoord2fv(tf->uv[2]);
if (cp) glColor3ub(cp[11], cp[10], cp[9]);
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v3].no);
glVertex3fv((mvert+mf->v3)->co);
if(mf->v4) {
if (tf) glTexCoord2fv(tf->uv[3]);
if (cp) glColor3ub(cp[15], cp[14], cp[13]);
if (mf->flag&ME_SMOOTH) glNormal3sv(mvert[mf->v4].no);
glVertex3fv((mvert+mf->v4)->co);
}
glEnd();
}
}
static void ssDM_getMinMax(DerivedMesh *dm, float min_r[3], float max_r[3])
{
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
int i;
if (ssdm->dlm->totvert) {
for (i=0; i<ssdm->dlm->totvert; i++) {
DO_MINMAX(ssdm->dlm->mvert[i].co, min_r, max_r);
}
} else {
min_r[0] = min_r[1] = min_r[2] = max_r[0] = max_r[1] = max_r[2] = 0.0;
}
}
static void ssDM_getVertCos(DerivedMesh *dm, float (*cos_r)[3])
{
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
int i;
for (i=0; i<ssdm->dlm->totvert; i++) {
cos_r[i][0] = ssdm->dlm->mvert[i].co[0];
cos_r[i][1] = ssdm->dlm->mvert[i].co[1];
cos_r[i][2] = ssdm->dlm->mvert[i].co[2];
}
}
static int ssDM_getNumVerts(DerivedMesh *dm)
{
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
return ssdm->dlm->totvert;
}
static int ssDM_getNumFaces(DerivedMesh *dm)
{
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
return ssdm->dlm->totface;
}
static DispListMesh *ssDM_convertToDispListMesh(DerivedMesh *dm)
{
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
return displistmesh_copy(ssdm->dlm);
}
static void ssDM_release(DerivedMesh *dm)
{
SSDerivedMesh *ssdm = (SSDerivedMesh*) dm;
displistmesh_free(ssdm->dlm);
MEM_freeN(dm);
}
DerivedMesh *derivedmesh_from_displistmesh(DispListMesh *dlm)
{
SSDerivedMesh *ssdm = MEM_callocN(sizeof(*ssdm), "ssdm");
ssdm->dm.getMinMax = ssDM_getMinMax;
ssdm->dm.getNumVerts = ssDM_getNumVerts;
ssdm->dm.getNumFaces = ssDM_getNumFaces;
ssdm->dm.convertToDispListMesh = ssDM_convertToDispListMesh;
ssdm->dm.getVertCos = ssDM_getVertCos;
ssdm->dm.drawVerts = ssDM_drawVerts;
ssdm->dm.drawEdges = ssDM_drawEdges;
ssdm->dm.drawMappedEdges = ssDM_drawMappedEdges;
ssdm->dm.drawLooseEdges = ssDM_drawLooseEdges;
ssdm->dm.drawFacesSolid = ssDM_drawFacesSolid;
ssdm->dm.drawFacesColored = ssDM_drawFacesColored;
ssdm->dm.drawFacesTex = ssDM_drawFacesTex;
ssdm->dm.release = ssDM_release;
ssdm->dlm = dlm;
return (DerivedMesh*) ssdm;
}
/***/
static void mesh_calc_modifiers(Object *ob, float (*inputVertexCos)[3], DerivedMesh **deform_r, DerivedMesh **final_r, int useRenderParams, int useDeform)
{
Mesh *me = ob->data;
ModifierData *md= ob->modifiers.first;
float (*deformedVerts)[3];
DerivedMesh *dm;
int a, numVerts = me->totvert;
if (deform_r) *deform_r = NULL;
*final_r = NULL;
if (useDeform) {
mesh_modifier(ob, &deformedVerts);
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
// XXX this copy should be done on demand
if (!deformedVerts) {
deformedVerts = MEM_mallocN(sizeof(*deformedVerts)*numVerts, "vertexcos1");
for (a=0; a<numVerts; a++) {
VECCOPY(deformedVerts[a], me->mvert[a].co);
}
}
/* Apply all leading deforming modifiers */
for (; md; md=md->next) {
ModifierTypeInfo *mti = modifierType_get_info(md->type);
if (!(md->mode&(1<<useRenderParams))) continue;
if (mti->isDisabled && mti->isDisabled(md)) continue;
if (mti->type==eModifierTypeType_OnlyDeform) {
mti->deformVerts(md, ob, deformedVerts, numVerts);
} else {
break;
}
}
/* Result of all leading deforming modifiers is cached for
* places that wish to use the original mesh but with deformed
* coordinates (vpaint, etc.)
*/
if (deform_r) *deform_r = getMeshDerivedMesh(me, ob, deformedVerts);
} else {
deformedVerts = inputVertexCos;
}
/* Now apply all remaining modifiers. If useDeform is off then skip
* OnlyDeform ones.
*/
dm = NULL;
for (; md; md=md->next) {
ModifierTypeInfo *mti = modifierType_get_info(md->type);
if (!(md->mode&(1<<useRenderParams))) continue;
if (mti->type==eModifierTypeType_OnlyDeform && !useDeform) continue;
if (mti->isDisabled && mti->isDisabled(md)) continue;
/* How to apply modifier depends on (a) what we already have as
* a result of previous modifiers (could be a DerivedMesh or just
* deformed vertices) and (b) what type the modifier is.
*/
if (mti->type==eModifierTypeType_OnlyDeform) {
/* No existing verts to deform, need to build them. */
if (!deformedVerts) {
if (dm) {
/* Deforming a derived mesh, read the vertex locations out of the mesh and
* deform them. Once done with this run of deformers verts will be written back.
*/
numVerts = dm->getNumVerts(dm);
deformedVerts = MEM_mallocN(sizeof(*deformedVerts)*numVerts, "dfmv");
dm->getVertCos(dm, deformedVerts);
} else {
numVerts = me->totvert;
deformedVerts = MEM_mallocN(sizeof(*deformedVerts)*numVerts, "vertexcos2");
for (a=0; a<numVerts; a++) {
VECCOPY(deformedVerts[a], me->mvert[a].co);
}
}
}
mti->deformVerts(md, ob, deformedVerts, numVerts);
} else {
/* There are 4 cases here (have deform? have dm?) but they all are handled
* by the modifier apply function, which will also free the DerivedMesh if
* it exists.
*/
dm = mti->applyModifier(md, ob, dm, deformedVerts, useRenderParams);
if (deformedVerts) {
if (deformedVerts!=inputVertexCos) {
MEM_freeN(deformedVerts);
}
deformedVerts = 0;
}
}
}
/* Yay, we are done. If we have a DerivedMesh and deformed vertices need to apply
* these back onto the DerivedMesh. If we have no DerivedMesh then we need to build
* one.
*/
if (dm && deformedVerts) {
DispListMesh *dlm = dm->convertToDispListMesh(dm); // XXX what if verts or nors were shared
int i;
/* XXX, would like to avoid the conversion to a DLM here if possible.
* Requires adding a DerivedMesh.updateVertCos method.
*/
for (i=0; i<numVerts; i++) {
VECCOPY(dlm->mvert[i].co, deformedVerts[i]);
}
dm->release(dm);
if (dlm->nors && !dlm->dontFreeNors) {
MEM_freeN(dlm->nors);
dlm->nors = 0;
}
mesh_calc_normals(dlm->mvert, dlm->totvert, dlm->mface, dlm->totface, &dlm->nors);
*final_r = derivedmesh_from_displistmesh(dlm);
} else if (dm) {
*final_r = dm;
} else {
*final_r = getMeshDerivedMesh(me, ob, deformedVerts);
}
if (deformedVerts && deformedVerts!=inputVertexCos) {
MEM_freeN(deformedVerts);
}
}
/***/
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
static void clear_mesh_caches(Object *ob)
{
Mesh *me= ob->data;
/* also serves as signal to remake texspace */
if (me->bb) {
MEM_freeN(me->bb);
me->bb = NULL;
}
freedisplist(&ob->disp);
if (ob->derivedFinal) {
ob->derivedFinal->release(ob->derivedFinal);
ob->derivedFinal= NULL;
}
if (ob->derivedDeform) {
ob->derivedDeform->release(ob->derivedDeform);
ob->derivedDeform= NULL;
}
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
}
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
static void mesh_build_data(Object *ob)
{
float min[3], max[3];
if(ob->flag&OB_FROMDUPLI) return;
clear_mesh_caches(ob);
mesh_calc_modifiers(ob, NULL, &ob->derivedDeform, &ob->derivedFinal, 0, 1);
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
INIT_MINMAX(min, max);
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
ob->derivedFinal->getMinMax(ob->derivedFinal, min, max);
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
boundbox_set_from_min_max(mesh_get_bb(ob->data), min, max);
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
build_particle_system(ob);
}
static void editmesh_build_data(void)
{
EditMesh *em = G.editMesh;
clear_mesh_caches(G.obedit);
if (em->derivedFinal) {
if (em->derivedFinal!=em->derivedCage) {
em->derivedFinal->release(em->derivedFinal);
}
em->derivedFinal = NULL;
}
if (em->derivedCage) {
em->derivedCage->release(em->derivedCage);
em->derivedCage = NULL;
}
/*
if ((me->flag&ME_SUBSURF) && me->subdiv) {
em->derivedFinal = subsurf_make_derived_from_editmesh(em, me->subdiv, me->subsurftype, NULL);
if (me->flag&ME_OPT_EDGES) {
em->derivedCage = em->derivedFinal;
} else {
em->derivedCage = getEditMeshDerivedMesh(em);
}
} else {
*/
em->derivedFinal = em->derivedCage = getEditMeshDerivedMesh(em);
/*
}
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
*/
}
void makeDispListMesh(Object *ob)
{
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
if (ob==G.obedit) {
editmesh_build_data();
} else {
mesh_build_data(ob);
}
}
/***/
DerivedMesh *mesh_get_derived_final(Object *ob, int *needsFree_r)
{
if (!ob->derivedFinal) {
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
mesh_build_data(ob);
}
*needsFree_r = 0;
return ob->derivedFinal;
}
DerivedMesh *mesh_get_derived_deform(Object *ob, int *needsFree_r)
{
if (!ob->derivedDeform) {
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
mesh_build_data(ob);
}
*needsFree_r = 0;
return ob->derivedDeform;
}
DerivedMesh *mesh_create_derived_render(Object *ob)
{
DerivedMesh *final;
mesh_calc_modifiers(ob, NULL, NULL, &final, 1, 1);
return final;
}
DerivedMesh *mesh_create_derived_no_deform(Object *ob, float (*vertCos)[3])
{
DerivedMesh *final;
mesh_calc_modifiers(ob, vertCos, NULL, &final, 0, 0);
return final;
}
DerivedMesh *mesh_create_derived_no_deform_render(Object *ob, float (*vertCos)[3])
{
DerivedMesh *final;
mesh_calc_modifiers(ob, vertCos, NULL, &final, 1, 0);
return final;
}
/***/
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
DerivedMesh *editmesh_get_derived_cage_and_final(DerivedMesh **final_r, int *cageNeedsFree_r, int *finalNeedsFree_r)
{
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
*cageNeedsFree_r = *finalNeedsFree_r = 0;
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
if (!G.editMesh->derivedCage)
editmesh_build_data();
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
*final_r = G.editMesh->derivedFinal;
return G.editMesh->derivedCage;
}
DerivedMesh *editmesh_get_derived_cage(int *needsFree_r)
{
*needsFree_r = 0;
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
if (!G.editMesh->derivedCage)
editmesh_build_data();
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
return G.editMesh->derivedCage;
}