WIP: uv-simple-select #1

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Chris Blackbourn wants to merge 182 commits from uv-simple-select into main

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3 changed files with 52 additions and 89 deletions
Showing only changes of commit 7957c1a22b - Show all commits

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@ -80,34 +80,11 @@ bool uv_find_nearest_edge_multi(struct Scene *scene,
float penalty,
struct UvNearestHit *hit);
/**
* \param only_in_face: when true, only hit faces which `co` is inside.
* This gives users a result they might expect, especially when zoomed in.
*
* \note Concave faces can cause odd behavior, although in practice this isn't often an issue.
* The center can be outside the face, in this case the distance to the center
* could cause the face to be considered too far away.
* If this becomes an issue we could track the distance to the faces closest edge.
*/
bool uv_find_nearest_face_ex(struct Scene *scene,
struct Object *obedit,
const float co[2],
struct UvNearestHit *hit,
bool only_in_face);
bool uv_find_nearest_face(struct Scene *scene,
struct Object *obedit,
const float co[2],
struct UvNearestHit *hit);
bool uv_find_nearest_face_multi_ex(struct Scene *scene,
struct Object **objects,
uint objects_len,
const float co[2],
struct UvNearestHit *hit,
bool only_in_face);
bool uv_find_nearest_face_multi(struct Scene *scene,
struct Object **objects,
uint objects_len,
const float co[2],
float penalty,
struct UvNearestHit *hit);
BMLoop *uv_find_nearest_loop_from_vert(struct Scene *scene,

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@ -577,7 +577,7 @@ static int uv_shortest_path_pick_invoke(bContext *C, wmOperator *op, const wmEve
UvNearestHit hit = UV_NEAREST_HIT_INIT_MAX(&region->v2d);
bool hit_found = false;
if (uv_selectmode == UV_SELECT_FACE) {
if (uv_find_nearest_face_multi(scene, objects, objects_len, co, &hit)) {
if (uv_find_nearest_face_multi(scene, objects, objects_len, co, 0.0f, &hit)) {
hit_found = true;
}
}

View File

@ -876,8 +876,8 @@ bool uv_find_nearest_edge_multi(Scene *scene,
return found;
}
bool uv_find_nearest_face_ex(
Scene *scene, Object *obedit, const float co[2], UvNearestHit *hit, const bool only_in_face)
static bool uv_find_nearest_face(
Scene *scene, Object *obedit, const float co[2], const float penalty, UvNearestHit *hit)
{
BLI_assert((hit->scale[0] > 0.0f) && (hit->scale[1] > 0.0f));
BMEditMesh *em = BKE_editmesh_from_object(obedit);
@ -893,60 +893,63 @@ bool uv_find_nearest_face_ex(
continue;
}
float cent[2];
BM_face_uv_calc_center_median(efa, cd_loop_uv_offset, cent);
float delta[2];
sub_v2_v2v2(delta, co, cent);
mul_v2_v2(delta, hit->scale);
const float dist_test_sq = len_squared_v2(delta);
if (dist_test_sq < hit->dist_sq) {
if (only_in_face) {
if (!BM_face_uv_point_inside_test(efa, co, cd_loop_uv_offset)) {
continue;
}
}
if (BM_face_uv_point_inside_test(efa, co, cd_loop_uv_offset)) {
hit->ob = obedit;
hit->efa = efa;
hit->dist_sq = 0;
return true;
}
const BMUVOffsets offsets = BM_uv_map_get_offsets(em->bm);
BMLoop *l;
BMIter liter;
int i;
BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
float *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
float *luv_next = BM_ELEM_CD_GET_VOID_P(l->next, cd_loop_uv_offset);
float delta[2];
closest_to_line_segment_v2(delta, co, luv, luv_next);
sub_v2_v2(delta, co);
mul_v2_v2(delta, hit->scale);
float dist_test_sq = len_squared_v2(delta);
/* Ensures that successive selection attempts will select other edges sharing the same
* UV coordinates as the previous selection. */
if ((penalty != 0.0f) && uvedit_edge_select_test(scene, l, offsets)) {
dist_test_sq = square_f(sqrtf(dist_test_sq) + penalty);
}
if (dist_test_sq < hit->dist_sq) {
hit->ob = obedit;
hit->efa = efa;
hit->l = l;
hit->dist_sq = dist_test_sq;
found = true;
}
}
}
return found;
}
bool uv_find_nearest_face(Scene *scene, Object *obedit, const float co[2], UvNearestHit *hit)
{
return uv_find_nearest_face_ex(scene, obedit, co, hit, false);
}
bool uv_find_nearest_face_multi_ex(Scene *scene,
bool uv_find_nearest_face_multi(Scene *scene,
Object **objects,
const uint objects_len,
uint objects_len,
const float co[2],
UvNearestHit *hit,
const bool only_in_face)
const float penalty,
UvNearestHit *hit)
{
bool found = false;
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
Object *obedit = objects[ob_index];
if (uv_find_nearest_face_ex(scene, obedit, co, hit, only_in_face)) {
found = true;
}
for (int ob_index = 0; ob_index < objects_len; ob_index++) {
found |= uv_find_nearest_face(scene, objects[ob_index], co, penalty, hit);
}
return found;
}
bool uv_find_nearest_face_multi(
Scene *scene, Object **objects, const uint objects_len, const float co[2], UvNearestHit *hit)
{
return uv_find_nearest_face_multi_ex(scene, objects, objects_len, co, hit, false);
}
static bool uv_nearest_between(const BMLoop *l, const float co[2], const int cd_loop_uv_offset)
{
const float *uv_prev = BM_ELEM_CD_GET_FLOAT_P(l->prev, cd_loop_uv_offset);
@ -2484,30 +2487,14 @@ static bool uv_mouse_select_multi(bContext *C,
}
else if (selectmode == UV_SELECT_FACE) {
/* find face */
found_item = uv_find_nearest_face_multi(scene, objects, objects_len, co, &hit);
if (!found_item) {
/* Fallback, perform a second pass without a limited threshold,
* which succeeds as long as the cursor is inside the UV face.
* Useful when zoomed in, to select faces with distant screen-space face centers. */
hit.dist_sq = FLT_MAX;
found_item = uv_find_nearest_face_multi_ex(scene, objects, objects_len, co, &hit, true);
}
found_item = uv_find_nearest_face_multi(scene, objects, objects_len, co, penalty_dist, &hit);
if (found_item) {
BMesh *bm = BKE_editmesh_from_object(hit.ob)->bm;
BM_mesh_active_face_set(bm, hit.efa);
}
}
else if (selectmode == UV_SELECT_ISLAND) {
found_item = uv_find_nearest_edge_multi(scene, objects, objects_len, co, 0.0f, &hit);
if (!found_item) {
/* Without this, we can be within the face of an island but too far from an edge,
* see face selection comment for details. */
hit.dist_sq = FLT_MAX;
found_item = uv_find_nearest_face_multi_ex(scene, objects, objects_len, co, &hit, true);
}
found_item = uv_find_nearest_face_multi(scene, objects, objects_len, co, penalty_dist, &hit);
}
bool found = found_item;
@ -2528,9 +2515,8 @@ static bool uv_mouse_select_multi(bContext *C,
is_selected = uvedit_edge_select_test(scene, hit.l, offsets);
}
else {
/* Vertex or island. For island (if we were using #uv_find_nearest_face_multi_ex, see above),
* `hit.l` is NULL, use `hit.efa` instead. */
if (hit.l != NULL) {
/* Vertex or island. */
if (hit.l) {
is_selected = uvedit_uv_select_test(scene, hit.l, offsets);
}
else {