mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
synced 2024-12-30 17:26:31 +00:00
dbf8647d59
Added top & right borders to RawDr. Improved spacing in some debug and compiler reporting. Fixed RawPutChar and EdLite tab width. Fixed Ui missing '0x' prefix syntax highlighter bug. Added 32BitPaint demo.
1837 lines
199 KiB
HTML
Executable file
1837 lines
199 KiB
HTML
Executable file
<!DOCTYPE HTML>
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
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<meta name="generator" content="ZealOS V0.08">
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<style type="text/css">
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body {background-color:#000000;}
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.cF0{color:#ffffff;background-color:#000000;}
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.cFE{color:#fce94f;background-color:#000000;}
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.cFF{color:#000000;background-color:#000000;}
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</style>
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</head>
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<body>
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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><span class=cF0>#</span><span class=cF1>help_index</span><span class=cF0> </span><span class=cF6>"Graphics/Mesh"</span><span class=cF0>
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<a name="l2"></a>#</span><span class=cF1>define</span><span class=cF0> </span><span class=cF3>MESH_WORKSPACE_SIZE</span><span class=cF0> </span><span class=cFE>4000</span><span class=cF0>
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<a name="l3"></a>
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<a name="l4"></a>#</span><span class=cF1>define</span><span class=cF0> </span><span class=cF3>VF_SEL</span><span class=cF0> </span><span class=cFE>1</span><span class=cF0>
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<a name="l5"></a>#</span><span class=cF1>define</span><span class=cF0> </span><span class=cF3>VF_COPIED</span><span class=cF0> </span><span class=cFE>2</span><span class=cF0>
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<a name="l6"></a>#</span><span class=cF1>define</span><span class=cF0> </span><span class=cF3>VF_IGNORE</span><span class=cF0> </span><span class=cFE>4</span><span class=cF0>
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<a name="l7"></a>
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<a name="l8"></a></span><span class=cF1>class</span><span class=cF0> </span><span class=cF9>CMeshEdVertex</span><span class=cF0>
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<a name="l9"></a>{
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<a name="l10"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *next, *last, *copy;
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<a name="l11"></a>
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<a name="l12"></a> </span><span class=cF1>U0</span><span class=cF0> </span><span class=cF1>start</span><span class=cF0>;
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<a name="l13"></a> </span><span class=cF9>CD3I32</span><span class=cF0> p; </span><span class=cF2>//World coordinates of the point.</span><span class=cF0>
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<a name="l14"></a> </span><span class=cF1>U0</span><span class=cF0> </span><span class=cF1>end</span><span class=cF0>;
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<a name="l15"></a>
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<a name="l16"></a> </span><span class=cF9>CD3I32</span><span class=cF0> p0,
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<a name="l17"></a> pt; </span><span class=cF2>//Transformed coordinates.</span><span class=cF0> </span><span class=cF2>(Screen)</span><span class=cF0>
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<a name="l18"></a> </span><span class=cF9>I32</span><span class=cF0> num, flags;
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<a name="l19"></a>};
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<a name="l20"></a>
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<a name="l21"></a>#</span><span class=cF1>define</span><span class=cF0> </span><span class=cF3>TF_SEL</span><span class=cF0> </span><span class=cFE>1</span><span class=cF0>
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<a name="l22"></a>#</span><span class=cF1>define</span><span class=cF0> </span><span class=cF3>TF_COPIED</span><span class=cF0> </span><span class=cFE>2</span><span class=cF0>
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<a name="l23"></a>
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<a name="l24"></a></span><span class=cF1>class</span><span class=cF0> </span><span class=cF9>CMeshEdTri</span><span class=cF0>
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<a name="l25"></a>{
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<a name="l26"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *next, *last;
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<a name="l27"></a>
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<a name="l28"></a> </span><span class=cF1>U0</span><span class=cF0> </span><span class=cF1>start</span><span class=cF0>;
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<a name="l29"></a> </span><span class=cF9>CMeshTri</span><span class=cF0> mt;
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<a name="l30"></a> </span><span class=cF1>U0</span><span class=cF0> </span><span class=cF1>end</span><span class=cF0>;
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<a name="l31"></a>
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<a name="l32"></a> </span><span class=cF9>I32</span><span class=cF0> cpu_num, flags; </span><span class=cF2>//Draw different tris with different cores.</span><span class=cF0>
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<a name="l33"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *t[</span><span class=cFE>3</span><span class=cF0>];
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<a name="l34"></a>};
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<a name="l35"></a>
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<a name="l36"></a></span><span class=cF1>class</span><span class=cF0> </span><span class=cF9>CMeshFrame</span><span class=cF0>
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<a name="l37"></a>{
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<a name="l38"></a> </span><span class=cF9>I64</span><span class=cF0> mouse_z, thickness; </span><span class=cF2>//Mouse Z-coordinate</span><span class=cF0>
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<a name="l39"></a> </span><span class=cF9>I64</span><span class=cF0> ed_mode, cx, cy;
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<a name="l40"></a> </span><span class=cF9>CColorROPU32</span><span class=cF0> cur_color;
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<a name="l41"></a> </span><span class=cF1>Bool</span><span class=cF0> grid_on, flip_y, sel_rect, vertex_on, closed, pad[</span><span class=cFE>3</span><span class=cF0>];
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<a name="l42"></a> </span><span class=cF9>I64</span><span class=cF0> mp_not_done_flags; </span><span class=cF2>//Used for multiprocessing signaling.</span><span class=cF0>
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<a name="l43"></a> </span><span class=cF1>F64</span><span class=cF0> view_scale;
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<a name="l44"></a> </span><span class=cF9>CDC</span><span class=cF0> *dc;
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<a name="l45"></a> </span><span class=cF9>I32</span><span class=cF0> *depth_buf;
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<a name="l46"></a> </span><span class=cF9>I64</span><span class=cF0> *w2s, *s2w; </span><span class=cF2>//Screen-to-world and world-to-screen transform matrices.</span><span class=cF0>
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<a name="l47"></a> </span><span class=cF9>I64</span><span class=cF0> vertex_count, tri_count; </span><span class=cF2>//Set by MeshSize</span><span class=cF0>
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<a name="l48"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> vertex_head, *cur_vertex, *chain_pred;
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<a name="l49"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> tri_head, *cur_tri;
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<a name="l50"></a> </span><span class=cF9>I64</span><span class=cF0> x1, y1, x2, y2, cur_snap;
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<a name="l51"></a>};
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<a name="l52"></a>
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<a name="l53"></a></span><span class=cF9>CMeshEdVertex</span><span class=cF0> *</span><span class=cF5>MeshVertexNew</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y, </span><span class=cF9>I64</span><span class=cF0> z)
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<a name="l54"></a>{
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<a name="l55"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CMeshEdVertex</span><span class=cF7>)</span><span class=cF0>);
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<a name="l56"></a>
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<a name="l57"></a> tmpv->p.x = x;
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<a name="l58"></a> tmpv->p.y = y;
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<a name="l59"></a> tmpv->p.z = z;
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<a name="l60"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpv, e->vertex_head.last);
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<a name="l61"></a>
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<a name="l62"></a> </span><span class=cF1>return</span><span class=cF0> tmpv;
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<a name="l63"></a>}
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<a name="l64"></a>
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<a name="l65"></a></span><span class=cF9>CMeshEdTri</span><span class=cF0> *</span><span class=cF5>MeshTriNew</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>CColorROPU32</span><span class=cF0> color, </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *v1, </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *v2, </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *v3)
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<a name="l66"></a>{
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<a name="l67"></a> </span><span class=cF1>static</span><span class=cF0> </span><span class=cF9>I64</span><span class=cF0> cpu_num = </span><span class=cFE>0</span><span class=cF0>;
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<a name="l68"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CMeshEdTri</span><span class=cF7>)</span><span class=cF0>);
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<a name="l69"></a>
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<a name="l70"></a> tmpt->cpu_num = cpu_num++ % </span><span class=cFB>mp_count</span><span class=cF0>;
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<a name="l71"></a> tmpt->mt.color = color;
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<a name="l72"></a> tmpt->t[</span><span class=cFE>0</span><span class=cF0>] = v1;
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<a name="l73"></a> tmpt->t[</span><span class=cFE>1</span><span class=cF0>] = v2;
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<a name="l74"></a> tmpt->t[</span><span class=cFE>2</span><span class=cF0>] = v3;
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<a name="l75"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpt, e->tri_head.last);
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<a name="l76"></a>
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<a name="l77"></a> </span><span class=cF1>return</span><span class=cF0> tmpt;
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<a name="l78"></a>}
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<a name="l79"></a>
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<a name="l80"></a></span><span class=cF9>CMeshEdVertex</span><span class=cF0> *</span><span class=cF5>MeshVertexFindScrPt</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y)
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<a name="l81"></a>{</span><span class=cF2>//Screen coordinates</span><span class=cF0>
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<a name="l82"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *res = </span><span class=cF3>NULL</span><span class=cF0>, *tmpv = e->vertex_head.next;
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<a name="l83"></a> </span><span class=cF9>I64</span><span class=cF0> dd, dz, best_dd = </span><span class=cF3>I64_MAX</span><span class=cF0>, best_dz = </span><span class=cF3>I64_MAX</span><span class=cF0>;
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<a name="l84"></a>
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<a name="l85"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
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<a name="l86"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l87"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>tmpv->flags & </span><span class=cF3>VF_IGNORE</span><span class=cF7>)</span><span class=cF0>)
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<a name="l88"></a> {
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<a name="l89"></a> dd = </span><span class=cF5>SqrI64</span><span class=cF0>(x - tmpv->pt.x) + </span><span class=cF5>SqrI64</span><span class=cF0>(y - tmpv->pt.y);
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<a name="l90"></a> dz = </span><span class=cF5>AbsI64</span><span class=cF0>(e->mouse_z - tmpv->p.z);
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<a name="l91"></a> </span><span class=cF1>if</span><span class=cF0> (dd < best_dd || dd == best_dd && dz < best_dz)
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<a name="l92"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l93"></a> res = tmpv;
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<a name="l94"></a> best_dd = dd;
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<a name="l95"></a> best_dz = dz;
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<a name="l96"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l97"></a> }
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<a name="l98"></a> tmpv = tmpv->next;
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<a name="l99"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l100"></a>
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<a name="l101"></a> </span><span class=cF1>return</span><span class=cF0> res;
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<a name="l102"></a>}
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<a name="l103"></a>
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<a name="l104"></a></span><span class=cF9>CMeshEdVertex</span><span class=cF0> *</span><span class=cF5>MeshVertexFindNum</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *haystack_e, </span><span class=cF9>I64</span><span class=cF0> needle_num)
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<a name="l105"></a>{
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<a name="l106"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = haystack_e->vertex_head.next;
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<a name="l107"></a>
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<a name="l108"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &haystack_e->vertex_head)
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<a name="l109"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l110"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv->num == needle_num)
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<a name="l111"></a> </span><span class=cF1>return</span><span class=cF0> tmpv;
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<a name="l112"></a> tmpv = tmpv->next;
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<a name="l113"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l114"></a>
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<a name="l115"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
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<a name="l116"></a>}
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<a name="l117"></a>
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<a name="l118"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshTriDel</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt)
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<a name="l119"></a>{
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<a name="l120"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt)
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<a name="l121"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l122"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt == e->cur_tri)
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<a name="l123"></a> e->cur_tri = </span><span class=cF3>NULL</span><span class=cF0>;
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<a name="l124"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpt);
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<a name="l125"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpt);
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<a name="l126"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l127"></a>}
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<a name="l128"></a>
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<a name="l129"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshVertexDel</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv)
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<a name="l130"></a>{
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<a name="l131"></a> </span><span class=cF9>I64</span><span class=cF0> i;
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<a name="l132"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt, *tmpt1;
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<a name="l133"></a>
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<a name="l134"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv)
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<a name="l135"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l136"></a> tmpt = e->tri_head.next;
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<a name="l137"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &e->tri_head)
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<a name="l138"></a> {
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<a name="l139"></a> tmpt1 = tmpt->next;
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<a name="l140"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>3</span><span class=cF0>; i++)
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<a name="l141"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->t[i] == tmpv)
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<a name="l142"></a> </span><span class=cF1>break</span><span class=cF0>;
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<a name="l143"></a> </span><span class=cF1>if</span><span class=cF0> (i < </span><span class=cFE>3</span><span class=cF0>)
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<a name="l144"></a> </span><span class=cF5>MeshTriDel</span><span class=cF0>(e, tmpt);
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<a name="l145"></a> tmpt = tmpt1;
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<a name="l146"></a> }
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<a name="l147"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv == e->cur_vertex)
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<a name="l148"></a> e->cur_vertex = </span><span class=cF3>NULL</span><span class=cF0>;
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<a name="l149"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv == e->chain_pred)
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<a name="l150"></a> e->chain_pred = </span><span class=cF3>NULL</span><span class=cF0>;
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<a name="l151"></a> </span><span class=cF5>QueueRemove</span><span class=cF0>(tmpv);
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<a name="l152"></a> </span><span class=cF5>Free</span><span class=cF0>(tmpv);
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<a name="l153"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l154"></a>}
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<a name="l155"></a>
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<a name="l156"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshFence</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
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<a name="l157"></a>{
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<a name="l158"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv, *tmpv1, *tmpv_last = </span><span class=cF3>NULL</span><span class=cF0>, *tmpv1_last = </span><span class=cF3>NULL</span><span class=cF0>,
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<a name="l159"></a> *</span><span class=cF1>start</span><span class=cF0> = e->chain_pred->next, *</span><span class=cF1>end</span><span class=cF0> = e->vertex_head.last;
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<a name="l160"></a>
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<a name="l161"></a> tmpv = </span><span class=cF1>start</span><span class=cF0>;
|
|
<a name="l162"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l163"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l164"></a> tmpv1 = </span><span class=cF5>MeshVertexNew</span><span class=cF0>(e, tmpv->p.x, tmpv->p.y, tmpv->p.z + e->thickness);
|
|
<a name="l165"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv_last)
|
|
<a name="l166"></a> {
|
|
<a name="l167"></a> </span><span class=cF5>MeshTriNew</span><span class=cF0>(e, e->cur_color, tmpv_last, tmpv, tmpv1);
|
|
<a name="l168"></a> </span><span class=cF5>MeshTriNew</span><span class=cF0>(e, e->cur_color, tmpv1, tmpv1_last, tmpv_last);
|
|
<a name="l169"></a> }
|
|
<a name="l170"></a> tmpv_last = tmpv;
|
|
<a name="l171"></a> tmpv1_last = tmpv1;
|
|
<a name="l172"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv == </span><span class=cF1>end</span><span class=cF0>)
|
|
<a name="l173"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l174"></a> tmpv = tmpv->next;
|
|
<a name="l175"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l176"></a> </span><span class=cF1>if</span><span class=cF0> (e->closed && tmpv_last)
|
|
<a name="l177"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l178"></a> </span><span class=cF5>MeshTriNew</span><span class=cF0>(e, e->cur_color, tmpv_last, </span><span class=cF1>start</span><span class=cF0>, </span><span class=cF1>end</span><span class=cF0>->next);
|
|
<a name="l179"></a> </span><span class=cF5>MeshTriNew</span><span class=cF0>(e, e->cur_color, </span><span class=cF1>end</span><span class=cF0>->next, tmpv1_last, tmpv_last);
|
|
<a name="l180"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l181"></a>}
|
|
<a name="l182"></a>
|
|
<a name="l183"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshPolygon</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *</span><span class=cF1>start</span><span class=cF0>, </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *</span><span class=cF1>end</span><span class=cF0>, </span><span class=cF1>Bool</span><span class=cF0> rev)
|
|
<a name="l184"></a>{
|
|
<a name="l185"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv, *tmpv1;
|
|
<a name="l186"></a>
|
|
<a name="l187"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF1>start</span><span class=cF0> != </span><span class=cF1>end</span><span class=cF0>)
|
|
<a name="l188"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l189"></a> tmpv = </span><span class=cF1>start</span><span class=cF0>;
|
|
<a name="l190"></a> tmpv1 = tmpv->next;
|
|
<a name="l191"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv1 != </span><span class=cF1>end</span><span class=cF0>)
|
|
<a name="l192"></a> {
|
|
<a name="l193"></a> </span><span class=cF1>if</span><span class=cF0> (rev)
|
|
<a name="l194"></a> </span><span class=cF5>MeshTriNew</span><span class=cF0>(e, e->cur_color, tmpv1, tmpv, </span><span class=cF1>end</span><span class=cF0>);
|
|
<a name="l195"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l196"></a> </span><span class=cF5>MeshTriNew</span><span class=cF0>(e, e->cur_color, tmpv, tmpv1, </span><span class=cF1>end</span><span class=cF0>);
|
|
<a name="l197"></a> tmpv = tmpv->next;
|
|
<a name="l198"></a> tmpv1 = tmpv1->next;
|
|
<a name="l199"></a> }
|
|
<a name="l200"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l201"></a>}
|
|
<a name="l202"></a>
|
|
<a name="l203"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshPrism</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l204"></a>{
|
|
<a name="l205"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *</span><span class=cF1>start</span><span class=cF0> = e->chain_pred->next, *</span><span class=cF1>end</span><span class=cF0> = e->vertex_head.last;
|
|
<a name="l206"></a>
|
|
<a name="l207"></a> </span><span class=cF5>MeshFence</span><span class=cF0>(e);
|
|
<a name="l208"></a> </span><span class=cF5>MeshPolygon</span><span class=cF0>(e, </span><span class=cF1>start</span><span class=cF0>, </span><span class=cF1>end</span><span class=cF0>, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l209"></a> </span><span class=cF5>MeshPolygon</span><span class=cF0>(e, </span><span class=cF1>end</span><span class=cF0>->next, e->vertex_head.last, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l210"></a>}
|
|
<a name="l211"></a>
|
|
<a name="l212"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF1>Bool</span><span class=cF0> val)
|
|
<a name="l213"></a>{
|
|
<a name="l214"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next;
|
|
<a name="l215"></a>
|
|
<a name="l216"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l217"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l218"></a> </span><span class=cF1>if</span><span class=cF0> (val)
|
|
<a name="l219"></a> tmpv->flags |= </span><span class=cF3>VF_SEL</span><span class=cF0>;
|
|
<a name="l220"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l221"></a> tmpv->flags &= ~</span><span class=cF3>VF_SEL</span><span class=cF0>;
|
|
<a name="l222"></a> tmpv = tmpv->next;
|
|
<a name="l223"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l224"></a>}
|
|
<a name="l225"></a>
|
|
<a name="l226"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshTriSelAll</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF1>Bool</span><span class=cF0> val)
|
|
<a name="l227"></a>{
|
|
<a name="l228"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt = e->tri_head.next;
|
|
<a name="l229"></a>
|
|
<a name="l230"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &e->tri_head)
|
|
<a name="l231"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l232"></a> </span><span class=cF1>if</span><span class=cF0> (val)
|
|
<a name="l233"></a> tmpt->flags |= </span><span class=cF3>TF_SEL</span><span class=cF0>;
|
|
<a name="l234"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l235"></a> tmpt->flags &= ~</span><span class=cF3>TF_SEL</span><span class=cF0>;
|
|
<a name="l236"></a> tmpt = tmpt->next;
|
|
<a name="l237"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l238"></a>}
|
|
<a name="l239"></a>
|
|
<a name="l240"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshVertexIgnoreSet</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF1>Bool</span><span class=cF0> val)
|
|
<a name="l241"></a>{
|
|
<a name="l242"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next;
|
|
<a name="l243"></a>
|
|
<a name="l244"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l245"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l246"></a> tmpv->flags &= ~</span><span class=cF3>VF_IGNORE</span><span class=cF0>;
|
|
<a name="l247"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv->flags & </span><span class=cF3>VF_SEL</span><span class=cF0> && val)
|
|
<a name="l248"></a> tmpv->flags |= </span><span class=cF3>VF_IGNORE</span><span class=cF0>;
|
|
<a name="l249"></a> tmpv = tmpv->next;
|
|
<a name="l250"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l251"></a>}
|
|
<a name="l252"></a>
|
|
<a name="l253"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshP0Capture</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l254"></a>{
|
|
<a name="l255"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next;
|
|
<a name="l256"></a>
|
|
<a name="l257"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l258"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l259"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(&tmpv->p0, &tmpv->p, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l260"></a> tmpv = tmpv->next;
|
|
<a name="l261"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l262"></a>}
|
|
<a name="l263"></a>
|
|
<a name="l264"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshP0Offset</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>I64</span><span class=cF0> dx, </span><span class=cF9>I64</span><span class=cF0> dy, </span><span class=cF9>I64</span><span class=cF0> dz)
|
|
<a name="l265"></a>{
|
|
<a name="l266"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next;
|
|
<a name="l267"></a>
|
|
<a name="l268"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l269"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l270"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv->flags & </span><span class=cF3>VF_SEL</span><span class=cF0>)
|
|
<a name="l271"></a> {
|
|
<a name="l272"></a> tmpv->p.x = tmpv->p0.x + dx;
|
|
<a name="l273"></a> tmpv->p.y = tmpv->p0.y + dy;
|
|
<a name="l274"></a> tmpv->p.z = tmpv->p0.z + dz;
|
|
<a name="l275"></a> }
|
|
<a name="l276"></a> tmpv = tmpv->next;
|
|
<a name="l277"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l278"></a>}
|
|
<a name="l279"></a>
|
|
<a name="l280"></a>#</span><span class=cF1>define</span><span class=cF0> </span><span class=cF3>SEL_MESH_EQU</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>
|
|
<a name="l281"></a>#</span><span class=cF1>define</span><span class=cF0> </span><span class=cF3>SEL_MESH_OR</span><span class=cF0> </span><span class=cFE>1</span><span class=cF0>
|
|
<a name="l282"></a>#</span><span class=cF1>define</span><span class=cF0> </span><span class=cF3>SEL_MESH_AND</span><span class=cF0> </span><span class=cFE>2</span><span class=cF0>
|
|
<a name="l283"></a>
|
|
<a name="l284"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshVertexSelRect</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>I64</span><span class=cF0> sel_mode, </span><span class=cF9>I64</span><span class=cF0> x1, </span><span class=cF9>I64</span><span class=cF0> x2, </span><span class=cF9>I64</span><span class=cF0> y1, </span><span class=cF9>I64</span><span class=cF0> y2)
|
|
<a name="l285"></a>{
|
|
<a name="l286"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next;
|
|
<a name="l287"></a>
|
|
<a name="l288"></a> </span><span class=cF1>if</span><span class=cF0> (x1 > x2)
|
|
<a name="l289"></a> </span><span class=cF5>SwapI64</span><span class=cF0>(&x1, &x2);
|
|
<a name="l290"></a> </span><span class=cF1>if</span><span class=cF0> (y1 > y2)
|
|
<a name="l291"></a> </span><span class=cF5>SwapI64</span><span class=cF0>(&y1, &y2);
|
|
<a name="l292"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l293"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l294"></a> </span><span class=cF1>if</span><span class=cF0> (x1 <= tmpv->pt.x <= x2 && y1 <= tmpv->pt.y <= y2)
|
|
<a name="l295"></a> {
|
|
<a name="l296"></a> </span><span class=cF1>if</span><span class=cF0> (sel_mode == </span><span class=cF3>SEL_MESH_AND</span><span class=cF0>)
|
|
<a name="l297"></a> tmpv->flags &= ~</span><span class=cF3>VF_SEL</span><span class=cF0>;
|
|
<a name="l298"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l299"></a> tmpv->flags |= </span><span class=cF3>VF_SEL</span><span class=cF0>;
|
|
<a name="l300"></a> }
|
|
<a name="l301"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (sel_mode == </span><span class=cF3>SEL_MESH_EQU</span><span class=cF0>)
|
|
<a name="l302"></a> tmpv->flags &= ~</span><span class=cF3>VF_SEL</span><span class=cF0>;
|
|
<a name="l303"></a> tmpv = tmpv->next;
|
|
<a name="l304"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l305"></a>}
|
|
<a name="l306"></a>
|
|
<a name="l307"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshTriSelRect</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>I64</span><span class=cF0> sel_mode, </span><span class=cF9>I64</span><span class=cF0> x1, </span><span class=cF9>I64</span><span class=cF0> x2, </span><span class=cF9>I64</span><span class=cF0> y1, </span><span class=cF9>I64</span><span class=cF0> y2)
|
|
<a name="l308"></a>{
|
|
<a name="l309"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt = e->tri_head.next;
|
|
<a name="l310"></a>
|
|
<a name="l311"></a> </span><span class=cF1>if</span><span class=cF0> (x1 > x2)
|
|
<a name="l312"></a> </span><span class=cF5>SwapI64</span><span class=cF0>(&x1, &x2);
|
|
<a name="l313"></a> </span><span class=cF1>if</span><span class=cF0> (y1 > y2)
|
|
<a name="l314"></a> </span><span class=cF5>SwapI64</span><span class=cF0>(&y1, &y2);
|
|
<a name="l315"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &e->tri_head)
|
|
<a name="l316"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l317"></a> </span><span class=cF1>if</span><span class=cF0> (x1 <= tmpt->t[</span><span class=cFE>0</span><span class=cF0>]->pt.x <= x2 &&
|
|
<a name="l318"></a> y1 <= tmpt->t[</span><span class=cFE>0</span><span class=cF0>]->pt.y <= y2 &&
|
|
<a name="l319"></a> x1 <= tmpt->t[</span><span class=cFE>1</span><span class=cF0>]->pt.x <= x2 &&
|
|
<a name="l320"></a> y1 <= tmpt->t[</span><span class=cFE>1</span><span class=cF0>]->pt.y <= y2 &&
|
|
<a name="l321"></a> x1 <= tmpt->t[</span><span class=cFE>2</span><span class=cF0>]->pt.x <= x2 &&
|
|
<a name="l322"></a> y1 <= tmpt->t[</span><span class=cFE>2</span><span class=cF0>]->pt.y <= y2)
|
|
<a name="l323"></a> {
|
|
<a name="l324"></a> </span><span class=cF1>if</span><span class=cF0> (sel_mode == </span><span class=cF3>SEL_MESH_AND</span><span class=cF0>)
|
|
<a name="l325"></a> tmpt->flags &= ~</span><span class=cF3>TF_SEL</span><span class=cF0>;
|
|
<a name="l326"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l327"></a> tmpt->flags |= </span><span class=cF3>TF_SEL</span><span class=cF0>;
|
|
<a name="l328"></a> }
|
|
<a name="l329"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l330"></a> {
|
|
<a name="l331"></a> </span><span class=cF1>if</span><span class=cF0> (sel_mode == </span><span class=cF3>SEL_MESH_EQU</span><span class=cF0>)
|
|
<a name="l332"></a> tmpt->flags &= ~</span><span class=cF3>TF_SEL</span><span class=cF0>;
|
|
<a name="l333"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (sel_mode == </span><span class=cF3>SEL_MESH_AND</span><span class=cF0>)
|
|
<a name="l334"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l335"></a> </span><span class=cF1>if</span><span class=cF0> ( x1 <= tmpt->t[</span><span class=cFE>0</span><span class=cF0>]->pt.x <= x2 &&
|
|
<a name="l336"></a> y1 <= tmpt->t[</span><span class=cFE>0</span><span class=cF0>]->pt.y <= y2 ||
|
|
<a name="l337"></a> x1 <= tmpt->t[</span><span class=cFE>1</span><span class=cF0>]->pt.x <= x2 &&
|
|
<a name="l338"></a> y1 <= tmpt->t[</span><span class=cFE>1</span><span class=cF0>]->pt.y <= y2 ||
|
|
<a name="l339"></a> x1 <= tmpt->t[</span><span class=cFE>2</span><span class=cF0>]->pt.x <= x2 &&
|
|
<a name="l340"></a> y1 <= tmpt->t[</span><span class=cFE>2</span><span class=cF0>]->pt.y <= y2)
|
|
<a name="l341"></a> tmpt->flags &= ~</span><span class=cF3>TF_SEL</span><span class=cF0>;
|
|
<a name="l342"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l343"></a> }
|
|
<a name="l344"></a> tmpt = tmpt->next;
|
|
<a name="l345"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l346"></a>}
|
|
<a name="l347"></a>
|
|
<a name="l348"></a></span><span class=cF9>I64</span><span class=cF0> </span><span class=cF5>MeshSelCount</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l349"></a>{
|
|
<a name="l350"></a> </span><span class=cF9>I64</span><span class=cF0> res = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l351"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next;
|
|
<a name="l352"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt = e->tri_head.next;
|
|
<a name="l353"></a>
|
|
<a name="l354"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l355"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l356"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv->flags & </span><span class=cF3>VF_SEL</span><span class=cF0>)
|
|
<a name="l357"></a> res++;
|
|
<a name="l358"></a> tmpv = tmpv->next;
|
|
<a name="l359"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l360"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &e->tri_head)
|
|
<a name="l361"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l362"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->flags & </span><span class=cF3>TF_SEL</span><span class=cF0>)
|
|
<a name="l363"></a> res++;
|
|
<a name="l364"></a> tmpt = tmpt->next;
|
|
<a name="l365"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l366"></a> </span><span class=cF1>return</span><span class=cF0> res;
|
|
<a name="l367"></a>}
|
|
<a name="l368"></a>
|
|
<a name="l369"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshSwapAxes</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>I64</span><span class=cF0> o1, </span><span class=cF9>I64</span><span class=cF0> o2)
|
|
<a name="l370"></a>{
|
|
<a name="l371"></a> </span><span class=cF1>Bool</span><span class=cF0> unsel;
|
|
<a name="l372"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next;
|
|
<a name="l373"></a>
|
|
<a name="l374"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>MeshSelCount</span><span class=cF7>(</span><span class=cF0>e</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l375"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l376"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(e, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l377"></a> unsel = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l378"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l379"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l380"></a> unsel = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l381"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l382"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l383"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv->flags & </span><span class=cF3>VF_SEL</span><span class=cF0>)
|
|
<a name="l384"></a> </span><span class=cF5>SwapU32</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>&tmpv->p</span><span class=cF7>)(</span><span class=cF1>U8</span><span class=cF0> *</span><span class=cF7>)</span><span class=cF0> + o1, </span><span class=cF7>(</span><span class=cF0>&tmpv->p</span><span class=cF7>)(</span><span class=cF1>U8</span><span class=cF0> *</span><span class=cF7>)</span><span class=cF0> + o2);
|
|
<a name="l385"></a> tmpv = tmpv->next;
|
|
<a name="l386"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l387"></a> </span><span class=cF1>if</span><span class=cF0> (unsel)
|
|
<a name="l388"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l389"></a>}
|
|
<a name="l390"></a>
|
|
<a name="l391"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshInvertAxis</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>I64</span><span class=cF0> o)
|
|
<a name="l392"></a>{
|
|
<a name="l393"></a> </span><span class=cF1>Bool</span><span class=cF0> unsel;
|
|
<a name="l394"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next;
|
|
<a name="l395"></a>
|
|
<a name="l396"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>MeshSelCount</span><span class=cF7>(</span><span class=cF0>e</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l397"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l398"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(e, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l399"></a> unsel = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l400"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l401"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l402"></a> unsel = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l403"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l404"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l405"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv->flags & </span><span class=cF3>VF_SEL</span><span class=cF0>)
|
|
<a name="l406"></a> *(</span><span class=cF7>(</span><span class=cF0>&tmpv->p</span><span class=cF7>)(</span><span class=cF1>U8</span><span class=cF0> *</span><span class=cF7>)</span><span class=cF0> + o)(</span><span class=cF9>I32</span><span class=cF0> *) = -*(</span><span class=cF7>(</span><span class=cF0>&tmpv->p</span><span class=cF7>)(</span><span class=cF1>U8</span><span class=cF0> *</span><span class=cF7>)</span><span class=cF0> + o)(</span><span class=cF9>I32</span><span class=cF0> *);
|
|
<a name="l407"></a> tmpv = tmpv->next;
|
|
<a name="l408"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l409"></a> </span><span class=cF1>if</span><span class=cF0> (unsel)
|
|
<a name="l410"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l411"></a>}
|
|
<a name="l412"></a>
|
|
<a name="l413"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshTransformSel</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l414"></a>{
|
|
<a name="l415"></a> </span><span class=cF1>Bool</span><span class=cF0> unsel;
|
|
<a name="l416"></a> </span><span class=cF9>I64</span><span class=cF0> r[</span><span class=cFE>16</span><span class=cF0>], x, y, z;
|
|
<a name="l417"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next;
|
|
<a name="l418"></a>
|
|
<a name="l419"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>PopUpTransform</span><span class=cF7>(</span><span class=cF0>r</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l420"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l421"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>MeshSelCount</span><span class=cF7>(</span><span class=cF0>e</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l422"></a> {
|
|
<a name="l423"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(e, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l424"></a> unsel = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l425"></a> }
|
|
<a name="l426"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l427"></a> unsel = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l428"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l429"></a> {
|
|
<a name="l430"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv->flags & </span><span class=cF3>VF_SEL</span><span class=cF0>)
|
|
<a name="l431"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l432"></a> x = tmpv->p.x;
|
|
<a name="l433"></a> y = tmpv->p.y;
|
|
<a name="l434"></a> z = tmpv->p.z;
|
|
<a name="l435"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(r, &x, &y, &z);
|
|
<a name="l436"></a> tmpv->p.x = x;
|
|
<a name="l437"></a> tmpv->p.y = y;
|
|
<a name="l438"></a> tmpv->p.z = z;
|
|
<a name="l439"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l440"></a> tmpv = tmpv->next;
|
|
<a name="l441"></a> }
|
|
<a name="l442"></a> </span><span class=cF1>if</span><span class=cF0> (unsel)
|
|
<a name="l443"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l444"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l445"></a>}
|
|
<a name="l446"></a>
|
|
<a name="l447"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshColorTris</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l448"></a>{
|
|
<a name="l449"></a> </span><span class=cF1>Bool</span><span class=cF0> unsel;
|
|
<a name="l450"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt = e->tri_head.next;
|
|
<a name="l451"></a>
|
|
<a name="l452"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>MeshSelCount</span><span class=cF7>(</span><span class=cF0>e</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l453"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l454"></a> </span><span class=cF5>MeshTriSelAll</span><span class=cF0>(e, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l455"></a> unsel = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l456"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l457"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l458"></a> unsel = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l459"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &e->tri_head)
|
|
<a name="l460"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l461"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->flags & </span><span class=cF3>TF_SEL</span><span class=cF0>)
|
|
<a name="l462"></a> tmpt->mt.color = e->cur_color;
|
|
<a name="l463"></a> tmpt = tmpt->next;
|
|
<a name="l464"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l465"></a> </span><span class=cF1>if</span><span class=cF0> (unsel)
|
|
<a name="l466"></a> </span><span class=cF5>MeshTriSelAll</span><span class=cF0>(e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l467"></a>}
|
|
<a name="l468"></a>
|
|
<a name="l469"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshRevTris</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l470"></a>{
|
|
<a name="l471"></a> </span><span class=cF1>Bool</span><span class=cF0> unsel;
|
|
<a name="l472"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt = e->tri_head.next;
|
|
<a name="l473"></a>
|
|
<a name="l474"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>MeshSelCount</span><span class=cF7>(</span><span class=cF0>e</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l475"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l476"></a> </span><span class=cF5>MeshTriSelAll</span><span class=cF0>(e, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l477"></a> unsel = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l478"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l479"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l480"></a> unsel = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l481"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &e->tri_head)
|
|
<a name="l482"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l483"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->flags & </span><span class=cF3>TF_SEL</span><span class=cF0>)
|
|
<a name="l484"></a> </span><span class=cF5>SwapI64</span><span class=cF0>(&tmpt->t[</span><span class=cFE>1</span><span class=cF0>], &tmpt->t[</span><span class=cFE>2</span><span class=cF0>]);
|
|
<a name="l485"></a> tmpt = tmpt->next;
|
|
<a name="l486"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l487"></a> </span><span class=cF1>if</span><span class=cF0> (unsel)
|
|
<a name="l488"></a> </span><span class=cF5>MeshTriSelAll</span><span class=cF0>(e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l489"></a>}
|
|
<a name="l490"></a>
|
|
<a name="l491"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshRecalcCxCy</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task, </span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l492"></a>{
|
|
<a name="l493"></a> e->cx = </span><span class=cF5>RoundI64</span><span class=cF0>(task->pix_width / </span><span class=cFE>2</span><span class=cF0> - task->horz_scroll.pos, e->cur_snap);
|
|
<a name="l494"></a> e->cy = </span><span class=cF5>RoundI64</span><span class=cF0>(task->pix_height / </span><span class=cFE>2</span><span class=cF0> - task->vert_scroll.pos, e->cur_snap);
|
|
<a name="l495"></a>}
|
|
<a name="l496"></a>
|
|
<a name="l497"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshCurSnap</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l498"></a>{
|
|
<a name="l499"></a> </span><span class=cF9>I64</span><span class=cF0> x1, y1, z1, x2, y2, z2;
|
|
<a name="l500"></a>
|
|
<a name="l501"></a> </span><span class=cF1>if</span><span class=cF0> (e->w2s)
|
|
<a name="l502"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l503"></a> x1 = e->cur_snap << </span><span class=cFE>16</span><span class=cF0>;
|
|
<a name="l504"></a> y1 = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l505"></a> z1 = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l506"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(e->w2s, &x1, &y1, &z1);
|
|
<a name="l507"></a> x2 = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l508"></a> y2 = e->cur_snap << </span><span class=cFE>16</span><span class=cF0>;
|
|
<a name="l509"></a> z2 = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l510"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(e->w2s, &x2, &y2, &z2);
|
|
<a name="l511"></a> </span><span class=cFB>mouse_grid</span><span class=cF0>.x = </span><span class=cF5>Max</span><span class=cF0>(</span><span class=cFE>1</span><span class=cF0>, </span><span class=cF5>MaxI64</span><span class=cF7>(</span><span class=cF0>x1, x2</span><span class=cF7>)</span><span class=cF0> >> </span><span class=cFE>16</span><span class=cF0>);
|
|
<a name="l512"></a> </span><span class=cFB>mouse_grid</span><span class=cF0>.y = </span><span class=cF5>Max</span><span class=cF0>(</span><span class=cFE>1</span><span class=cF0>, </span><span class=cF5>MaxI64</span><span class=cF7>(</span><span class=cF0>y1, y2</span><span class=cF7>)</span><span class=cF0> >> </span><span class=cFE>16</span><span class=cF0>);
|
|
<a name="l513"></a> </span><span class=cFB>mouse_grid</span><span class=cF0>.z = </span><span class=cF5>Min</span><span class=cF0>(</span><span class=cFB>mouse_grid</span><span class=cF0>.x, </span><span class=cFB>mouse_grid</span><span class=cF0>.y);
|
|
<a name="l514"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l515"></a>}
|
|
<a name="l516"></a>
|
|
<a name="l517"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshScaleZoom</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF1>F64</span><span class=cF0> scale)
|
|
<a name="l518"></a>{
|
|
<a name="l519"></a> </span><span class=cF9>CTask</span><span class=cF0> *task = </span><span class=cF5>Fs</span><span class=cF0>;
|
|
<a name="l520"></a> </span><span class=cF9>I64</span><span class=cF0> x = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task->pix_left - task->scroll_x - task->pix_width / </span><span class=cFE>2</span><span class=cF0>,
|
|
<a name="l521"></a> y = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - task->pix_top - task->scroll_y - task->pix_height / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l522"></a>
|
|
<a name="l523"></a> task->horz_scroll.pos *= scale;
|
|
<a name="l524"></a> task->vert_scroll.pos *= scale;
|
|
<a name="l525"></a> task->horz_scroll.pos += scale * x - x;
|
|
<a name="l526"></a> task->vert_scroll.pos += scale * y - y;
|
|
<a name="l527"></a> e->view_scale *= scale;
|
|
<a name="l528"></a> </span><span class=cF5>MeshRecalcCxCy</span><span class=cF0>(task, e);
|
|
<a name="l529"></a> </span><span class=cF5>MeshCurSnap</span><span class=cF0>(e);
|
|
<a name="l530"></a>}
|
|
<a name="l531"></a>
|
|
<a name="l532"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MPDrawIt</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l533"></a>{</span><span class=cF2>//Multiprocessing draw it, called by each core.</span><span class=cF0>
|
|
<a name="l534"></a>
|
|
<a name="l535"></a> </span><span class=cF2>//Makes a copy of e->dc so we can change dc->color member and stuff.</span><span class=cF0>
|
|
<a name="l536"></a> </span><span class=cF9>CDC</span><span class=cF0> *dc = </span><span class=cF5>DCAlias</span><span class=cF0>(e->dc, e->dc->win_task);
|
|
<a name="l537"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt = e->tri_head.next;
|
|
<a name="l538"></a> </span><span class=cF9>I64</span><span class=cF0> i, *old_r = dc->r;
|
|
<a name="l539"></a>
|
|
<a name="l540"></a> </span><span class=cF2>//</span><a href="https://tomawezome.github.io/ZealOS/System/Gr/GrDC.CC.html#l182"><span class=cF4>DCAlias</span></a><span class=cF2>() allocs a new identity rotation matrix.</span><span class=cF0>
|
|
<a name="l541"></a> </span><span class=cF2>//We want e->dc's rotation matrix.</span><span class=cF0>
|
|
<a name="l542"></a> dc->r = e->dc->r;
|
|
<a name="l543"></a> dc->depth_buf = e->depth_buf;
|
|
<a name="l544"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(&dc->ls, &e->dc->ls, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l545"></a>
|
|
<a name="l546"></a> </span><span class=cF2>//... and translation (shift) vals.</span><span class=cF0>
|
|
<a name="l547"></a> dc->x = e->dc->x;
|
|
<a name="l548"></a> dc->y = e->dc->y;
|
|
<a name="l549"></a> dc->z = e->dc->z;
|
|
<a name="l550"></a> dc->flags |= </span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
|
|
<a name="l551"></a>
|
|
<a name="l552"></a> </span><span class=cF1>if</span><span class=cF0> (e->grid_on)
|
|
<a name="l553"></a></span><span class=cF2>//Draw grid with different cores.</span><span class=cF0>
|
|
<a name="l554"></a> </span><span class=cF1>for</span><span class=cF0> (i = -</span><span class=cFE>500</span><span class=cF0> + </span><span class=cFE>25</span><span class=cF0> * </span><span class=cF5>Gs</span><span class=cF0>->num; i <= </span><span class=cFE>500</span><span class=cF0>; i += </span><span class=cFE>25</span><span class=cF0> * </span><span class=cFB>mp_count</span><span class=cF0>)
|
|
<a name="l555"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l556"></a> </span><span class=cF1>if</span><span class=cF0> (i)
|
|
<a name="l557"></a> {
|
|
<a name="l558"></a> dc->color = </span><span class=cF3>DKGRAY</span><span class=cF0>;
|
|
<a name="l559"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, i, -</span><span class=cFE>500</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, i, </span><span class=cFE>500</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l560"></a> dc->color = </span><span class=cF3>LTGRAY</span><span class=cF0>;
|
|
<a name="l561"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, -</span><span class=cFE>500</span><span class=cF0>, i, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>500</span><span class=cF0>, i, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l562"></a> }
|
|
<a name="l563"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l564"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>Gs</span><span class=cF0>->num)
|
|
<a name="l565"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l566"></a> dc->color = </span><span class=cF3>RED</span><span class=cF0>; </span><span class=cF2>//Y-Axis red</span><span class=cF0>
|
|
<a name="l567"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>500</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l568"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + </span><span class=cF3>RED</span><span class=cF0>; </span><span class=cF2>//Y-Axis red</span><span class=cF0>
|
|
<a name="l569"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, -</span><span class=cFE>500</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l570"></a>
|
|
<a name="l571"></a> dc->color = </span><span class=cF3>YELLOW</span><span class=cF0>; </span><span class=cF2>//X-Axis yellow</span><span class=cF0>
|
|
<a name="l572"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>500</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l573"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + </span><span class=cF3>YELLOW</span><span class=cF0>; </span><span class=cF2>//X-Axis yellow</span><span class=cF0>
|
|
<a name="l574"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, -</span><span class=cFE>500</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l575"></a>
|
|
<a name="l576"></a> dc->color = </span><span class=cF3>GREEN</span><span class=cF0>; </span><span class=cF2>//Z-Axis green</span><span class=cF0>
|
|
<a name="l577"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>500</span><span class=cF0>);
|
|
<a name="l578"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + </span><span class=cF3>GREEN</span><span class=cF0>; </span><span class=cF2>//Z-Axis green</span><span class=cF0>
|
|
<a name="l579"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, -</span><span class=cFE>500</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l580"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l581"></a>
|
|
<a name="l582"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &e->tri_head)
|
|
<a name="l583"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l584"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->cpu_num == </span><span class=cF5>Gs</span><span class=cF0>->num)
|
|
<a name="l585"></a> {
|
|
<a name="l586"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->flags & </span><span class=cF3>TF_SEL</span><span class=cF0>)
|
|
<a name="l587"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l588"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
|
|
<a name="l589"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> + </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l590"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l591"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + </span><span class=cF3>RED</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l592"></a> </span><span class=cF5>GrFillTri0</span><span class=cF0>(dc, &tmpt->t[</span><span class=cFE>0</span><span class=cF0>]->pt, &tmpt->t[</span><span class=cFE>1</span><span class=cF0>]->pt, &tmpt->t[</span><span class=cFE>2</span><span class=cF0>]->pt);
|
|
<a name="l593"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l594"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l595"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l596"></a> (*dc->lighting)(dc, &tmpt->t[</span><span class=cFE>0</span><span class=cF0>]->pt, &tmpt->t[</span><span class=cFE>1</span><span class=cF0>]->pt,
|
|
<a name="l597"></a> &tmpt->t[</span><span class=cFE>2</span><span class=cF0>]->pt, tmpt->mt.color);
|
|
<a name="l598"></a> </span><span class=cF5>GrFillTri0</span><span class=cF0>(dc, &tmpt->t[</span><span class=cFE>0</span><span class=cF0>]->pt, &tmpt->t[</span><span class=cFE>1</span><span class=cF0>]->pt, &tmpt->t[</span><span class=cFE>2</span><span class=cF0>]->pt);
|
|
<a name="l599"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l600"></a> }
|
|
<a name="l601"></a> tmpt = tmpt->next;
|
|
<a name="l602"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l603"></a> dc->r = old_r;
|
|
<a name="l604"></a>
|
|
<a name="l605"></a> </span><span class=cF2>//e->dc's depth buf was copied but we don't want it freed during </span><a href="https://tomawezome.github.io/ZealOS/System/Gr/GrDC.CC.html#l230"><span class=cF4>DCDel</span></a><span class=cF2>().</span><span class=cF0>
|
|
<a name="l606"></a> dc->depth_buf = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l607"></a>
|
|
<a name="l608"></a> </span><span class=cF5>DCDel</span><span class=cF0>(dc);
|
|
<a name="l609"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&e->mp_not_done_flags, </span><span class=cF5>Gs</span><span class=cF0>->num);
|
|
<a name="l610"></a>}
|
|
<a name="l611"></a>
|
|
<a name="l612"></a></span><span class=cF9>I64</span><span class=cF0> *</span><span class=cF5>MeshW2S</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>CTask</span><span class=cF0> *task)
|
|
<a name="l613"></a>{</span><span class=cF2>//World to screen coordinate transform matrix.</span><span class=cF0>
|
|
<a name="l614"></a> </span><span class=cF9>CCtrl</span><span class=cF0> *c = </span><span class=cF5>CtrlFindUnique</span><span class=cF0>(task, </span><span class=cF3>CTRLT_VIEWING_ANGLES</span><span class=cF0>);
|
|
<a name="l615"></a> </span><span class=cF9>CViewAngles</span><span class=cF0> *s = c->state;
|
|
<a name="l616"></a> </span><span class=cF9>I64</span><span class=cF0> *r = </span><span class=cF5>Mat4x4IdentNew</span><span class=cF0>(task);
|
|
<a name="l617"></a>
|
|
<a name="l618"></a> </span><span class=cF5>Mat4x4Scale</span><span class=cF0>(r, e->view_scale);
|
|
<a name="l619"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(r, s->az);
|
|
<a name="l620"></a> </span><span class=cF5>Mat4x4RotY</span><span class=cF0>(r, s->ay);
|
|
<a name="l621"></a> </span><span class=cF1>if</span><span class=cF0> (e->flip_y)
|
|
<a name="l622"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(r, s->ax);
|
|
<a name="l623"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l624"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(r, s->ax + </span><span class=cF3>pi</span><span class=cF0>);
|
|
<a name="l625"></a>
|
|
<a name="l626"></a> </span><span class=cF1>return</span><span class=cF0> r;
|
|
<a name="l627"></a>}
|
|
<a name="l628"></a>
|
|
<a name="l629"></a></span><span class=cF9>I64</span><span class=cF0> *</span><span class=cF5>MeshS2W</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>CTask</span><span class=cF0> *task)
|
|
<a name="l630"></a>{</span><span class=cF2>//Screen to world coordinate transform matrix.</span><span class=cF0>
|
|
<a name="l631"></a> </span><span class=cF9>CCtrl</span><span class=cF0> *c = </span><span class=cF5>CtrlFindUnique</span><span class=cF0>(task, </span><span class=cF3>CTRLT_VIEWING_ANGLES</span><span class=cF0>);
|
|
<a name="l632"></a> </span><span class=cF9>CViewAngles</span><span class=cF0> *s = c->state;
|
|
<a name="l633"></a> </span><span class=cF9>I64</span><span class=cF0> *r = </span><span class=cF5>Mat4x4IdentNew</span><span class=cF0>(task);
|
|
<a name="l634"></a>
|
|
<a name="l635"></a> </span><span class=cF1>if</span><span class=cF0> (e->flip_y)
|
|
<a name="l636"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(r, -s->ax);
|
|
<a name="l637"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l638"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(r, -</span><span class=cF7>(</span><span class=cF0>s->ax + </span><span class=cF3>pi</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l639"></a> </span><span class=cF5>Mat4x4RotY</span><span class=cF0>(r, -s->ay);
|
|
<a name="l640"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(r, -s->az);
|
|
<a name="l641"></a> </span><span class=cF5>Mat4x4Scale</span><span class=cF0>(r, </span><span class=cFE>1</span><span class=cF0> / e->view_scale);
|
|
<a name="l642"></a>
|
|
<a name="l643"></a> </span><span class=cF1>return</span><span class=cF0> r;
|
|
<a name="l644"></a>}
|
|
<a name="l645"></a>
|
|
<a name="l646"></a></span><span class=cF9>I64</span><span class=cF0> *</span><span class=cF5>MeshSetW2S</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>CTask</span><span class=cF0> *task)
|
|
<a name="l647"></a>{
|
|
<a name="l648"></a> </span><span class=cF5>Free</span><span class=cF0>(e->w2s);
|
|
<a name="l649"></a> e->w2s = </span><span class=cF5>MeshW2S</span><span class=cF0>(e, task);
|
|
<a name="l650"></a> </span><span class=cF5>Free</span><span class=cF0>(e->s2w);
|
|
<a name="l651"></a> e->s2w = </span><span class=cF5>MeshS2W</span><span class=cF0>(e, task);
|
|
<a name="l652"></a></span><span class=cF2>//returned matrix is assigned to dc->r and will be freed by </span><a href="https://tomawezome.github.io/ZealOS/System/Gr/GrDC.CC.html#l230"><span class=cF4>DCDel</span></a><span class=cF2>().</span><span class=cF0>
|
|
<a name="l653"></a>
|
|
<a name="l654"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF5>Mat4x4New</span><span class=cF0>(e->w2s, task);
|
|
<a name="l655"></a>}
|
|
<a name="l656"></a>
|
|
<a name="l657"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshCursorW</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>CTask</span><span class=cF0> *task, </span><span class=cF9>I64</span><span class=cF0> *_x, </span><span class=cF9>I64</span><span class=cF0> *_y, </span><span class=cF9>I64</span><span class=cF0> *_z)
|
|
<a name="l658"></a>{
|
|
<a name="l659"></a> </span><span class=cF9>I64</span><span class=cF0> x_shadow, y_shadow, z_shadow,
|
|
<a name="l660"></a> xc = </span><span class=cFB>mouse</span><span class=cF0>.pos.x - task->pix_left - task->scroll_x - e->cx,
|
|
<a name="l661"></a> yc = </span><span class=cFB>mouse</span><span class=cF0>.pos.y - task->pix_top - task->scroll_y - e->cy,
|
|
<a name="l662"></a> zc = </span><span class=cFE>0</span><span class=cF0>, x = </span><span class=cFE>0</span><span class=cF0>, y = </span><span class=cFE>0</span><span class=cF0>, z = e->mouse_z, i, x2, y2, z2;
|
|
<a name="l663"></a>
|
|
<a name="l664"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(e->w2s, &x, &y, &z); </span><span class=cF2>//screen of Z vect</span><span class=cF0>
|
|
<a name="l665"></a>
|
|
<a name="l666"></a> </span><span class=cF2>//Converges onto a solution for zc, an unknown.</span><span class=cF0>
|
|
<a name="l667"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>128</span><span class=cF0>; i++)
|
|
<a name="l668"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l669"></a> x_shadow = xc - x; </span><span class=cF2>//Shadow of mouse cursor on xy plane</span><span class=cF0>
|
|
<a name="l670"></a> y_shadow = yc - y;
|
|
<a name="l671"></a> z_shadow = zc - z;
|
|
<a name="l672"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(e->s2w, &x_shadow, &y_shadow, &z_shadow);
|
|
<a name="l673"></a> x2 = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l674"></a> y2 = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l675"></a> z2 = -z_shadow;
|
|
<a name="l676"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(e->w2s, &x2, &y2, &z2);
|
|
<a name="l677"></a> zc += </span><span class=cF5>Round</span><span class=cF0>(</span><span class=cF5>Sqrt</span><span class=cF7>(</span><span class=cF0>x2 * x2 + y2 * y2 + z2 * z2</span><span class=cF7>)</span><span class=cF0>) * </span><span class=cF5>SignI64</span><span class=cF0>(z2);
|
|
<a name="l678"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l679"></a>
|
|
<a name="l680"></a> x = xc - x;
|
|
<a name="l681"></a> y = yc - y;
|
|
<a name="l682"></a> z = zc - z;
|
|
<a name="l683"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(e->s2w, &x, &y, &z);
|
|
<a name="l684"></a> x = </span><span class=cF5>RoundI64</span><span class=cF0>(x, e->cur_snap);
|
|
<a name="l685"></a> y = </span><span class=cF5>RoundI64</span><span class=cF0>(y, e->cur_snap);
|
|
<a name="l686"></a> z = </span><span class=cF5>RoundI64</span><span class=cF0>(e->mouse_z, e->cur_snap);
|
|
<a name="l687"></a> *_x = x;
|
|
<a name="l688"></a> *_y = y;
|
|
<a name="l689"></a> *_z = z;
|
|
<a name="l690"></a>}
|
|
<a name="l691"></a>
|
|
<a name="l692"></a></span><span class=cF9>CMeshEdVertex</span><span class=cF0> </span><span class=cFB>sys_clip_vertex_head</span><span class=cF0>;
|
|
<a name="l693"></a></span><span class=cF9>CMeshEdTri</span><span class=cF0> </span><span class=cFB>sys_clip_tri_head</span><span class=cF0>;
|
|
<a name="l694"></a>
|
|
<a name="l695"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshClipInit</span><span class=cF0>()
|
|
<a name="l696"></a>{
|
|
<a name="l697"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&</span><span class=cFB>sys_clip_vertex_head</span><span class=cF0>);
|
|
<a name="l698"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&</span><span class=cFB>sys_clip_tri_head</span><span class=cF0>);
|
|
<a name="l699"></a>}
|
|
<a name="l700"></a>
|
|
<a name="l701"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshClipReset</span><span class=cF0>()
|
|
<a name="l702"></a>{
|
|
<a name="l703"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&</span><span class=cFB>sys_clip_vertex_head</span><span class=cF0>, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l704"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&</span><span class=cFB>sys_clip_tri_head</span><span class=cF0>, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l705"></a> </span><span class=cF5>MeshClipInit</span><span class=cF0>;
|
|
<a name="l706"></a>}
|
|
<a name="l707"></a>
|
|
<a name="l708"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshClipCopy</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l709"></a>{
|
|
<a name="l710"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next, *tmpv2;
|
|
<a name="l711"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt = e->tri_head.next, *tmpt2;
|
|
<a name="l712"></a>
|
|
<a name="l713"></a> </span><span class=cF5>MeshClipReset</span><span class=cF0>;
|
|
<a name="l714"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l715"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l716"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv->flags & </span><span class=cF3>VF_SEL</span><span class=cF0>)
|
|
<a name="l717"></a> {
|
|
<a name="l718"></a> tmpv->copy = tmpv2 = </span><span class=cF5>SysCAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CMeshEdVertex</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l719"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(&tmpv2->p, &tmpv->p, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l720"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpv2, </span><span class=cFB>sys_clip_vertex_head</span><span class=cF0>.last);
|
|
<a name="l721"></a> tmpv->flags |= </span><span class=cF3>VF_COPIED</span><span class=cF0>;
|
|
<a name="l722"></a> tmpv->flags &= ~</span><span class=cF3>VF_SEL</span><span class=cF0>;
|
|
<a name="l723"></a> }
|
|
<a name="l724"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l725"></a> {
|
|
<a name="l726"></a> tmpv->copy = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l727"></a> tmpv->flags &= ~(</span><span class=cF3>VF_COPIED</span><span class=cF0> | </span><span class=cF3>VF_SEL</span><span class=cF0>);
|
|
<a name="l728"></a> }
|
|
<a name="l729"></a> tmpv = tmpv->next;
|
|
<a name="l730"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l731"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &e->tri_head)
|
|
<a name="l732"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l733"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->flags & </span><span class=cF3>TF_SEL</span><span class=cF0> && tmpt->t[</span><span class=cFE>0</span><span class=cF0>]->copy && tmpt->t[</span><span class=cFE>1</span><span class=cF0>]->copy && tmpt->t[</span><span class=cFE>2</span><span class=cF0>]->copy)
|
|
<a name="l734"></a> {
|
|
<a name="l735"></a> tmpt2 = </span><span class=cF5>SysCAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CMeshEdTri</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l736"></a> tmpt2->t[</span><span class=cFE>0</span><span class=cF0>] = tmpt->t[</span><span class=cFE>0</span><span class=cF0>]->copy;
|
|
<a name="l737"></a> tmpt2->t[</span><span class=cFE>1</span><span class=cF0>] = tmpt->t[</span><span class=cFE>1</span><span class=cF0>]->copy;
|
|
<a name="l738"></a> tmpt2->t[</span><span class=cFE>2</span><span class=cF0>] = tmpt->t[</span><span class=cFE>2</span><span class=cF0>]->copy;
|
|
<a name="l739"></a> tmpt2->mt.color = tmpt->mt.color;
|
|
<a name="l740"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpt2, </span><span class=cFB>sys_clip_tri_head</span><span class=cF0>.last);
|
|
<a name="l741"></a> tmpt->flags |= </span><span class=cF3>TF_COPIED</span><span class=cF0>;
|
|
<a name="l742"></a> tmpt->flags &= ~</span><span class=cF3>TF_SEL</span><span class=cF0>;
|
|
<a name="l743"></a> }
|
|
<a name="l744"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l745"></a> tmpt->flags &= ~(</span><span class=cF3>TF_COPIED</span><span class=cF0>|</span><span class=cF3>TF_SEL</span><span class=cF0>);
|
|
<a name="l746"></a> tmpt = tmpt->next;
|
|
<a name="l747"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l748"></a>}
|
|
<a name="l749"></a>
|
|
<a name="l750"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshClipCut</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l751"></a>{
|
|
<a name="l752"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next, *tmpv1;
|
|
<a name="l753"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt = e->tri_head.next, *tmpt1;
|
|
<a name="l754"></a>
|
|
<a name="l755"></a> </span><span class=cF5>MeshClipCopy</span><span class=cF0>(e);
|
|
<a name="l756"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &e->tri_head)
|
|
<a name="l757"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l758"></a> tmpt1 = tmpt->next;
|
|
<a name="l759"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->flags & </span><span class=cF3>TF_COPIED</span><span class=cF0>)
|
|
<a name="l760"></a> </span><span class=cF5>MeshTriDel</span><span class=cF0>(e, tmpt);
|
|
<a name="l761"></a> tmpt = tmpt1;
|
|
<a name="l762"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l763"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l764"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l765"></a> tmpv1 = tmpv->next;
|
|
<a name="l766"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv->flags & </span><span class=cF3>VF_COPIED</span><span class=cF0>)
|
|
<a name="l767"></a> </span><span class=cF5>MeshVertexDel</span><span class=cF0>(e, tmpv);
|
|
<a name="l768"></a> tmpv = tmpv1;
|
|
<a name="l769"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l770"></a>}
|
|
<a name="l771"></a>
|
|
<a name="l772"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshClipDel</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l773"></a>{</span><span class=cF2>//Technically not clip</span><span class=cF0>
|
|
<a name="l774"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next, *tmpv1;
|
|
<a name="l775"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt = e->tri_head.next, *tmpt1;
|
|
<a name="l776"></a>
|
|
<a name="l777"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &e->tri_head)
|
|
<a name="l778"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l779"></a> tmpt1 = tmpt->next;
|
|
<a name="l780"></a> </span><span class=cF1>if</span><span class=cF0> (tmpt->flags & </span><span class=cF3>TF_SEL</span><span class=cF0>)
|
|
<a name="l781"></a> </span><span class=cF5>MeshTriDel</span><span class=cF0>(e, tmpt);
|
|
<a name="l782"></a> tmpt = tmpt1;
|
|
<a name="l783"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l784"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l785"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l786"></a> tmpv1 = tmpv->next;
|
|
<a name="l787"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv->flags & </span><span class=cF3>VF_SEL</span><span class=cF0>)
|
|
<a name="l788"></a> </span><span class=cF5>MeshVertexDel</span><span class=cF0>(e, tmpv);
|
|
<a name="l789"></a> tmpv = tmpv1;
|
|
<a name="l790"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l791"></a>}
|
|
<a name="l792"></a>
|
|
<a name="l793"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshClipPaste</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l794"></a>{
|
|
<a name="l795"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv2 = </span><span class=cFB>sys_clip_vertex_head</span><span class=cF0>.next, *tmpv;
|
|
<a name="l796"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt2 = </span><span class=cFB>sys_clip_tri_head</span><span class=cF0>.next, *tmpt;
|
|
<a name="l797"></a>
|
|
<a name="l798"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l799"></a> </span><span class=cF5>MeshTriSelAll</span><span class=cF0>(e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l800"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv2 != &</span><span class=cFB>sys_clip_vertex_head</span><span class=cF0>)
|
|
<a name="l801"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l802"></a> tmpv2->copy = tmpv = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CMeshEdVertex</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l803"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(&tmpv->p, &tmpv2->p, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l804"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(tmpv, e->vertex_head.last);
|
|
<a name="l805"></a> tmpv->flags |= </span><span class=cF3>VF_SEL</span><span class=cF0>;
|
|
<a name="l806"></a> tmpv2 = tmpv2->next;
|
|
<a name="l807"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l808"></a>
|
|
<a name="l809"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt2 != &</span><span class=cFB>sys_clip_tri_head</span><span class=cF0>)
|
|
<a name="l810"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l811"></a> tmpt = </span><span class=cF5>MeshTriNew</span><span class=cF0>(e, tmpt2->mt.color, tmpt2->t[</span><span class=cFE>0</span><span class=cF0>]->copy, tmpt2->t[</span><span class=cFE>1</span><span class=cF0>]->copy, tmpt2->t[</span><span class=cFE>2</span><span class=cF0>]->copy);
|
|
<a name="l812"></a> tmpt->flags |= </span><span class=cF3>TF_SEL</span><span class=cF0>;
|
|
<a name="l813"></a> tmpt2 = tmpt2->next;
|
|
<a name="l814"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l815"></a>}
|
|
<a name="l816"></a>
|
|
<a name="l817"></a></span><span class=cF5>MeshClipInit</span><span class=cF0>;
|
|
<a name="l818"></a>
|
|
<a name="l819"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>DrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task, </span><span class=cF9>CDC</span><span class=cF0> *dc)
|
|
<a name="l820"></a>{
|
|
<a name="l821"></a> </span><span class=cF9>CMeshFrame</span><span class=cF0> *e = </span><span class=cF5>FramePtr</span><span class=cF0>(</span><span class=cF6>"CMeshFrame"</span><span class=cF0>, task);
|
|
<a name="l822"></a> </span><span class=cF9>CCtrl</span><span class=cF0> *c = </span><span class=cF5>CtrlFindUnique</span><span class=cF0>(task, </span><span class=cF3>CTRLT_VIEWING_ANGLES</span><span class=cF0>);
|
|
<a name="l823"></a> </span><span class=cF1>F64</span><span class=cF0> d;
|
|
<a name="l824"></a> </span><span class=cF9>I64</span><span class=cF0> i, x, y, z;
|
|
<a name="l825"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv;
|
|
<a name="l826"></a>
|
|
<a name="l827"></a> task->horz_scroll.min = -(</span><span class=cF3>MESH_WORKSPACE_SIZE</span><span class=cF0> - task->pix_width) / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l828"></a> task->horz_scroll.max = (</span><span class=cF3>MESH_WORKSPACE_SIZE</span><span class=cF0> - task->pix_width) / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l829"></a> task->vert_scroll.min = -(</span><span class=cF3>MESH_WORKSPACE_SIZE</span><span class=cF0> - task->pix_height) / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l830"></a> task->vert_scroll.max = (</span><span class=cF3>MESH_WORKSPACE_SIZE</span><span class=cF0> - task->pix_height) / </span><span class=cFE>2</span><span class=cF0>;
|
|
<a name="l831"></a> </span><span class=cF5>TaskDerivedValsUpdate</span><span class=cF0>(task);
|
|
<a name="l832"></a> </span><span class=cF5>MeshRecalcCxCy</span><span class=cF0>(task, e);
|
|
<a name="l833"></a>
|
|
<a name="l834"></a> dc->flags |= </span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
|
|
<a name="l835"></a>
|
|
<a name="l836"></a> </span><span class=cF5>Free</span><span class=cF0>(dc->r); </span><span class=cF2>//Set rotmat doesn't free old dc->r matrix.</span><span class=cF0>
|
|
<a name="l837"></a> </span><span class=cF5>DCMat4x4Set</span><span class=cF0>(dc, </span><span class=cF5>MeshSetW2S</span><span class=cF7>(</span><span class=cF0>e, task</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l838"></a>
|
|
<a name="l839"></a> dc->x = e->cx;
|
|
<a name="l840"></a> dc->y = e->cy;
|
|
<a name="l841"></a></span><span class=cF2>//z-vals less than zero are in front of screen and not drawn.</span><span class=cF0>
|
|
<a name="l842"></a> </span><span class=cF2>//we want to shift all Z-vals into a drawable range.</span><span class=cF0>
|
|
<a name="l843"></a> </span><span class=cF2>//GR_Z_ALL is set to half of the Z-range which is an I32.</span><span class=cF0>
|
|
<a name="l844"></a> dc->z = </span><span class=cF3>GR_Z_ALL</span><span class=cF0>;
|
|
<a name="l845"></a>
|
|
<a name="l846"></a> </span><span class=cF2>//Light source set to mouse.</span><span class=cF0>
|
|
<a name="l847"></a> </span><span class=cF5>MeshCursorW</span><span class=cF0>(e, task, &x, &y, &z);
|
|
<a name="l848"></a> dc->ls.x = x;
|
|
<a name="l849"></a> dc->ls.y = y;
|
|
<a name="l850"></a> dc->ls.z = z;
|
|
<a name="l851"></a> d = </span><span class=cFE>1</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> / </span><span class=cF5>D3I32Norm</span><span class=cF0>(&dc->ls); </span><span class=cF2>//Light source normalized to 65536.</span><span class=cF0>
|
|
<a name="l852"></a> dc->ls.x *= d;
|
|
<a name="l853"></a> dc->ls.y *= d;
|
|
<a name="l854"></a> dc->ls.z *= d;
|
|
<a name="l855"></a>
|
|
<a name="l856"></a> </span><span class=cF5>DCDepthBufAlloc</span><span class=cF0>(dc);
|
|
<a name="l857"></a>
|
|
<a name="l858"></a> tmpv = e->vertex_head.next;
|
|
<a name="l859"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l860"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l861"></a> x = tmpv->p.x;
|
|
<a name="l862"></a> y = tmpv->p.y;
|
|
<a name="l863"></a> z = tmpv->p.z;
|
|
<a name="l864"></a> (*dc->transform)(dc, &x, &y, &z);
|
|
<a name="l865"></a> tmpv->pt.x = x;
|
|
<a name="l866"></a> tmpv->pt.y = y;
|
|
<a name="l867"></a> tmpv->pt.z = z;
|
|
<a name="l868"></a> tmpv = tmpv->next;
|
|
<a name="l869"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l870"></a>
|
|
<a name="l871"></a> e->mp_not_done_flags = </span><span class=cFE>1</span><span class=cF0> << </span><span class=cFB>mp_count</span><span class=cF0> - </span><span class=cFE>1</span><span class=cF0>; </span><span class=cF2>//Issue jobs to all cores.</span><span class=cF0>
|
|
<a name="l872"></a> e->dc = dc;
|
|
<a name="l873"></a> e->depth_buf = dc->depth_buf;
|
|
<a name="l874"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFB>mp_count</span><span class=cF0>; i++)
|
|
<a name="l875"></a> </span><span class=cF5>JobQueue</span><span class=cF0>(&</span><span class=cF5>MPDrawIt</span><span class=cF0>, e, i);
|
|
<a name="l876"></a>
|
|
<a name="l877"></a> tmpv = e->vertex_head.next;
|
|
<a name="l878"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l879"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l880"></a> x = tmpv->pt.x;
|
|
<a name="l881"></a> y = tmpv->pt.y;
|
|
<a name="l882"></a> z = tmpv->pt.z;
|
|
<a name="l883"></a> </span><span class=cF1>if</span><span class=cF0> (e->vertex_on)
|
|
<a name="l884"></a> {
|
|
<a name="l885"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF7>(</span><span class=cFE>10</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF2>//This blinks at 10 Hz.</span><span class=cF0>
|
|
<a name="l886"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + </span><span class=cF3>BLACK</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l887"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l888"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> + </span><span class=cF3>BLACK</span><span class=cF0>;
|
|
<a name="l889"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, x - </span><span class=cFE>3</span><span class=cF0>, y - </span><span class=cFE>3</span><span class=cF0>, x + </span><span class=cFE>3</span><span class=cF0>, y + </span><span class=cFE>3</span><span class=cF0>);
|
|
<a name="l890"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, x - </span><span class=cFE>3</span><span class=cF0>, y + </span><span class=cFE>3</span><span class=cF0>, x + </span><span class=cFE>3</span><span class=cF0>, y - </span><span class=cFE>3</span><span class=cF0>);
|
|
<a name="l891"></a> }
|
|
<a name="l892"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv->flags & </span><span class=cF3>VF_SEL</span><span class=cF0>)
|
|
<a name="l893"></a> {
|
|
<a name="l894"></a> </span><span class=cF1>if</span><span class=cF0> (e->ed_mode == </span><span class=cF6>'t'</span><span class=cF0>)
|
|
<a name="l895"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l896"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF7>(</span><span class=cFE>10</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF2>//This blinks at 10 Hz.</span><span class=cF0>
|
|
<a name="l897"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + e->cur_color.c0.color << </span><span class=cFE>16</span><span class=cF0> + e->cur_color.c0.color ^ </span><span class=cFE>8</span><span class=cF0>;
|
|
<a name="l898"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l899"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + (e->cur_color.c0.color ^ </span><span class=cFE>8</span><span class=cF0>) << </span><span class=cFE>16</span><span class=cF0> + e->cur_color.c0.color;
|
|
<a name="l900"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l901"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l902"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l903"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
|
|
<a name="l904"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + </span><span class=cF3>RED</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l905"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l906"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> + </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l907"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l908"></a> </span><span class=cF5>GrCircle</span><span class=cF0>(dc, x, y, </span><span class=cFE>3</span><span class=cF0>);
|
|
<a name="l909"></a> }
|
|
<a name="l910"></a> tmpv = tmpv->next;
|
|
<a name="l911"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l912"></a>
|
|
<a name="l913"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>CtrlInside</span><span class=cF7>(</span><span class=cF0>c, </span><span class=cFB>mouse</span><span class=cF0>.presnap.x, </span><span class=cFB>mouse</span><span class=cF0>.presnap.y</span><span class=cF7>)</span><span class=cF0> || </span><span class=cFB>winmgr</span><span class=cF0>.show_menu)
|
|
<a name="l914"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l915"></a> </span><span class=cF5>GridInit</span><span class=cF0>;
|
|
<a name="l916"></a> task->win_inhibit = </span><span class=cF3>WIF_SELF_DOC</span><span class=cF0>;
|
|
<a name="l917"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l918"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l919"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l920"></a> </span><span class=cF5>MeshCurSnap</span><span class=cF0>(e);
|
|
<a name="l921"></a> task->win_inhibit = </span><span class=cF3>WIG_TASK_DEFAULT</span><span class=cF0> |
|
|
<a name="l922"></a> </span><span class=cF3>WIF_SELF_DOC</span><span class=cF0> - </span><span class=cF3>WIF_SELF_FOCUS</span><span class=cF0> - </span><span class=cF3>WIF_SELF_BORDER</span><span class=cF0> - </span><span class=cF3>WIF_SELF_CTRLS</span><span class=cF0> - </span><span class=cF3>WIF_FOCUS_TASK_MENU</span><span class=cF0> - </span><span class=cF3>WIF_SELF_GRAB_SCROLL</span><span class=cF0>;
|
|
<a name="l923"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l924"></a>
|
|
<a name="l925"></a> </span><span class=cF5>MeshCursorW</span><span class=cF0>(e, task, &x, &y, &z);
|
|
<a name="l926"></a> </span><span class=cF1>if</span><span class=cF0> (z < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l927"></a> dc->color = </span><span class=cF3>ROP_XOR</span><span class=cF0> + </span><span class=cF3>RED</span><span class=cF0> ^ </span><span class=cF3>TRANSPARENT</span><span class=cF0>;
|
|
<a name="l928"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l929"></a> dc->color = </span><span class=cF3>ROP_XOR</span><span class=cF0> + </span><span class=cF3>TRANSPARENT</span><span class=cF0>;
|
|
<a name="l930"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>"%6.3f%% (%d,%d,%d)"</span><span class=cF0>, e->view_scale * </span><span class=cFE>100</span><span class=cF0>, x, y, z);
|
|
<a name="l931"></a> dc->thick = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l932"></a> dc->color &= </span><span class=cFE>0xF</span><span class=cF0>;
|
|
<a name="l933"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF7>(</span><span class=cFE>10</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l934"></a> dc->color ^= </span><span class=cFE>0xF</span><span class=cF0>;
|
|
<a name="l935"></a> </span><span class=cF5>GrLine3</span><span class=cF0>(dc, x, y, z, x, y, </span><span class=cFE>0</span><span class=cF0>);
|
|
<a name="l936"></a>
|
|
<a name="l937"></a> </span><span class=cF1>if</span><span class=cF0> (e->sel_rect)
|
|
<a name="l938"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l939"></a> dc->flags &= ~</span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
|
|
<a name="l940"></a> dc->thick = </span><span class=cFE>1</span><span class=cF0>;
|
|
<a name="l941"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Blink</span><span class=cF0>)
|
|
<a name="l942"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + </span><span class=cF3>RED</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>;
|
|
<a name="l943"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l944"></a> dc->color = </span><span class=cF3>ROPF_DITHER</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0> << </span><span class=cFE>16</span><span class=cF0> + </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l945"></a> </span><span class=cF5>GrBorder</span><span class=cF0>(dc, e->x1, e->y1, e->x2, e->y2);
|
|
<a name="l946"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l947"></a></span><span class=cF2>//Wait for all cores to complete.</span><span class=cF0>
|
|
<a name="l948"></a> </span><span class=cF1>while</span><span class=cF0> (e->mp_not_done_flags)
|
|
<a name="l949"></a> </span><span class=cF5>Yield</span><span class=cF0>;
|
|
<a name="l950"></a>}
|
|
<a name="l951"></a>
|
|
<a name="l952"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshInit</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF1>Bool</span><span class=cF0> flip_y)
|
|
<a name="l953"></a>{
|
|
<a name="l954"></a> </span><span class=cF5>MemSet</span><span class=cF0>(e, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CMeshFrame</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l955"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&e->vertex_head);
|
|
<a name="l956"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&e->tri_head);
|
|
<a name="l957"></a> e->ed_mode = </span><span class=cF6>'v'</span><span class=cF0>;
|
|
<a name="l958"></a> e->grid_on = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l959"></a> e->vertex_on = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l960"></a> e->mouse_z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l961"></a> e->thickness = </span><span class=cFE>25</span><span class=cF0>;
|
|
<a name="l962"></a> e->closed = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l963"></a> e->view_scale = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l964"></a> e->w2s = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l965"></a> e->s2w = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l966"></a> e->cur_color = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l967"></a> e->cur_snap = </span><span class=cFE>5</span><span class=cF0>;
|
|
<a name="l968"></a> e->flip_y = flip_y;
|
|
<a name="l969"></a> e->sel_rect = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l970"></a> e->cur_tri = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l971"></a> e->cur_vertex = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l972"></a> e->chain_pred = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l973"></a>}
|
|
<a name="l974"></a>
|
|
<a name="l975"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshLoad</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF1>U8</span><span class=cF0> *src)
|
|
<a name="l976"></a>{
|
|
<a name="l977"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, x, y, z;
|
|
<a name="l978"></a> </span><span class=cF9>CColorROPU32</span><span class=cF0> color;
|
|
<a name="l979"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv, *va[</span><span class=cFE>3</span><span class=cF0>];
|
|
<a name="l980"></a>
|
|
<a name="l981"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&e->vertex_head);
|
|
<a name="l982"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&e->tri_head);
|
|
<a name="l983"></a>
|
|
<a name="l984"></a> e->vertex_count = *src(</span><span class=cF9>I32</span><span class=cF0> *)++;
|
|
<a name="l985"></a> e->tri_count = *src(</span><span class=cF9>I32</span><span class=cF0> *)++;
|
|
<a name="l986"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < e->vertex_count; i++)
|
|
<a name="l987"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l988"></a> x = *src(</span><span class=cF9>I32</span><span class=cF0> *)++;
|
|
<a name="l989"></a> y = *src(</span><span class=cF9>I32</span><span class=cF0> *)++;
|
|
<a name="l990"></a> z = *src(</span><span class=cF9>I32</span><span class=cF0> *)++;
|
|
<a name="l991"></a> tmpv = </span><span class=cF5>MeshVertexNew</span><span class=cF0>(e, x, y, z);
|
|
<a name="l992"></a> tmpv->num = i;
|
|
<a name="l993"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l994"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < e->tri_count; i++)
|
|
<a name="l995"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l996"></a> color = *src(</span><span class=cF9>I32</span><span class=cF0> *)++;
|
|
<a name="l997"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j < </span><span class=cFE>3</span><span class=cF0>; j++)
|
|
<a name="l998"></a> va[j] = </span><span class=cF5>MeshVertexFindNum</span><span class=cF0>(e, *src</span><span class=cF7>(</span><span class=cF9>I32</span><span class=cF0> *</span><span class=cF7>)</span><span class=cF0>++);
|
|
<a name="l999"></a> </span><span class=cF5>MeshTriNew</span><span class=cF0>(e, color, va[</span><span class=cFE>0</span><span class=cF0>], va[</span><span class=cFE>1</span><span class=cF0>], va[</span><span class=cFE>2</span><span class=cF0>]);
|
|
<a name="l1000"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1001"></a>}
|
|
<a name="l1002"></a>
|
|
<a name="l1003"></a></span><span class=cF9>I64</span><span class=cF0> </span><span class=cF5>MeshSize</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l1004"></a>{
|
|
<a name="l1005"></a> </span><span class=cF9>I64</span><span class=cF0> i;
|
|
<a name="l1006"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next;
|
|
<a name="l1007"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt = e->tri_head.next;
|
|
<a name="l1008"></a>
|
|
<a name="l1009"></a> e->vertex_count = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1010"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l1011"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1012"></a> tmpv->num = e->vertex_count++;
|
|
<a name="l1013"></a> tmpv = tmpv->next;
|
|
<a name="l1014"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1015"></a>
|
|
<a name="l1016"></a> e->tri_count = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1017"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &e->tri_head)
|
|
<a name="l1018"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1019"></a> e->tri_count++;
|
|
<a name="l1020"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < </span><span class=cFE>3</span><span class=cF0>; i++)
|
|
<a name="l1021"></a> tmpt->mt.nums[i] = tmpt->t[i]->num;
|
|
<a name="l1022"></a> tmpt = tmpt->next;
|
|
<a name="l1023"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1024"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF1>sizeof</span><span class=cF0>(</span><span class=cF9>I32</span><span class=cF0>) * </span><span class=cFE>2</span><span class=cF0> + (</span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMeshEdVertex</span><span class=cF0>.</span><span class=cF1>end</span><span class=cF7>)</span><span class=cF0> - </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMeshEdVertex</span><span class=cF0>.</span><span class=cF1>start</span><span class=cF7>)</span><span class=cF0>) * e->vertex_count +
|
|
<a name="l1025"></a> (</span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMeshEdTri</span><span class=cF0>.</span><span class=cF1>end</span><span class=cF7>)</span><span class=cF0> - </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMeshEdTri</span><span class=cF0>.</span><span class=cF1>start</span><span class=cF7>)</span><span class=cF0>) * e->tri_count;
|
|
<a name="l1026"></a>}
|
|
<a name="l1027"></a>
|
|
<a name="l1028"></a></span><span class=cF9>I32</span><span class=cF0> *</span><span class=cF5>MeshSave</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e, </span><span class=cF9>I64</span><span class=cF0> *_size=</span><span class=cF3>NULL</span><span class=cF0>)
|
|
<a name="l1029"></a>{
|
|
<a name="l1030"></a> </span><span class=cF9>I64</span><span class=cF0> size = </span><span class=cF5>MeshSize</span><span class=cF0>(e);
|
|
<a name="l1031"></a> </span><span class=cF1>U8</span><span class=cF0> *res = </span><span class=cF5>MAlloc</span><span class=cF0>(size), *dst = res;
|
|
<a name="l1032"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *tmpv = e->vertex_head.next;
|
|
<a name="l1033"></a> </span><span class=cF9>CMeshEdTri</span><span class=cF0> *tmpt = e->tri_head.next;
|
|
<a name="l1034"></a>
|
|
<a name="l1035"></a> *dst(</span><span class=cF9>I32</span><span class=cF0> *)++ = e->vertex_count;
|
|
<a name="l1036"></a> *dst(</span><span class=cF9>I32</span><span class=cF0> *)++ = e->tri_count;
|
|
<a name="l1037"></a>
|
|
<a name="l1038"></a> e->vertex_count = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1039"></a> </span><span class=cF1>while</span><span class=cF0> (tmpv != &e->vertex_head)
|
|
<a name="l1040"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1041"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(dst, &tmpv-></span><span class=cF1>start</span><span class=cF0>, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMeshEdVertex</span><span class=cF0>.</span><span class=cF1>end</span><span class=cF7>)</span><span class=cF0>
|
|
<a name="l1042"></a> -</span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMeshEdVertex</span><span class=cF0>.</span><span class=cF1>start</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1043"></a> dst += </span><span class=cF1>offset</span><span class=cF0>(</span><span class=cF9>CMeshEdVertex</span><span class=cF0>.</span><span class=cF1>end</span><span class=cF0>) - </span><span class=cF1>offset</span><span class=cF0>(</span><span class=cF9>CMeshEdVertex</span><span class=cF0>.</span><span class=cF1>start</span><span class=cF0>);
|
|
<a name="l1044"></a> tmpv = tmpv->next;
|
|
<a name="l1045"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1046"></a>
|
|
<a name="l1047"></a> e->tri_count = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1048"></a> </span><span class=cF1>while</span><span class=cF0> (tmpt != &e->tri_head)
|
|
<a name="l1049"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1050"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(dst, &tmpt-></span><span class=cF1>start</span><span class=cF0>, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMeshEdTri</span><span class=cF0>.</span><span class=cF1>end</span><span class=cF7>)</span><span class=cF0> - </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CMeshEdTri</span><span class=cF0>.</span><span class=cF1>start</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1051"></a> dst += </span><span class=cF1>offset</span><span class=cF0>(</span><span class=cF9>CMeshEdTri</span><span class=cF0>.</span><span class=cF1>end</span><span class=cF0>) - </span><span class=cF1>offset</span><span class=cF0>(</span><span class=cF9>CMeshEdTri</span><span class=cF0>.</span><span class=cF1>start</span><span class=cF0>);
|
|
<a name="l1052"></a> tmpt = tmpt->next;
|
|
<a name="l1053"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1054"></a> </span><span class=cF1>if</span><span class=cF0> (_size)
|
|
<a name="l1055"></a> *_size = size;
|
|
<a name="l1056"></a>
|
|
<a name="l1057"></a> </span><span class=cF1>return</span><span class=cF0> res;
|
|
<a name="l1058"></a>}
|
|
<a name="l1059"></a>
|
|
<a name="l1060"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshCleanUp</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l1061"></a>{
|
|
<a name="l1062"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&e->vertex_head, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l1063"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&e->tri_head, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l1064"></a> </span><span class=cF5>Free</span><span class=cF0>(e->w2s);
|
|
<a name="l1065"></a> </span><span class=cF5>Free</span><span class=cF0>(e->s2w);
|
|
<a name="l1066"></a>}
|
|
<a name="l1067"></a>
|
|
<a name="l1068"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>MeshUpdateMenu</span><span class=cF0>(</span><span class=cF9>CMeshFrame</span><span class=cF0> *e)
|
|
<a name="l1069"></a>{
|
|
<a name="l1070"></a> </span><span class=cF9>CMenuEntry</span><span class=cF0> *tmpse;
|
|
<a name="l1071"></a>
|
|
<a name="l1072"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"View/Grid"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1073"></a> tmpse->checked = </span><span class=cF5>ToBool</span><span class=cF0>(e->grid_on);
|
|
<a name="l1074"></a>
|
|
<a name="l1075"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"View/Vertex"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1076"></a> tmpse->checked = </span><span class=cF5>ToBool</span><span class=cF0>(e->vertex_on);
|
|
<a name="l1077"></a>
|
|
<a name="l1078"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Mode/PlaceVertex"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1079"></a> tmpse->checked = </span><span class=cF5>ToBool</span><span class=cF0>(e->ed_mode == </span><span class=cF6>'v'</span><span class=cF0>);
|
|
<a name="l1080"></a>
|
|
<a name="l1081"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Mode/MoveVertex"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1082"></a> tmpse->checked = </span><span class=cF5>ToBool</span><span class=cF0>(e->ed_mode == </span><span class=cF6>'m'</span><span class=cF0>);
|
|
<a name="l1083"></a>
|
|
<a name="l1084"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Mode/MoveVertexZ"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1085"></a> tmpse->checked = </span><span class=cF5>ToBool</span><span class=cF0>(e->ed_mode == </span><span class=cF6>'M'</span><span class=cF0>);
|
|
<a name="l1086"></a>
|
|
<a name="l1087"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Mode/Triangle"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1088"></a> tmpse->checked = </span><span class=cF5>ToBool</span><span class=cF0>(e->ed_mode == </span><span class=cF6>'t'</span><span class=cF0>);
|
|
<a name="l1089"></a>
|
|
<a name="l1090"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Mode/Polygon"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1091"></a> tmpse->checked = </span><span class=cF5>ToBool</span><span class=cF0>(e->ed_mode == </span><span class=cF6>'n'</span><span class=cF0>);
|
|
<a name="l1092"></a>
|
|
<a name="l1093"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Mode/Fence"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1094"></a> tmpse->checked = </span><span class=cF5>ToBool</span><span class=cF0>(e->ed_mode == </span><span class=cF6>'f'</span><span class=cF0>);
|
|
<a name="l1095"></a>
|
|
<a name="l1096"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"Mode/Prism"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1097"></a> tmpse->checked = </span><span class=cF5>ToBool</span><span class=cF0>(e->ed_mode == </span><span class=cF6>'p'</span><span class=cF0>);
|
|
<a name="l1098"></a>
|
|
<a name="l1099"></a> </span><span class=cF1>if</span><span class=cF0> (tmpse = </span><span class=cF5>MenuEntryFind</span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>->cur_menu, </span><span class=cF6>"View/FlipY"</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1100"></a> tmpse->checked = </span><span class=cF5>ToBool</span><span class=cF0>(e->flip_y);
|
|
<a name="l1101"></a>}
|
|
<a name="l1102"></a>
|
|
<a name="l1103"></a></span><span class=cF9>I32</span><span class=cF0> *</span><span class=cF5>SpriteMeshEd</span><span class=cF0>(</span><span class=cF9>I32</span><span class=cF0> *head=</span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF9>I64</span><span class=cF0> *_size=</span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF1>Bool</span><span class=cF0> flip_y=</span><span class=cF3>FALSE</span><span class=cF0>)
|
|
<a name="l1104"></a>{</span><span class=cF2>/*Format for mesh:</span><span class=cF0>
|
|
<a name="l1105"></a></span><span class=cF2>{</span><span class=cF0>
|
|
<a name="l1106"></a></span><span class=cF2>I32 vertex_count;</span><span class=cF0>
|
|
<a name="l1107"></a></span><span class=cF2>I32 tri_count;</span><span class=cF0>
|
|
<a name="l1108"></a></span><span class=cF2>CD3I32 vertices[];</span><span class=cF0>
|
|
<a name="l1109"></a></span><span class=cF2>CMeshTri tris[];</span><span class=cF0>
|
|
<a name="l1110"></a></span><span class=cF2>}</span><span class=cF0>
|
|
<a name="l1111"></a>
|
|
<a name="l1112"></a></span><span class=cF2>If head points to a mesh, it will load it.</span><span class=cF0>
|
|
<a name="l1113"></a>
|
|
<a name="l1114"></a></span><span class=cF2>Returns a newly malloced mesh or NULL.</span><span class=cF0>
|
|
<a name="l1115"></a>
|
|
<a name="l1116"></a></span><span class=cF2>See </span><a href="https://tomawezome.github.io/ZealOS/Demo/Graphics/SpritePlot3D.CC.html#l1"><span class=cF4>::/Demo/Graphics/SpritePlot3D.CC</span></a><span class=cF2>.</span><span class=cF0>
|
|
<a name="l1117"></a></span><span class=cF2>*/</span><span class=cF0>
|
|
<a name="l1118"></a> </span><span class=cF9>CCtrl</span><span class=cF0> *c = </span><span class=cF5>CtrlFindUnique</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>, </span><span class=cF3>CTRLT_VIEWING_ANGLES</span><span class=cF0>);
|
|
<a name="l1119"></a> </span><span class=cF9>CViewAngles</span><span class=cF0> *s, *old_s;
|
|
<a name="l1120"></a> </span><span class=cF9>I64</span><span class=cF0> i, message_code, sel_mode, arg1, arg2, make_tri_vertex_num = </span><span class=cFE>0</span><span class=cF0>, x, y, z;
|
|
<a name="l1121"></a> </span><span class=cF9>CD3I32</span><span class=cF0> p0a, p0b;
|
|
<a name="l1122"></a> </span><span class=cF9>CMeshEdVertex</span><span class=cF0> *va[</span><span class=cFE>3</span><span class=cF0>], *tmpv;
|
|
<a name="l1123"></a> </span><span class=cF1>Bool</span><span class=cF0> adjusting_z = </span><span class=cF3>FALSE</span><span class=cF0>, moving, save_and_exit, adjusting_camera_xy = </span><span class=cF3>FALSE</span><span class=cF0>, adjusting_camera_z = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1124"></a>
|
|
<a name="l1125"></a> </span><span class=cF9>CMeshFrame</span><span class=cF0> e;
|
|
<a name="l1126"></a>
|
|
<a name="l1127"></a> </span><span class=cF1>if</span><span class=cF0> (c)
|
|
<a name="l1128"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1129"></a> old_s = </span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CViewAngles</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1130"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(old_s, c->state, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CViewAngles</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1131"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1132"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1133"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1134"></a> c = </span><span class=cF5>ViewAnglesNew</span><span class=cF0>;
|
|
<a name="l1135"></a> old_s = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l1136"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1137"></a>
|
|
<a name="l1138"></a> s = c->state;
|
|
<a name="l1139"></a> s->sx = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1140"></a> s->sy = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1141"></a> s->sz = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1142"></a> s->cx = </span><span class=cF3>YELLOW</span><span class=cF0>;
|
|
<a name="l1143"></a> s->cy = </span><span class=cF3>RED</span><span class=cF0>;
|
|
<a name="l1144"></a> s->cz = </span><span class=cF3>GREEN</span><span class=cF0>;
|
|
<a name="l1145"></a>
|
|
<a name="l1146"></a> </span><span class=cF5>MenuPush</span><span class=cF0>(
|
|
<a name="l1147"></a> </span><span class=cF6>"File {"</span><span class=cF0>
|
|
<a name="l1148"></a> </span><span class=cF6>" Abort(,CH_SHIFT_ESC);"</span><span class=cF0>
|
|
<a name="l1149"></a> </span><span class=cF6>" Exit(,CH_ESC);"</span><span class=cF0>
|
|
<a name="l1150"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l1151"></a> </span><span class=cF6>"Edit {"</span><span class=cF0>
|
|
<a name="l1152"></a> </span><span class=cF6>" Delete(,,SC_DELETE);"</span><span class=cF0>
|
|
<a name="l1153"></a> </span><span class=cF6>" DelLast(,CH_BACKSPACE);"</span><span class=cF0>
|
|
<a name="l1154"></a> </span><span class=cF6>" Cut(,CH_CTRLX);"</span><span class=cF0>
|
|
<a name="l1155"></a> </span><span class=cF6>" Copy(,CH_CTRLC);"</span><span class=cF0>
|
|
<a name="l1156"></a> </span><span class=cF6>" Paste(,CH_CTRLV);"</span><span class=cF0>
|
|
<a name="l1157"></a> </span><span class=cF6>" SelectAll(,'A');"</span><span class=cF0>
|
|
<a name="l1158"></a> </span><span class=cF6>" UnSelectAll(,'U');"</span><span class=cF0>
|
|
<a name="l1159"></a> </span><span class=cF6>" SelectRect(,'a');"</span><span class=cF0>
|
|
<a name="l1160"></a> </span><span class=cF6>" UnSelectRect(,'u');"</span><span class=cF0>
|
|
<a name="l1161"></a> </span><span class=cF6>" OrSelectRect(,'o');"</span><span class=cF0>
|
|
<a name="l1162"></a> </span><span class=cF6>" JumpToZ(,'j');"</span><span class=cF0>
|
|
<a name="l1163"></a> </span><span class=cF6>" ResetColor(,'C');"</span><span class=cF0>
|
|
<a name="l1164"></a> </span><span class=cF6>" ReverseTri(,'r');"</span><span class=cF0>
|
|
<a name="l1165"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l1166"></a> </span><span class=cF6>"Mode {"</span><span class=cF0>
|
|
<a name="l1167"></a> </span><span class=cF6>" PlaceVertex(,'v');"</span><span class=cF0>
|
|
<a name="l1168"></a> </span><span class=cF6>" MoveVertex(,'m');"</span><span class=cF0>
|
|
<a name="l1169"></a> </span><span class=cF6>" MoveVertexZ(,'M');"</span><span class=cF0>
|
|
<a name="l1170"></a> </span><span class=cF6>" Triangle(,'t');"</span><span class=cF0>
|
|
<a name="l1171"></a> </span><span class=cF6>" Polygon(,'n');"</span><span class=cF0>
|
|
<a name="l1172"></a> </span><span class=cF6>" Fence(,'f');"</span><span class=cF0>
|
|
<a name="l1173"></a> </span><span class=cF6>" Prism(,'p');"</span><span class=cF0>
|
|
<a name="l1174"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l1175"></a> </span><span class=cF6>"Settings {"</span><span class=cF0>
|
|
<a name="l1176"></a> </span><span class=cF6>" Color(,'c');"</span><span class=cF0>
|
|
<a name="l1177"></a> </span><span class=cF6>" Snap(,'s');"</span><span class=cF0>
|
|
<a name="l1178"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l1179"></a> </span><span class=cF6>"View {"</span><span class=cF0>
|
|
<a name="l1180"></a> </span><span class=cF6>" ZoomIn(,'z');"</span><span class=cF0>
|
|
<a name="l1181"></a> </span><span class=cF6>" ZoomOut(,'Z');"</span><span class=cF0>
|
|
<a name="l1182"></a> </span><span class=cF6>" NullAngles(,'N');"</span><span class=cF0>
|
|
<a name="l1183"></a> </span><span class=cF6>" FlipY(,'y');"</span><span class=cF0>
|
|
<a name="l1184"></a> </span><span class=cF6>" Grid(,'g');"</span><span class=cF0>
|
|
<a name="l1185"></a> </span><span class=cF6>" Vertex(,'V');"</span><span class=cF0>
|
|
<a name="l1186"></a> </span><span class=cF6>" ToggleBorder(,CH_CTRLB);"</span><span class=cF0>
|
|
<a name="l1187"></a> </span><span class=cF6>"}"</span><span class=cF0>
|
|
<a name="l1188"></a> </span><span class=cF6>"Transforms {"</span><span class=cF0>
|
|
<a name="l1189"></a> </span><span class=cF6>" Transform(,'T');"</span><span class=cF0>
|
|
<a name="l1190"></a> </span><span class=cF6>" SwapXY(,'1');"</span><span class=cF0>
|
|
<a name="l1191"></a> </span><span class=cF6>" SwapXZ(,'2');"</span><span class=cF0>
|
|
<a name="l1192"></a> </span><span class=cF6>" SwapYZ(,'3');"</span><span class=cF0>
|
|
<a name="l1193"></a> </span><span class=cF6>" InvertX(,'4');"</span><span class=cF0>
|
|
<a name="l1194"></a> </span><span class=cF6>" InvertY(,'5');"</span><span class=cF0>
|
|
<a name="l1195"></a> </span><span class=cF6>" InvertZ(,'6');"</span><span class=cF0>
|
|
<a name="l1196"></a> </span><span class=cF6>" ReverseTri(,'R');"</span><span class=cF0>
|
|
<a name="l1197"></a> </span><span class=cF6>"}"</span><span class=cF0>);
|
|
<a name="l1198"></a>
|
|
<a name="l1199"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="https://tomawezome.github.io/ZealOS/System/TaskSettings.CC.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
|
|
<a name="l1200"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
|
|
<a name="l1201"></a> </span><span class=cF5>RegOneTimePopUp</span><span class=cF0>(</span><span class=cF3>ARf_MESH_ED</span><span class=cF0>,
|
|
<a name="l1202"></a> </span><span class=cF6>"$GREEN$Right Mouse$FG$: Hold and move to shift cursor z\n"</span><span class=cF0>
|
|
<a name="l1203"></a> </span><span class=cF6>"$GREEN$Shift + Right Mouse$FG$: Hold and move to rotate camera XY\n"</span><span class=cF0>
|
|
<a name="l1204"></a> </span><span class=cF6>"$GREEN$Alt + Right Mouse$FG$: Hold and move to rotate camera Z\n"</span><span class=cF0>
|
|
<a name="l1205"></a> </span><span class=cF6>"$GREEN$'j'$FG$: Jump cursor Z to nearest vertex's Z\n"</span><span class=cF0>
|
|
<a name="l1206"></a> </span><span class=cF6>"$GREEN$'v'$FG$: Place Vertex Mode\n"</span><span class=cF0>
|
|
<a name="l1207"></a> </span><span class=cF6>"$GREEN$'m'$FG$: Move Vertex Mode\n"</span><span class=cF0>
|
|
<a name="l1208"></a> </span><span class=cF6>"$GREEN$'M'$FG$: Move Vertex Z\n"</span><span class=cF0>
|
|
<a name="l1209"></a> </span><span class=cF6>"$GREEN$'t'$FG$: Form Triangle Mode\n"</span><span class=cF0>
|
|
<a name="l1210"></a> </span><span class=cF6>"$GREEN$'n'$FG$: Polygon Mode\n"</span><span class=cF0>
|
|
<a name="l1211"></a> </span><span class=cF6>"$GREEN$'f'$FG$: Fence Mode\n"</span><span class=cF0>
|
|
<a name="l1212"></a> </span><span class=cF6>"$GREEN$'p'$FG$: Prism Mode\n"</span><span class=cF0>
|
|
<a name="l1213"></a> </span><span class=cF6>"$GREEN$'c'$FG$: Set color\n"</span><span class=cF0>
|
|
<a name="l1214"></a> </span><span class=cF6>"$GREEN$'s'$FG$: Set snap\n"</span><span class=cF0>
|
|
<a name="l1215"></a> </span><span class=cF6>"\nSee menu at top of screen for more.\n"</span><span class=cF0>);
|
|
<a name="l1216"></a>
|
|
<a name="l1217"></a> </span><span class=cF5>Fs</span><span class=cF0>->win_inhibit = </span><span class=cF3>WIG_TASK_DEFAULT</span><span class=cF0> |
|
|
<a name="l1218"></a> </span><span class=cF3>WIF_SELF_DOC</span><span class=cF0> - </span><span class=cF3>WIF_SELF_FOCUS</span><span class=cF0> - </span><span class=cF3>WIF_SELF_BORDER</span><span class=cF0> - </span><span class=cF3>WIF_SELF_CTRLS</span><span class=cF0> - </span><span class=cF3>WIF_FOCUS_TASK_MENU</span><span class=cF0> - </span><span class=cF3>WIF_SELF_GRAB_SCROLL</span><span class=cF0>;
|
|
<a name="l1219"></a> </span><span class=cF5>Fs</span><span class=cF0>->horz_scroll.pos = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1220"></a> </span><span class=cF5>Fs</span><span class=cF0>->vert_scroll.pos = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1221"></a> </span><span class=cF5>MeshInit</span><span class=cF0>(&e, flip_y);
|
|
<a name="l1222"></a> </span><span class=cF1>if</span><span class=cF0> (head)
|
|
<a name="l1223"></a> </span><span class=cF5>MeshLoad</span><span class=cF0>(&e, head);
|
|
<a name="l1224"></a> </span><span class=cF5>FramePtrAdd</span><span class=cF0>(</span><span class=cF6>"CMeshFrame"</span><span class=cF0>, &e);
|
|
<a name="l1225"></a> </span><span class=cF5>Fs</span><span class=cF0>->draw_it = &</span><span class=cF5>DrawIt</span><span class=cF0>;
|
|
<a name="l1226"></a> </span><span class=cF5>MeshCurSnap</span><span class=cF0>(&e);
|
|
<a name="l1227"></a> </span><span class=cF5>MeshRecalcCxCy</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>, &e);
|
|
<a name="l1228"></a>
|
|
<a name="l1229"></a> </span><span class=cF1>try</span><span class=cF0>
|
|
<a name="l1230"></a> </span><span class=cF7>{</span><span class=cF2>//In case of <CTRL-ALT-c></span><span class=cF0>
|
|
<a name="l1231"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l1232"></a> {
|
|
<a name="l1233"></a> </span><span class=cF5>MeshUpdateMenu</span><span class=cF0>(&e);
|
|
<a name="l1234"></a> message_code = </span><span class=cF5>MessageGet</span><span class=cF0>(&arg1, &arg2, </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_MOVE</span><span class=cF0> | </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0> | </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_L_DOWN</span><span class=cF0>|
|
|
<a name="l1235"></a> </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0> | </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_R_DOWN</span><span class=cF0> | </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_R_UP</span><span class=cF0>);
|
|
<a name="l1236"></a>me_restart:
|
|
<a name="l1237"></a> </span><span class=cF1>switch</span><span class=cF0> (message_code)
|
|
<a name="l1238"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1239"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0>:
|
|
<a name="l1240"></a> </span><span class=cF1>switch</span><span class=cF0> (arg1)
|
|
<a name="l1241"></a> {
|
|
<a name="l1242"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cFE>0</span><span class=cF0>:
|
|
<a name="l1243"></a> </span><span class=cF1>switch</span><span class=cF0> (arg2.u8[</span><span class=cFE>0</span><span class=cF0>])
|
|
<a name="l1244"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1245"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_DELETE</span><span class=cF0>:
|
|
<a name="l1246"></a> </span><span class=cF1>if</span><span class=cF0> (arg2 & </span><span class=cF3>SCF_SHIFT</span><span class=cF0>)
|
|
<a name="l1247"></a> </span><span class=cF1>goto</span><span class=cF0> me_clip_cut;
|
|
<a name="l1248"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1249"></a> {
|
|
<a name="l1250"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>MeshSelCount</span><span class=cF7>(</span><span class=cF0>&e</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1251"></a> </span><span class=cF5>MeshClipDel</span><span class=cF0>(&e);
|
|
<a name="l1252"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (e.ed_mode != </span><span class=cF6>'t'</span><span class=cF0>)
|
|
<a name="l1253"></a> </span><span class=cF5>MeshVertexDel</span><span class=cF0>(&e, </span><span class=cF5>MeshVertexFindScrPt</span><span class=cF7>(</span><span class=cF0>&e,
|
|
<a name="l1254"></a> </span><span class=cFB>mouse</span><span class=cF0>.presnap.x - </span><span class=cF5>Fs</span><span class=cF0>->pix_left - </span><span class=cF5>Fs</span><span class=cF0>->scroll_x,
|
|
<a name="l1255"></a> </span><span class=cFB>mouse</span><span class=cF0>.presnap.y - </span><span class=cF5>Fs</span><span class=cF0>->pix_top - </span><span class=cF5>Fs</span><span class=cF0>->scroll_y</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1256"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1257"></a> </span><span class=cF5>MeshTriSelAll</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1258"></a> make_tri_vertex_num = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1259"></a> }
|
|
<a name="l1260"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1261"></a>
|
|
<a name="l1262"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_INS</span><span class=cF0>:
|
|
<a name="l1263"></a> </span><span class=cF1>if</span><span class=cF0> (arg2 & </span><span class=cF3>SCF_CTRL</span><span class=cF0>)
|
|
<a name="l1264"></a> </span><span class=cF1>goto</span><span class=cF0> me_clip_copy;
|
|
<a name="l1265"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (arg2 & </span><span class=cF3>SCF_SHIFT</span><span class=cF0>)
|
|
<a name="l1266"></a> </span><span class=cF1>goto</span><span class=cF0> me_clip_paste;
|
|
<a name="l1267"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1268"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1269"></a>
|
|
<a name="l1270"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_BACKSPACE</span><span class=cF0>:
|
|
<a name="l1271"></a> </span><span class=cF1>switch</span><span class=cF0> (e.ed_mode)
|
|
<a name="l1272"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1273"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'n'</span><span class=cF0>:
|
|
<a name="l1274"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'f'</span><span class=cF0>:
|
|
<a name="l1275"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'p'</span><span class=cF0>:
|
|
<a name="l1276"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'v'</span><span class=cF0>:
|
|
<a name="l1277"></a> </span><span class=cF5>MeshVertexDel</span><span class=cF0>(&e, e.cur_vertex);
|
|
<a name="l1278"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1279"></a>
|
|
<a name="l1280"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'t'</span><span class=cF0>:
|
|
<a name="l1281"></a> </span><span class=cF1>if</span><span class=cF0> (make_tri_vertex_num)
|
|
<a name="l1282"></a> {
|
|
<a name="l1283"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1284"></a> </span><span class=cF5>MeshTriSelAll</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1285"></a> make_tri_vertex_num = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1286"></a> }
|
|
<a name="l1287"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1288"></a> </span><span class=cF5>MeshTriDel</span><span class=cF0>(&e, e.cur_tri);
|
|
<a name="l1289"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1290"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1291"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1292"></a>
|
|
<a name="l1293"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'f'</span><span class=cF0>:
|
|
<a name="l1294"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'p'</span><span class=cF0>:
|
|
<a name="l1295"></a> e.thickness = </span><span class=cF5>PopUpI64Get</span><span class=cF0>(</span><span class=cF6>"Thickness (%d):"</span><span class=cF0>, e.thickness);
|
|
<a name="l1296"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'n'</span><span class=cF0>:
|
|
<a name="l1297"></a> </span><span class=cF1>if</span><span class=cF0> (arg1 == </span><span class=cF6>'n'</span><span class=cF0> || arg1 == </span><span class=cF6>'p'</span><span class=cF0>)
|
|
<a name="l1298"></a> e.closed = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1299"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1300"></a> e.closed = </span><span class=cF5>PopUpNoYes</span><span class=cF0>(</span><span class=cF6>"Closed?\n"</span><span class=cF0>);
|
|
<a name="l1301"></a>me_chain:
|
|
<a name="l1302"></a> e.chain_pred = e.vertex_head.last;
|
|
<a name="l1303"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'t'</span><span class=cF0>:
|
|
<a name="l1304"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1305"></a> </span><span class=cF5>MeshTriSelAll</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1306"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'v'</span><span class=cF0>:
|
|
<a name="l1307"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'m'</span><span class=cF0>:
|
|
<a name="l1308"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'M'</span><span class=cF0>:
|
|
<a name="l1309"></a> adjusting_z = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1310"></a> moving = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1311"></a> e.ed_mode = arg1;
|
|
<a name="l1312"></a> make_tri_vertex_num = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1313"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l1314"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1315"></a>
|
|
<a name="l1316"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'T'</span><span class=cF0>:
|
|
<a name="l1317"></a> </span><span class=cF5>MeshTransformSel</span><span class=cF0>(&e);
|
|
<a name="l1318"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1319"></a>
|
|
<a name="l1320"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'A'</span><span class=cF0>:
|
|
<a name="l1321"></a> </span><span class=cF5>MeshTriSelAll</span><span class=cF0>(&e, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l1322"></a> </span><span class=cF1>if</span><span class=cF0> (e.ed_mode != </span><span class=cF6>'t'</span><span class=cF0>)
|
|
<a name="l1323"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(&e, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l1324"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1325"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1326"></a> make_tri_vertex_num = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1327"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1328"></a>
|
|
<a name="l1329"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'U'</span><span class=cF0>:
|
|
<a name="l1330"></a> </span><span class=cF5>MeshTriSelAll</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1331"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1332"></a> make_tri_vertex_num = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1333"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1334"></a>
|
|
<a name="l1335"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'a'</span><span class=cF0>:
|
|
<a name="l1336"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'u'</span><span class=cF0>:
|
|
<a name="l1337"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'o'</span><span class=cF0>:
|
|
<a name="l1338"></a> </span><span class=cF1>if</span><span class=cF0> (arg1 == </span><span class=cF6>'a'</span><span class=cF0>)
|
|
<a name="l1339"></a> sel_mode = </span><span class=cF3>SEL_MESH_EQU</span><span class=cF0>;
|
|
<a name="l1340"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (arg1 == </span><span class=cF6>'u'</span><span class=cF0>)
|
|
<a name="l1341"></a> sel_mode = </span><span class=cF3>SEL_MESH_AND</span><span class=cF0>;
|
|
<a name="l1342"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1343"></a> sel_mode = </span><span class=cF3>SEL_MESH_OR</span><span class=cF0>;
|
|
<a name="l1344"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>message_code = </span><span class=cF5>MessageGet</span><span class=cF0>(&arg1, &arg2, </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0> |
|
|
<a name="l1345"></a> </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_L_DOWN</span><span class=cF0> |
|
|
<a name="l1346"></a> </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0> |
|
|
<a name="l1347"></a> </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_R_DOWN</span><span class=cF0> |
|
|
<a name="l1348"></a> </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_R_UP</span><span class=cF0>)</span><span class=cF7>)</span><span class=cF0> != </span><span class=cF3>MESSAGE_MS_L_DOWN</span><span class=cF0>)
|
|
<a name="l1349"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1350"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1351"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1352"></a> </span><span class=cF1>goto</span><span class=cF0> me_restart;
|
|
<a name="l1353"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1354"></a> e.x1 = arg1;
|
|
<a name="l1355"></a> e.y1 = arg2;
|
|
<a name="l1356"></a> e.x2 = arg1;
|
|
<a name="l1357"></a> e.y2 = arg2;
|
|
<a name="l1358"></a> e.sel_rect = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1359"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
|
|
<a name="l1360"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1361"></a> message_code = </span><span class=cF5>MessageGet</span><span class=cF0>(&arg1, &arg2, </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_MOVE</span><span class=cF0> |
|
|
<a name="l1362"></a> </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0> |
|
|
<a name="l1363"></a> </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_L_DOWN</span><span class=cF0> |
|
|
<a name="l1364"></a> </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0> |
|
|
<a name="l1365"></a> </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_R_DOWN</span><span class=cF0> |
|
|
<a name="l1366"></a> </span><span class=cFE>1</span><span class=cF0> << </span><span class=cF3>MESSAGE_MS_R_UP</span><span class=cF0>);
|
|
<a name="l1367"></a> </span><span class=cF1>if</span><span class=cF0> (message_code == </span><span class=cF3>MESSAGE_MS_MOVE</span><span class=cF0>)
|
|
<a name="l1368"></a> {
|
|
<a name="l1369"></a> e.x2 = arg1;
|
|
<a name="l1370"></a> e.y2 = arg2;
|
|
<a name="l1371"></a> }
|
|
<a name="l1372"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (message_code == </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0>)
|
|
<a name="l1373"></a> {
|
|
<a name="l1374"></a> e.x2 = arg1;
|
|
<a name="l1375"></a> e.y2 = arg2;
|
|
<a name="l1376"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1377"></a> }
|
|
<a name="l1378"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1379"></a> {
|
|
<a name="l1380"></a> e.sel_rect = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1381"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1382"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1383"></a> </span><span class=cF1>goto</span><span class=cF0> me_restart;
|
|
<a name="l1384"></a> }
|
|
<a name="l1385"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1386"></a> e.sel_rect = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1387"></a> </span><span class=cF5>MeshTriSelRect</span><span class=cF0>(&e, sel_mode, e.x1, e.x2, e.y1, e.y2);
|
|
<a name="l1388"></a> </span><span class=cF1>if</span><span class=cF0> (e.ed_mode != </span><span class=cF6>'t'</span><span class=cF0>)
|
|
<a name="l1389"></a> </span><span class=cF5>MeshVertexSelRect</span><span class=cF0>(&e, sel_mode, e.x1, e.x2, e.y1, e.y2);
|
|
<a name="l1390"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1391"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1392"></a> make_tri_vertex_num = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1393"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1394"></a>
|
|
<a name="l1395"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_CTRLB</span><span class=cF0>:
|
|
<a name="l1396"></a> </span><span class=cF5>WinBorder</span><span class=cF0>(</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cF0>&</span><span class=cF5>Fs</span><span class=cF0>->display_flags, </span><span class=cF3>DISPLAYf_NO_BORDER</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1397"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1398"></a>
|
|
<a name="l1399"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_CTRLC</span><span class=cF0>:
|
|
<a name="l1400"></a>me_clip_copy:
|
|
<a name="l1401"></a> </span><span class=cF1>if</span><span class=cF0> (e.ed_mode == </span><span class=cF6>'t'</span><span class=cF0>)
|
|
<a name="l1402"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1403"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1404"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1405"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1406"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1407"></a> </span><span class=cF5>MeshClipCopy</span><span class=cF0>(&e);
|
|
<a name="l1408"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1409"></a>
|
|
<a name="l1410"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_CTRLV</span><span class=cF0>:
|
|
<a name="l1411"></a>me_clip_paste:
|
|
<a name="l1412"></a> </span><span class=cF1>if</span><span class=cF0> (e.ed_mode == </span><span class=cF6>'t'</span><span class=cF0>)
|
|
<a name="l1413"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1414"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1415"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1416"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1417"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1418"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1419"></a> </span><span class=cF5>MeshClipPaste</span><span class=cF0>(&e);
|
|
<a name="l1420"></a> e.ed_mode = </span><span class=cF6>'m'</span><span class=cF0>;
|
|
<a name="l1421"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1422"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1423"></a>
|
|
<a name="l1424"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_CTRLX</span><span class=cF0>:
|
|
<a name="l1425"></a>me_clip_cut:
|
|
<a name="l1426"></a> </span><span class=cF1>if</span><span class=cF0> (e.ed_mode == </span><span class=cF6>'t'</span><span class=cF0>)
|
|
<a name="l1427"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1428"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1429"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1430"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1431"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1432"></a> </span><span class=cF5>MeshClipCut</span><span class=cF0>(&e);
|
|
<a name="l1433"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1434"></a>
|
|
<a name="l1435"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
|
|
<a name="l1436"></a> save_and_exit = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1437"></a> </span><span class=cF1>goto</span><span class=cF0> me_done;
|
|
<a name="l1438"></a>
|
|
<a name="l1439"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
|
|
<a name="l1440"></a> save_and_exit = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1441"></a> </span><span class=cF1>goto</span><span class=cF0> me_done;
|
|
<a name="l1442"></a>
|
|
<a name="l1443"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'z'</span><span class=cF0>:
|
|
<a name="l1444"></a> </span><span class=cF5>MeshScaleZoom</span><span class=cF0>(&e, </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>);
|
|
<a name="l1445"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1446"></a>
|
|
<a name="l1447"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'Z'</span><span class=cF0>:
|
|
<a name="l1448"></a> </span><span class=cF5>MeshScaleZoom</span><span class=cF0>(&e, </span><span class=cFE>1</span><span class=cF0> / </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>);
|
|
<a name="l1449"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1450"></a>
|
|
<a name="l1451"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'c'</span><span class=cF0>:
|
|
<a name="l1452"></a> e.cur_color = </span><span class=cF5>PopUpColorLighting</span><span class=cF0>;
|
|
<a name="l1453"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1454"></a>
|
|
<a name="l1455"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'s'</span><span class=cF0>:
|
|
<a name="l1456"></a> i = </span><span class=cF5>PopUpRangeI64</span><span class=cF0>(</span><span class=cFE>1</span><span class=cF0>, </span><span class=cFE>25</span><span class=cF0>, </span><span class=cFE>1</span><span class=cF0>, </span><span class=cF6>"New Snap\n"</span><span class=cF0>);
|
|
<a name="l1457"></a> </span><span class=cF1>if</span><span class=cF0> (i >= </span><span class=cFE>1</span><span class=cF0>)
|
|
<a name="l1458"></a> e.cur_snap = i;
|
|
<a name="l1459"></a> </span><span class=cF5>MeshCurSnap</span><span class=cF0>(&e);
|
|
<a name="l1460"></a> </span><span class=cF5>MeshRecalcCxCy</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>, &e);
|
|
<a name="l1461"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1462"></a>
|
|
<a name="l1463"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'g'</span><span class=cF0>:
|
|
<a name="l1464"></a> e.grid_on = !e.grid_on;
|
|
<a name="l1465"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1466"></a>
|
|
<a name="l1467"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'V'</span><span class=cF0>:
|
|
<a name="l1468"></a> e.vertex_on = !e.vertex_on;
|
|
<a name="l1469"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1470"></a>
|
|
<a name="l1471"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'N'</span><span class=cF0>:
|
|
<a name="l1472"></a> s->sx = s->sy = s->sz = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1473"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1474"></a>
|
|
<a name="l1475"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'y'</span><span class=cF0>:
|
|
<a name="l1476"></a> e.flip_y = !e.flip_y;
|
|
<a name="l1477"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1478"></a>
|
|
<a name="l1479"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'j'</span><span class=cF0>:
|
|
<a name="l1480"></a> </span><span class=cF1>if</span><span class=cF0> (moving)
|
|
<a name="l1481"></a> </span><span class=cF5>MeshVertexIgnoreSet</span><span class=cF0>(&e, </span><span class=cF3>TRUE</span><span class=cF0>);
|
|
<a name="l1482"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv = </span><span class=cF5>MeshVertexFindScrPt</span><span class=cF7>(</span><span class=cF0>&e,
|
|
<a name="l1483"></a> </span><span class=cFB>mouse</span><span class=cF0>.pos.x - </span><span class=cF5>Fs</span><span class=cF0>->pix_left - </span><span class=cF5>Fs</span><span class=cF0>->scroll_x,
|
|
<a name="l1484"></a> </span><span class=cFB>mouse</span><span class=cF0>.pos.y - </span><span class=cF5>Fs</span><span class=cF0>->pix_top - </span><span class=cF5>Fs</span><span class=cF0>->scroll_y</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1485"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1486"></a> </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>25</span><span class=cF0>, </span><span class=cFE>86</span><span class=cF0>, </span><span class=cFE>110</span><span class=cF0>);
|
|
<a name="l1487"></a> e.mouse_z = </span><span class=cF5>RoundI64</span><span class=cF0>(tmpv->p.z, e.cur_snap);
|
|
<a name="l1488"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1489"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1490"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1491"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1492"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1493"></a> e.mouse_z = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1494"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1495"></a> </span><span class=cF5>MeshVertexIgnoreSet</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1496"></a> </span><span class=cF1>if</span><span class=cF0> (moving)
|
|
<a name="l1497"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1498"></a> </span><span class=cF5>MeshCursorW</span><span class=cF0>(&e, </span><span class=cF5>Fs</span><span class=cF0>, &x, &y, &z);
|
|
<a name="l1499"></a> </span><span class=cF1>if</span><span class=cF0> (adjusting_z)
|
|
<a name="l1500"></a> </span><span class=cF5>MeshP0Offset</span><span class=cF0>(&e, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, z - p0a.z);
|
|
<a name="l1501"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1502"></a> </span><span class=cF5>MeshP0Offset</span><span class=cF0>(&e, x - p0a.x, y - p0a.y, z - p0a.z);
|
|
<a name="l1503"></a> p0a.x = x;
|
|
<a name="l1504"></a> p0a.y = y;
|
|
<a name="l1505"></a> p0a.z = z;
|
|
<a name="l1506"></a> </span><span class=cF5>MeshP0Capture</span><span class=cF0>(&e);
|
|
<a name="l1507"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1508"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1509"></a>
|
|
<a name="l1510"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'1'</span><span class=cF0>:
|
|
<a name="l1511"></a> </span><span class=cF5>MeshSwapAxes</span><span class=cF0>(&e, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF0>.x</span><span class=cF7>)</span><span class=cF0>, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF0>.y</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1512"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1513"></a>
|
|
<a name="l1514"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'2'</span><span class=cF0>:
|
|
<a name="l1515"></a> </span><span class=cF5>MeshSwapAxes</span><span class=cF0>(&e, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF0>.x</span><span class=cF7>)</span><span class=cF0>, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF0>.z</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1516"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1517"></a>
|
|
<a name="l1518"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'3'</span><span class=cF0>:
|
|
<a name="l1519"></a> </span><span class=cF5>MeshSwapAxes</span><span class=cF0>(&e, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF0>.y</span><span class=cF7>)</span><span class=cF0>, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF0>.z</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1520"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1521"></a>
|
|
<a name="l1522"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'4'</span><span class=cF0>:
|
|
<a name="l1523"></a> </span><span class=cF5>MeshInvertAxis</span><span class=cF0>(&e, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF0>.x</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1524"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1525"></a>
|
|
<a name="l1526"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'5'</span><span class=cF0>:
|
|
<a name="l1527"></a> </span><span class=cF5>MeshInvertAxis</span><span class=cF0>(&e, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF0>.y</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1528"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1529"></a>
|
|
<a name="l1530"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'6'</span><span class=cF0>:
|
|
<a name="l1531"></a> </span><span class=cF5>MeshInvertAxis</span><span class=cF0>(&e, </span><span class=cF1>offset</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF0>.z</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1532"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1533"></a>
|
|
<a name="l1534"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'r'</span><span class=cF0>:
|
|
<a name="l1535"></a> </span><span class=cF1>if</span><span class=cF0> (e.cur_tri)
|
|
<a name="l1536"></a> </span><span class=cF5>SwapI64</span><span class=cF0>(&e.cur_tri->t[</span><span class=cFE>1</span><span class=cF0>], &e.cur_tri->t[</span><span class=cFE>2</span><span class=cF0>]);
|
|
<a name="l1537"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1538"></a>
|
|
<a name="l1539"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'C'</span><span class=cF0>:
|
|
<a name="l1540"></a> </span><span class=cF5>MeshColorTris</span><span class=cF0>(&e);
|
|
<a name="l1541"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1542"></a>
|
|
<a name="l1543"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'R'</span><span class=cF0>:
|
|
<a name="l1544"></a> </span><span class=cF5>MeshRevTris</span><span class=cF0>(&e);
|
|
<a name="l1545"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1546"></a> }
|
|
<a name="l1547"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1548"></a>
|
|
<a name="l1549"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_L_DOWN</span><span class=cF0>:
|
|
<a name="l1550"></a> </span><span class=cF1>switch</span><span class=cF0> (e.ed_mode)
|
|
<a name="l1551"></a> {
|
|
<a name="l1552"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'m'</span><span class=cF0>:
|
|
<a name="l1553"></a> </span><span class=cF1>if</span><span class=cF0> (!moving)
|
|
<a name="l1554"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1555"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>MeshSelCount</span><span class=cF7>(</span><span class=cF0>&e</span><span class=cF7>)</span><span class=cF0> && </span><span class=cF7>(</span><span class=cF0>tmpv = </span><span class=cF5>MeshVertexFindScrPt</span><span class=cF0>(&e, arg1, arg2)</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1556"></a> {
|
|
<a name="l1557"></a> tmpv->flags |= </span><span class=cF3>VF_SEL</span><span class=cF0>;
|
|
<a name="l1558"></a> e.mouse_z = </span><span class=cF5>RoundI64</span><span class=cF0>(tmpv->p.z, e.cur_snap);
|
|
<a name="l1559"></a> }
|
|
<a name="l1560"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>MeshSelCount</span><span class=cF7>(</span><span class=cF0>&e</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1561"></a> {
|
|
<a name="l1562"></a> </span><span class=cF5>MeshCursorW</span><span class=cF0>(&e, </span><span class=cF5>Fs</span><span class=cF0>, &x, &y, &z);
|
|
<a name="l1563"></a> p0a.x = x;
|
|
<a name="l1564"></a> p0a.y = y;
|
|
<a name="l1565"></a> p0a.z = z;
|
|
<a name="l1566"></a> </span><span class=cF5>MeshP0Capture</span><span class=cF0>(&e);
|
|
<a name="l1567"></a> moving = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1568"></a> }
|
|
<a name="l1569"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1570"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1571"></a>
|
|
<a name="l1572"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'M'</span><span class=cF0>:
|
|
<a name="l1573"></a> </span><span class=cF1>if</span><span class=cF0> (!adjusting_z && !moving)
|
|
<a name="l1574"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1575"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>MeshSelCount</span><span class=cF7>(</span><span class=cF0>&e</span><span class=cF7>)</span><span class=cF0> && </span><span class=cF7>(</span><span class=cF0>tmpv = </span><span class=cF5>MeshVertexFindScrPt</span><span class=cF0>(&e, arg1, arg2)</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1576"></a> {
|
|
<a name="l1577"></a> tmpv->flags |= </span><span class=cF3>VF_SEL</span><span class=cF0>;
|
|
<a name="l1578"></a> e.mouse_z = </span><span class=cF5>RoundI64</span><span class=cF0>(tmpv->p.z, e.cur_snap);
|
|
<a name="l1579"></a> }
|
|
<a name="l1580"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>MeshSelCount</span><span class=cF7>(</span><span class=cF0>&e</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1581"></a> {
|
|
<a name="l1582"></a> </span><span class=cF5>MeshCursorW</span><span class=cF0>(&e, </span><span class=cF5>Fs</span><span class=cF0>, &x, &y, &z);
|
|
<a name="l1583"></a> p0a.x = x;
|
|
<a name="l1584"></a> p0a.y = y;
|
|
<a name="l1585"></a> p0a.z = z;
|
|
<a name="l1586"></a> </span><span class=cF5>MeshP0Capture</span><span class=cF0>(&e);
|
|
<a name="l1587"></a> moving = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1588"></a>
|
|
<a name="l1589"></a> p0b.x = </span><span class=cFB>mouse</span><span class=cF0>.presnap.x;
|
|
<a name="l1590"></a> p0b.y = </span><span class=cFB>mouse</span><span class=cF0>.presnap.y;
|
|
<a name="l1591"></a> p0b.z = e.mouse_z;
|
|
<a name="l1592"></a> adjusting_z = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1593"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cF5>ClampI64</span><span class=cF7>(</span><span class=cF5>Freq2Ona</span><span class=cF0>(</span><span class=cFE>3</span><span class=cF0> * e.mouse_z + </span><span class=cFE>1500</span><span class=cF0>), </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF3>I8_MAX</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1594"></a> }
|
|
<a name="l1595"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1596"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1597"></a> }
|
|
<a name="l1598"></a>
|
|
<a name="l1599"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1600"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0>:
|
|
<a name="l1601"></a> </span><span class=cF1>switch</span><span class=cF0> (e.ed_mode)
|
|
<a name="l1602"></a> {
|
|
<a name="l1603"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'n'</span><span class=cF0>:
|
|
<a name="l1604"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'f'</span><span class=cF0>:
|
|
<a name="l1605"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'p'</span><span class=cF0>:
|
|
<a name="l1606"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'v'</span><span class=cF0>:
|
|
<a name="l1607"></a> </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>25</span><span class=cF0>, </span><span class=cFE>86</span><span class=cF0>, </span><span class=cFE>110</span><span class=cF0>);
|
|
<a name="l1608"></a> </span><span class=cF5>MeshCursorW</span><span class=cF0>(&e, </span><span class=cF5>Fs</span><span class=cF0>, &x, &y, &z);
|
|
<a name="l1609"></a> e.cur_vertex = </span><span class=cF5>MeshVertexNew</span><span class=cF0>(&e, x, y, z);
|
|
<a name="l1610"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1611"></a>
|
|
<a name="l1612"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'m'</span><span class=cF0>:
|
|
<a name="l1613"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'M'</span><span class=cF0>:
|
|
<a name="l1614"></a> </span><span class=cF1>if</span><span class=cF0> (moving)
|
|
<a name="l1615"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1616"></a> </span><span class=cF1>if</span><span class=cF0> (adjusting_z)
|
|
<a name="l1617"></a> {
|
|
<a name="l1618"></a> e.mouse_z = </span><span class=cF5>RoundI64</span><span class=cF0>(</span><span class=cF5>Sign</span><span class=cF7>(</span><span class=cF0>p0b.y - </span><span class=cFB>mouse</span><span class=cF0>.presnap.y</span><span class=cF7>)</span><span class=cF0> *
|
|
<a name="l1619"></a> </span><span class=cF5>Sqrt</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(p0b.x - </span><span class=cFB>mouse</span><span class=cF0>.presnap.x) +
|
|
<a name="l1620"></a> </span><span class=cF5>Sqr</span><span class=cF0>(p0b.y - </span><span class=cFB>mouse</span><span class=cF0>.presnap.y)</span><span class=cF7>)</span><span class=cF0> + p0b.z, e.cur_snap);
|
|
<a name="l1621"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l1622"></a> adjusting_z = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1623"></a> </span><span class=cF5>MeshCursorW</span><span class=cF0>(&e, </span><span class=cF5>Fs</span><span class=cF0>, &x, &y, &z);
|
|
<a name="l1624"></a> </span><span class=cF5>MeshP0Offset</span><span class=cF0>(&e, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, z - p0a.z);
|
|
<a name="l1625"></a> }
|
|
<a name="l1626"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1627"></a> {
|
|
<a name="l1628"></a> </span><span class=cF5>MeshCursorW</span><span class=cF0>(&e, </span><span class=cF5>Fs</span><span class=cF0>, &x, &y, &z);
|
|
<a name="l1629"></a> </span><span class=cF5>MeshP0Offset</span><span class=cF0>(&e, x - p0a.x, y - p0a.y, z - p0a.z);
|
|
<a name="l1630"></a> }
|
|
<a name="l1631"></a> </span><span class=cF5>MeshTriSelAll</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1632"></a> </span><span class=cF5>MeshVertexSelAll</span><span class=cF0>(&e, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1633"></a> moving = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1634"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1635"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1636"></a>
|
|
<a name="l1637"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'t'</span><span class=cF0>:
|
|
<a name="l1638"></a> </span><span class=cF1>if</span><span class=cF0> (tmpv = </span><span class=cF5>MeshVertexFindScrPt</span><span class=cF7>(</span><span class=cF0>&e, arg1, arg2</span><span class=cF7>)</span><span class=cF0>)
|
|
<a name="l1639"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1640"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < make_tri_vertex_num; i++)
|
|
<a name="l1641"></a> </span><span class=cF1>if</span><span class=cF0> (va[i] == tmpv)
|
|
<a name="l1642"></a> {
|
|
<a name="l1643"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1644"></a> </span><span class=cF5>Beep</span><span class=cF0>;
|
|
<a name="l1645"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1646"></a> }
|
|
<a name="l1647"></a> </span><span class=cF1>if</span><span class=cF0> (i == make_tri_vertex_num)
|
|
<a name="l1648"></a> {
|
|
<a name="l1649"></a> </span><span class=cF5>Noise</span><span class=cF0>(</span><span class=cFE>25</span><span class=cF0>, </span><span class=cFE>86</span><span class=cF0>, </span><span class=cFE>110</span><span class=cF0>);
|
|
<a name="l1650"></a> va[make_tri_vertex_num++] = tmpv;
|
|
<a name="l1651"></a> tmpv->flags |= </span><span class=cF3>VF_SEL</span><span class=cF0>;
|
|
<a name="l1652"></a> </span><span class=cF1>if</span><span class=cF0> (make_tri_vertex_num == </span><span class=cFE>3</span><span class=cF0>)
|
|
<a name="l1653"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1654"></a> e.cur_tri = </span><span class=cF5>MeshTriNew</span><span class=cF0>(&e, e.cur_color, va[</span><span class=cFE>0</span><span class=cF0>], va[</span><span class=cFE>1</span><span class=cF0>], va[</span><span class=cFE>2</span><span class=cF0>]);
|
|
<a name="l1655"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < make_tri_vertex_num; i++)
|
|
<a name="l1656"></a> va[i]->flags &= ~</span><span class=cF3>VF_SEL</span><span class=cF0>;
|
|
<a name="l1657"></a> make_tri_vertex_num = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1658"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1659"></a> }
|
|
<a name="l1660"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1661"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1662"></a> }
|
|
<a name="l1663"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1664"></a>
|
|
<a name="l1665"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_R_DOWN</span><span class=cF0>:
|
|
<a name="l1666"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cFB>kbd</span><span class=cF0>.down_bitmap, </span><span class=cF3>SC_SHIFT</span><span class=cF7>)</span><span class=cF0>) adjusting_camera_xy = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1667"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cFB>kbd</span><span class=cF0>.down_bitmap, </span><span class=cF3>SC_ALT</span><span class=cF7>)</span><span class=cF0>) adjusting_camera_z = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1668"></a>
|
|
<a name="l1669"></a> </span><span class=cF1>if</span><span class=cF0> (!adjusting_z && e.ed_mode != </span><span class=cF6>'M'</span><span class=cF0> &&
|
|
<a name="l1670"></a> </span><span class=cF7>(</span><span class=cF0>e.chain_pred == e.vertex_head.last || e.ed_mode != </span><span class=cF6>'n'</span><span class=cF0> && e.ed_mode != </span><span class=cF6>'f'</span><span class=cF0> && e.ed_mode != </span><span class=cF6>'p'</span><span class=cF7>)</span><span class=cF0> &&
|
|
<a name="l1671"></a> !adjusting_camera_xy && !adjusting_camera_z)
|
|
<a name="l1672"></a> {
|
|
<a name="l1673"></a> </span><span class=cF1>if</span><span class=cF0> (moving)
|
|
<a name="l1674"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1675"></a> </span><span class=cF5>MeshCursorW</span><span class=cF0>(&e, </span><span class=cF5>Fs</span><span class=cF0>, &x, &y, &z);
|
|
<a name="l1676"></a> </span><span class=cF5>MeshP0Offset</span><span class=cF0>(&e, x - p0a.x, y - p0a.y, z - p0a.z);
|
|
<a name="l1677"></a> p0a.x = x;
|
|
<a name="l1678"></a> p0a.y = y;
|
|
<a name="l1679"></a> p0a.z = z;
|
|
<a name="l1680"></a> </span><span class=cF5>MeshP0Capture</span><span class=cF0>(&e);
|
|
<a name="l1681"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1682"></a> p0b.x = </span><span class=cFB>mouse</span><span class=cF0>.presnap.x;
|
|
<a name="l1683"></a> p0b.y = </span><span class=cFB>mouse</span><span class=cF0>.presnap.y;
|
|
<a name="l1684"></a> p0b.z = e.mouse_z;
|
|
<a name="l1685"></a> adjusting_z = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1686"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cF5>ClampI64</span><span class=cF7>(</span><span class=cF5>Freq2Ona</span><span class=cF0>(</span><span class=cFE>3</span><span class=cF0> * e.mouse_z + </span><span class=cFE>1500</span><span class=cF0>), </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF3>I8_MAX</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1687"></a> }
|
|
<a name="l1688"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1689"></a>
|
|
<a name="l1690"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_R_UP</span><span class=cF0>:
|
|
<a name="l1691"></a> adjusting_camera_xy = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1692"></a> adjusting_camera_z = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1693"></a> </span><span class=cF1>if</span><span class=cF0> (adjusting_z)
|
|
<a name="l1694"></a> {
|
|
<a name="l1695"></a> e.mouse_z = </span><span class=cF5>RoundI64</span><span class=cF0>(</span><span class=cF5>Sign</span><span class=cF7>(</span><span class=cF0>p0b.y - </span><span class=cFB>mouse</span><span class=cF0>.presnap.y</span><span class=cF7>)</span><span class=cF0> *
|
|
<a name="l1696"></a> </span><span class=cF5>Sqrt</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(p0b.x - </span><span class=cFB>mouse</span><span class=cF0>.presnap.x) +
|
|
<a name="l1697"></a> </span><span class=cF5>Sqr</span><span class=cF0>(p0b.y - </span><span class=cFB>mouse</span><span class=cF0>.presnap.y)</span><span class=cF7>)</span><span class=cF0> + p0b.z, e.cur_snap);
|
|
<a name="l1698"></a> </span><span class=cF5>Sound</span><span class=cF0>;
|
|
<a name="l1699"></a> adjusting_z = </span><span class=cF3>FALSE</span><span class=cF0>;
|
|
<a name="l1700"></a> </span><span class=cF1>if</span><span class=cF0> (moving)
|
|
<a name="l1701"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1702"></a> </span><span class=cF5>MeshCursorW</span><span class=cF0>(&e, </span><span class=cF5>Fs</span><span class=cF0>, &x, &y, &z);
|
|
<a name="l1703"></a> </span><span class=cF5>MeshP0Offset</span><span class=cF0>(&e, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, z - p0a.z);
|
|
<a name="l1704"></a> p0a.x = x;
|
|
<a name="l1705"></a> p0a.y = y;
|
|
<a name="l1706"></a> p0a.z = z;
|
|
<a name="l1707"></a> </span><span class=cF5>MeshP0Capture</span><span class=cF0>(&e);
|
|
<a name="l1708"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1709"></a> }
|
|
<a name="l1710"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (e.ed_mode == </span><span class=cF6>'n'</span><span class=cF0>)
|
|
<a name="l1711"></a> {
|
|
<a name="l1712"></a> </span><span class=cF1>if</span><span class=cF0> (e.chain_pred && e.chain_pred != e.vertex_head.last)
|
|
<a name="l1713"></a> </span><span class=cF5>MeshPolygon</span><span class=cF0>(&e, e.chain_pred->next, e.vertex_head.last, </span><span class=cF3>FALSE</span><span class=cF0>);
|
|
<a name="l1714"></a> arg1 = e.ed_mode;
|
|
<a name="l1715"></a> </span><span class=cF1>goto</span><span class=cF0> me_chain;
|
|
<a name="l1716"></a> }
|
|
<a name="l1717"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (e.ed_mode == </span><span class=cF6>'f'</span><span class=cF0>)
|
|
<a name="l1718"></a> {
|
|
<a name="l1719"></a> </span><span class=cF1>if</span><span class=cF0> (e.chain_pred && e.chain_pred != e.vertex_head.last)
|
|
<a name="l1720"></a> </span><span class=cF5>MeshFence</span><span class=cF0>(&e);
|
|
<a name="l1721"></a> arg1 = e.ed_mode;
|
|
<a name="l1722"></a> </span><span class=cF1>goto</span><span class=cF0> me_chain;
|
|
<a name="l1723"></a> }
|
|
<a name="l1724"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (e.ed_mode == </span><span class=cF6>'p'</span><span class=cF0>)
|
|
<a name="l1725"></a> {
|
|
<a name="l1726"></a> </span><span class=cF1>if</span><span class=cF0> (e.chain_pred && e.chain_pred != e.vertex_head.last)
|
|
<a name="l1727"></a> </span><span class=cF5>MeshPrism</span><span class=cF0>(&e);
|
|
<a name="l1728"></a> arg1 = e.ed_mode;
|
|
<a name="l1729"></a> </span><span class=cF1>goto</span><span class=cF0> me_chain;
|
|
<a name="l1730"></a> }
|
|
<a name="l1731"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1732"></a>
|
|
<a name="l1733"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_MOVE</span><span class=cF0>:
|
|
<a name="l1734"></a> </span><span class=cF1>if</span><span class=cF0> (adjusting_camera_xy)
|
|
<a name="l1735"></a> {
|
|
<a name="l1736"></a> </span><span class=cF2>// In the editor, X and Y of mouse rotate around Y and X 3D axes.</span><span class=cF0>
|
|
<a name="l1737"></a>
|
|
<a name="l1738"></a> s->sx += </span><span class=cFB>mouse</span><span class=cF0>.presnap.y - </span><span class=cFB>mouse_last</span><span class=cF0>.presnap.y;
|
|
<a name="l1739"></a> </span><span class=cF1>if</span><span class=cF0> (s->sx < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l1740"></a> s->sx = </span><span class=cFE>360</span><span class=cF0>; </span><span class=cF2>// VIEWANGLES_RANGE</span><span class=cF0>
|
|
<a name="l1741"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (s->sx > </span><span class=cFE>360</span><span class=cF0>)
|
|
<a name="l1742"></a> s->sx = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1743"></a> s->sy -= </span><span class=cFB>mouse</span><span class=cF0>.presnap.x - </span><span class=cFB>mouse_last</span><span class=cF0>.presnap.x;
|
|
<a name="l1744"></a> </span><span class=cF1>if</span><span class=cF0> (s->sy < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l1745"></a> s->sy = </span><span class=cFE>360</span><span class=cF0>; </span><span class=cF2>// VIEWANGLES_RANGE</span><span class=cF0>
|
|
<a name="l1746"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (s->sy > </span><span class=cFE>360</span><span class=cF0>)
|
|
<a name="l1747"></a> s->sy = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1748"></a> }
|
|
<a name="l1749"></a> </span><span class=cF1>if</span><span class=cF0> (adjusting_camera_z)
|
|
<a name="l1750"></a> {
|
|
<a name="l1751"></a> </span><span class=cF2>// In the editor, X and Y of mouse rotates around Z 3D axis.</span><span class=cF0>
|
|
<a name="l1752"></a>
|
|
<a name="l1753"></a> s->sz += </span><span class=cFB>mouse</span><span class=cF0>.presnap.x - </span><span class=cFB>mouse_last</span><span class=cF0>.presnap.x;
|
|
<a name="l1754"></a> s->sz += </span><span class=cFB>mouse</span><span class=cF0>.presnap.y - </span><span class=cFB>mouse_last</span><span class=cF0>.presnap.y;
|
|
<a name="l1755"></a> </span><span class=cF1>if</span><span class=cF0> (s->sz < </span><span class=cFE>0</span><span class=cF0>)
|
|
<a name="l1756"></a> s->sz = </span><span class=cFE>360</span><span class=cF0>; </span><span class=cF2>// VIEWANGLES_RANGE</span><span class=cF0>
|
|
<a name="l1757"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (s->sz > </span><span class=cFE>360</span><span class=cF0>)
|
|
<a name="l1758"></a> s->sz = </span><span class=cFE>0</span><span class=cF0>;
|
|
<a name="l1759"></a> }
|
|
<a name="l1760"></a>
|
|
<a name="l1761"></a> </span><span class=cF1>if</span><span class=cF0> (adjusting_camera_xy || adjusting_camera_z)
|
|
<a name="l1762"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1763"></a>
|
|
<a name="l1764"></a> </span><span class=cF1>if</span><span class=cF0> (adjusting_z)
|
|
<a name="l1765"></a> {
|
|
<a name="l1766"></a> e.mouse_z = </span><span class=cF5>RoundI64</span><span class=cF0>(</span><span class=cF5>Sign</span><span class=cF7>(</span><span class=cF0>p0b.y - </span><span class=cFB>mouse</span><span class=cF0>.presnap.y</span><span class=cF7>)</span><span class=cF0> *
|
|
<a name="l1767"></a> </span><span class=cF5>Sqrt</span><span class=cF7>(</span><span class=cF5>Sqr</span><span class=cF0>(p0b.x - </span><span class=cFB>mouse</span><span class=cF0>.presnap.x) +
|
|
<a name="l1768"></a> </span><span class=cF5>Sqr</span><span class=cF0>(p0b.y - </span><span class=cFB>mouse</span><span class=cF0>.presnap.y)</span><span class=cF7>)</span><span class=cF0> + p0b.z, e.cur_snap);
|
|
<a name="l1769"></a> </span><span class=cF5>Sound</span><span class=cF0>(</span><span class=cF5>ClampI64</span><span class=cF7>(</span><span class=cF5>Freq2Ona</span><span class=cF0>(</span><span class=cFE>3</span><span class=cF0> * e.mouse_z + </span><span class=cFE>1500</span><span class=cF0>), </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF3>I8_MAX</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1770"></a> }
|
|
<a name="l1771"></a> </span><span class=cF1>if</span><span class=cF0> (moving)
|
|
<a name="l1772"></a> {
|
|
<a name="l1773"></a> </span><span class=cF5>MeshCursorW</span><span class=cF0>(&e, </span><span class=cF5>Fs</span><span class=cF0>, &x, &y, &z);
|
|
<a name="l1774"></a> </span><span class=cF1>if</span><span class=cF0> (adjusting_z)
|
|
<a name="l1775"></a> </span><span class=cF5>MeshP0Offset</span><span class=cF0>(&e, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, z - p0a.z);
|
|
<a name="l1776"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1777"></a> </span><span class=cF5>MeshP0Offset</span><span class=cF0>(&e, x - p0a.x, y - p0a.y, z - p0a.z);
|
|
<a name="l1778"></a> p0a.x = x;
|
|
<a name="l1779"></a> p0a.y = y;
|
|
<a name="l1780"></a> p0a.z = z;
|
|
<a name="l1781"></a> </span><span class=cF5>MeshP0Capture</span><span class=cF0>(&e);
|
|
<a name="l1782"></a> }
|
|
<a name="l1783"></a> </span><span class=cF1>break</span><span class=cF0>;
|
|
<a name="l1784"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1785"></a> }
|
|
<a name="l1786"></a>me_done:
|
|
<a name="l1787"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1788"></a> </span><span class=cF1>catch</span><span class=cF0>
|
|
<a name="l1789"></a> </span><span class=cF5>Fs</span><span class=cF0>->catch_except = </span><span class=cF3>TRUE</span><span class=cF0>;
|
|
<a name="l1790"></a>
|
|
<a name="l1791"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
|
|
<a name="l1792"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
|
|
<a name="l1793"></a> </span><span class=cF1>if</span><span class=cF0> (save_and_exit)
|
|
<a name="l1794"></a> head = </span><span class=cF5>MeshSave</span><span class=cF0>(&e, _size);
|
|
<a name="l1795"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1796"></a> head = </span><span class=cF3>NULL</span><span class=cF0>;
|
|
<a name="l1797"></a> </span><span class=cF5>MeshCleanUp</span><span class=cF0>(&e);
|
|
<a name="l1798"></a> </span><span class=cF5>FramePtrDel</span><span class=cF0>(</span><span class=cF6>"CMeshFrame"</span><span class=cF0>);
|
|
<a name="l1799"></a> </span><span class=cF1>if</span><span class=cF0> (old_s)
|
|
<a name="l1800"></a> </span><span class=cF7>{</span><span class=cF0>
|
|
<a name="l1801"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(c->state, old_s, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CViewAngles</span><span class=cF7>)</span><span class=cF0>);
|
|
<a name="l1802"></a> </span><span class=cF5>Free</span><span class=cF0>(old_s);
|
|
<a name="l1803"></a> </span><span class=cF7>}</span><span class=cF0>
|
|
<a name="l1804"></a> </span><span class=cF1>else</span><span class=cF0>
|
|
<a name="l1805"></a> </span><span class=cF5>ViewAnglesDel</span><span class=cF0>;
|
|
<a name="l1806"></a>
|
|
<a name="l1807"></a> </span><span class=cF1>return</span><span class=cF0> head;
|
|
<a name="l1808"></a>}
|
|
</span></pre></body>
|
|
</html>
|