forked from blender/blender
WIP: uv-simple-select (Version2) #2
@ -86,7 +86,6 @@ bool ED_uvedit_test(struct Object *obedit);
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/* Visibility and selection tests. */
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bool uvedit_face_visible_test_ex(const struct ToolSettings *ts, struct BMFace *efa);
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bool uvedit_face_select_test_ex(const struct ToolSettings *ts,
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struct BMFace *efa,
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BMUVOffsets offsets);
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@ -194,30 +193,6 @@ void uvedit_uv_select_set_with_sticky(const struct Scene *scene,
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bool do_history,
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BMUVOffsets offsets);
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/* Low level functions for sticky element selection (sticky mode independent). Type of sticky
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* selection is specified explicitly (using sticky_flag, except for face selection). */
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void uvedit_face_select_shared_vert(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMFace *efa,
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const bool select,
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const bool do_history,
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BMUVOffsets offsets);
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void uvedit_edge_select_shared_vert(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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const bool select,
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const int sticky_flag,
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const bool do_history,
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BMUVOffsets offsets);
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void uvedit_uv_select_shared_vert(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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const bool select,
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const int sticky_flag,
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const bool do_history,
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BMUVOffsets offsets);
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/* Sets required UV edge flags as specified by the sticky_flag. */
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void uvedit_edge_select_set_noflush(const struct Scene *scene,
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struct BMLoop *l,
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@ -259,19 +234,6 @@ bool ED_uvedit_nearest_uv_multi(const struct View2D *v2d,
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float *dist_sq,
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float r_uv[2]);
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struct BMFace **ED_uvedit_selected_faces(const struct Scene *scene,
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struct BMesh *bm,
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int len_max,
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int *r_faces_len);
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struct BMLoop **ED_uvedit_selected_edges(const struct Scene *scene,
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struct BMesh *bm,
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int len_max,
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int *r_edges_len);
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struct BMLoop **ED_uvedit_selected_verts(const struct Scene *scene,
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struct BMesh *bm,
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int len_max,
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int *r_verts_len);
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void ED_uvedit_get_aspect(struct Object *obedit, float *r_aspx, float *r_aspy);
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/**
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@ -18,7 +18,7 @@ struct Scene;
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struct SpaceImage;
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struct wmOperatorType;
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/* find nearest */
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/* UV Find Nearest */
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typedef struct UvNearestHit {
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/** Only for `*_multi(..)` versions of functions. */
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@ -30,9 +30,9 @@ typedef struct UvNearestHit {
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* Needs to be set before calling nearest functions.
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*
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* \note When #UV_NEAREST_HIT_INIT_DIST_PX or #UV_NEAREST_HIT_INIT_MAX are used,
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* this value is pixels squared.
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* Units are pixels.
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*/
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float dist_sq;
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float dist;
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/** Scale the UVs to account for aspect ratio from the image view. */
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float scale[2];
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@ -40,7 +40,7 @@ typedef struct UvNearestHit {
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#define UV_NEAREST_HIT_INIT_DIST_PX(v2d, dist_px) \
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{ \
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.dist_sq = square_f(U.pixelsize * dist_px), \
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.dist = U.pixelsize * dist_px, \
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.scale = { \
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UI_view2d_scale_get_x(v2d), \
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UI_view2d_scale_get_y(v2d), \
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@ -49,7 +49,7 @@ typedef struct UvNearestHit {
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#define UV_NEAREST_HIT_INIT_MAX(v2d) \
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{ \
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.dist_sq = FLT_MAX, \
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.dist = FLT_MAX, \
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.scale = { \
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UI_view2d_scale_get_x(v2d), \
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UI_view2d_scale_get_y(v2d), \
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@ -80,34 +80,11 @@ bool uv_find_nearest_edge_multi(struct Scene *scene,
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float penalty,
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struct UvNearestHit *hit);
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/**
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* \param only_in_face: when true, only hit faces which `co` is inside.
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* This gives users a result they might expect, especially when zoomed in.
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*
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* \note Concave faces can cause odd behavior, although in practice this isn't often an issue.
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* The center can be outside the face, in this case the distance to the center
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* could cause the face to be considered too far away.
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* If this becomes an issue we could track the distance to the faces closest edge.
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*/
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bool uv_find_nearest_face_ex(struct Scene *scene,
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struct Object *obedit,
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const float co[2],
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struct UvNearestHit *hit,
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bool only_in_face);
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bool uv_find_nearest_face(struct Scene *scene,
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struct Object *obedit,
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const float co[2],
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struct UvNearestHit *hit);
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bool uv_find_nearest_face_multi_ex(struct Scene *scene,
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struct Object **objects,
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uint objects_len,
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const float co[2],
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struct UvNearestHit *hit,
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bool only_in_face);
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bool uv_find_nearest_face_multi(struct Scene *scene,
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struct Object **objects,
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uint objects_len,
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const float co[2],
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float penalty,
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struct UvNearestHit *hit);
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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
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UvNearestHit hit = UV_NEAREST_HIT_INIT_MAX(®ion->v2d);
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bool hit_found = false;
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if (uv_selectmode == UV_SELECT_FACE) {
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if (uv_find_nearest_face_multi(scene, objects, objects_len, co, &hit)) {
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if (uv_find_nearest_face_multi(scene, objects, objects_len, co, 0.0f, &hit)) {
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hit_found = true;
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}
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}
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@ -787,6 +787,156 @@ void UV_OT_shortest_path_pick(wmOperatorType *ot)
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/** \name Select Path Between Existing Selection
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* \{ */
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/* -------------------------------------------------------------------- */
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/** \name Selected Elements as Arrays (Vertex, Edge & Faces)
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*
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* These functions return single elements per connected vertex/edge.
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* So an edge that has two connected edge loops only assigns one loop in the array.
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* \{ */
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static BMFace **ED_uvedit_selected_faces(const Scene *scene,
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BMesh *bm,
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int len_max,
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int *r_faces_len)
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{
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const BMUVOffsets offsets = BM_uv_map_get_offsets(bm);
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int faces_len = 0;
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BMFace **faces = MEM_mallocN(sizeof(*faces) * len_max, __func__);
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BMIter iter;
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BMFace *f;
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BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
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if (uvedit_face_visible_test(scene, f) && uvedit_face_select_test(scene, f, offsets)) {
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faces[faces_len++] = f;
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if (faces_len == len_max) {
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break;
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}
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}
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}
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*r_faces_len = faces_len;
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return faces;
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}
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static BMLoop **ED_uvedit_selected_edges(const Scene *scene,
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BMesh *bm,
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int len_max,
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int *r_edges_len)
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{
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const BMUVOffsets offsets = BM_uv_map_get_offsets(bm);
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BLI_assert(offsets.uv >= 0);
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CLAMP_MAX(len_max, bm->totloop);
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int edges_len = 0;
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BMLoop **edges = MEM_mallocN(sizeof(*edges) * len_max, __func__);
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BMIter iter;
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BMFace *f;
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/* Clear tag. */
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BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
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BMIter liter;
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BMLoop *l_iter;
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BM_ITER_ELEM (l_iter, &liter, f, BM_LOOPS_OF_FACE) {
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BM_elem_flag_disable(l_iter, BM_ELEM_TAG);
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}
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}
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BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
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if (uvedit_face_visible_test(scene, f)) {
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BMIter liter;
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BMLoop *l_iter;
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BM_ITER_ELEM (l_iter, &liter, f, BM_LOOPS_OF_FACE) {
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if (!BM_elem_flag_test(l_iter, BM_ELEM_TAG)) {
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if (uvedit_edge_select_test(scene, l_iter, offsets)) {
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BM_elem_flag_enable(l_iter, BM_ELEM_TAG);
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edges[edges_len++] = l_iter;
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if (edges_len == len_max) {
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goto finally;
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}
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/* Tag other connected loops so we don't consider them separate edges. */
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if (l_iter != l_iter->radial_next) {
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BMLoop *l_radial_iter = l_iter->radial_next;
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do {
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if (BM_loop_uv_share_edge_check(l_iter, l_radial_iter, offsets.uv)) {
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BM_elem_flag_enable(l_radial_iter, BM_ELEM_TAG);
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}
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} while ((l_radial_iter = l_radial_iter->radial_next) != l_iter);
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}
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}
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}
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}
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}
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}
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finally:
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*r_edges_len = edges_len;
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return edges;
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}
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static BMLoop **ED_uvedit_selected_verts(const Scene *scene,
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BMesh *bm,
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int len_max,
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int *r_verts_len)
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{
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const BMUVOffsets offsets = BM_uv_map_get_offsets(bm);
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BLI_assert(offsets.select_vert >= 0);
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BLI_assert(offsets.uv >= 0);
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CLAMP_MAX(len_max, bm->totloop);
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int verts_len = 0;
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BMLoop **verts = MEM_mallocN(sizeof(*verts) * len_max, __func__);
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BMIter iter;
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BMFace *f;
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/* Clear tag. */
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BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
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BMIter liter;
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BMLoop *l_iter;
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BM_ITER_ELEM (l_iter, &liter, f, BM_LOOPS_OF_FACE) {
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BM_elem_flag_disable(l_iter, BM_ELEM_TAG);
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}
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}
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BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
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if (uvedit_face_visible_test(scene, f)) {
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BMIter liter;
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BMLoop *l_iter;
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BM_ITER_ELEM (l_iter, &liter, f, BM_LOOPS_OF_FACE) {
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if (!BM_elem_flag_test(l_iter, BM_ELEM_TAG)) {
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if (BM_ELEM_CD_GET_BOOL(l_iter, offsets.select_vert)) {
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BM_elem_flag_enable(l_iter->v, BM_ELEM_TAG);
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verts[verts_len++] = l_iter;
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if (verts_len == len_max) {
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goto finally;
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}
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/* Tag other connected loops so we don't consider them separate vertices. */
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BMIter liter_disk;
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BMLoop *l_disk_iter;
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BM_ITER_ELEM (l_disk_iter, &liter_disk, l_iter->v, BM_LOOPS_OF_VERT) {
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if (BM_loop_uv_share_vert_check(l_iter, l_disk_iter, offsets.uv)) {
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BM_elem_flag_enable(l_disk_iter, BM_ELEM_TAG);
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}
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}
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}
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}
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}
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}
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}
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finally:
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*r_verts_len = verts_len;
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return verts;
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}
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/** \} */
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static int uv_shortest_path_select_exec(bContext *C, wmOperator *op)
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{
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Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
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@ -5,43 +5,22 @@
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* \ingroup eduv
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*/
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include "BKE_context.h"
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#include "BKE_editmesh.h"
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#include "BKE_layer.h"
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#include "BKE_mesh.h"
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#include "BKE_mesh_mapping.h"
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#include "BKE_report.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_node_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_space_types.h"
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#include "BLI_alloca.h"
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#include "BLI_blenlib.h"
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#include "BLI_hash.h"
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#include "BLI_heap.h"
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#include "BLI_kdopbvh.h"
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#include "BLI_kdtree.h"
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#include "BLI_lasso_2d.h"
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#include "BLI_math.h"
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#include "BLI_memarena.h"
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#include "BLI_polyfill_2d.h"
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#include "BLI_polyfill_2d_beautify.h"
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#include "BLI_utildefines.h"
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#include "BKE_context.h"
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#include "BKE_customdata.h"
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#include "BKE_editmesh.h"
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#include "BKE_layer.h"
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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#include "BKE_mesh_mapping.h"
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#include "BKE_report.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "ED_image.h"
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@ -50,28 +29,19 @@
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#include "ED_select_utils.h"
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#include "ED_uvedit.h"
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#include "MEM_guardedalloc.h"
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#include "RNA_access.h"
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#include "RNA_define.h"
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#include "RNA_enum_types.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "UI_view2d.h"
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#include "uvedit_intern.h"
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static void uv_select_all_perform(const Scene *scene, Object *obedit, int action);
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#include "WM_api.h"
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static void uv_select_all_perform_multi_ex(const Scene *scene,
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Object **objects,
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const uint objects_len,
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int action,
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const Object *ob_exclude);
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static void uv_select_all_perform_multi(const Scene *scene,
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Object **objects,
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const uint objects_len,
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int action);
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static void uv_select_all_perform(const Scene *scene, Object *obedit, int action);
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|
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static void uv_select_flush_from_tag_face(const Scene *scene, Object *obedit, const bool select);
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static void uv_select_flush_from_tag_loop(const Scene *scene, Object *obedit, const bool select);
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@ -81,6 +51,30 @@ static void uv_select_tag_update_for_object(Depsgraph *depsgraph,
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const ToolSettings *ts,
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Object *obedit);
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|
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/* Low level functions for sticky element selection (sticky mode independent). Type of sticky
|
||||
* selection is specified explicitly (using sticky_flag, except for face selection). */
|
||||
|
||||
static void uvedit_face_select_shared_vert(const struct Scene *scene,
|
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struct BMEditMesh *em,
|
||||
struct BMFace *efa,
|
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const bool select,
|
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const bool do_history,
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BMUVOffsets offsets);
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static void uvedit_edge_select_shared_vert(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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const bool select,
|
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const int sticky_flag,
|
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const bool do_history,
|
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BMUVOffsets offsets);
|
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static void uvedit_uv_select_shared_vert(const struct Scene *scene,
|
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struct BMEditMesh *em,
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struct BMLoop *l,
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const bool select,
|
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const int sticky_flag,
|
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const bool do_history,
|
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BMUVOffsets offsets);
|
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|
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typedef enum {
|
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UV_SSIM_AREA_UV = 1000,
|
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UV_SSIM_AREA_3D,
|
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@ -153,32 +147,47 @@ BMLoop *ED_uvedit_active_edge_loop_get(BMesh *bm)
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|
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char ED_uvedit_select_mode_get(const Scene *scene)
|
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{
|
||||
/* Returns a single element selection mode (Vertex, Edge or Face) based on
|
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* Sync Selection, and potentially multiple selected modes in the UI. */
|
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const ToolSettings *ts = scene->toolsettings;
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char uv_selectmode = UV_SELECT_VERTEX;
|
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char uv_select_mode = ts->uv_selectmode; /* i.e. Default from UV Editor. */
|
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|
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if (ts->uv_flag & UV_SYNC_SELECTION) {
|
||||
/* We're in Sync-Selection mode.
|
||||
* Convert the selection mode options from the 3D Viewport
|
||||
* into their closest UV Editor equivalents. */
|
||||
|
||||
uv_select_mode = 0;
|
||||
if (ts->selectmode & SCE_SELECT_VERTEX) {
|
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uv_selectmode = UV_SELECT_VERTEX;
|
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uv_select_mode |= UV_SELECT_VERTEX;
|
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}
|
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else if (ts->selectmode & SCE_SELECT_EDGE) {
|
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uv_selectmode = UV_SELECT_EDGE;
|
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if (ts->selectmode & SCE_SELECT_EDGE) {
|
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uv_select_mode |= UV_SELECT_EDGE;
|
||||
}
|
||||
else if (ts->selectmode & SCE_SELECT_FACE) {
|
||||
uv_selectmode = UV_SELECT_FACE;
|
||||
if (ts->selectmode & SCE_SELECT_FACE) {
|
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uv_select_mode |= UV_SELECT_FACE;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (ts->uv_selectmode & UV_SELECT_VERTEX) {
|
||||
uv_selectmode = UV_SELECT_VERTEX;
|
||||
|
||||
/* Order is important here, as more than one type of selection element could be enabled. */
|
||||
if (uv_select_mode & UV_SELECT_VERTEX) {
|
||||
return UV_SELECT_VERTEX; /* Vertex selection is enabled, use Vertex mode. */
|
||||
}
|
||||
else if (ts->uv_selectmode & UV_SELECT_EDGE) {
|
||||
uv_selectmode = UV_SELECT_EDGE;
|
||||
if (uv_select_mode & UV_SELECT_EDGE) {
|
||||
return UV_SELECT_EDGE; /* Edge selection is enabled, use Edge mode. */
|
||||
}
|
||||
else if (ts->uv_selectmode & UV_SELECT_FACE) {
|
||||
uv_selectmode = UV_SELECT_FACE;
|
||||
if (uv_select_mode & UV_SELECT_FACE) {
|
||||
return UV_SELECT_FACE; /* Face selection is enabled, use Face mode. */
|
||||
}
|
||||
|
||||
if (uv_select_mode & UV_SELECT_ISLAND) {
|
||||
/* Island selection is stored as Vertex selection internally. */
|
||||
return UV_SELECT_VERTEX; /* Not UV_SELECT_ISLAND ! */
|
||||
}
|
||||
return uv_selectmode;
|
||||
|
||||
BLI_assert_unreachable();
|
||||
|
||||
return UV_SELECT_VERTEX; /* Should never happen. */
|
||||
}
|
||||
|
||||
void ED_uvedit_select_sync_flush(const ToolSettings *ts, BMEditMesh *em, const bool select)
|
||||
@ -202,7 +211,7 @@ void ED_uvedit_select_sync_flush(const ToolSettings *ts, BMEditMesh *em, const b
|
||||
|
||||
static void uvedit_vertex_select_tagged(BMEditMesh *em,
|
||||
Scene *scene,
|
||||
bool select,
|
||||
const bool select,
|
||||
const BMUVOffsets offsets)
|
||||
{
|
||||
BMFace *efa;
|
||||
@ -218,16 +227,18 @@ static void uvedit_vertex_select_tagged(BMEditMesh *em,
|
||||
}
|
||||
}
|
||||
|
||||
bool uvedit_face_visible_test_ex(const ToolSettings *ts, BMFace *efa)
|
||||
{
|
||||
if (ts->uv_flag & UV_SYNC_SELECTION) {
|
||||
return (BM_elem_flag_test(efa, BM_ELEM_HIDDEN) == 0);
|
||||
}
|
||||
return (BM_elem_flag_test(efa, BM_ELEM_HIDDEN) == 0 && BM_elem_flag_test(efa, BM_ELEM_SELECT));
|
||||
}
|
||||
bool uvedit_face_visible_test(const Scene *scene, BMFace *efa)
|
||||
{
|
||||
return uvedit_face_visible_test_ex(scene->toolsettings, efa);
|
||||
if (BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
|
||||
/* Face Hidden flag always applies to both 3D viewport *and* UV Editor. */
|
||||
return false;
|
||||
}
|
||||
if (scene->toolsettings->uv_flag & UV_SYNC_SELECTION) {
|
||||
/* UV Sync Selection mode, ignore 3D Viewport selection for visibility in UV Editor. */
|
||||
return true;
|
||||
}
|
||||
/* No sync-selection, only *selected* faces in 3D Viewport are visible in UV Editor. */
|
||||
return BM_elem_flag_test(efa, BM_ELEM_SELECT);
|
||||
}
|
||||
|
||||
bool uvedit_face_select_test_ex(const ToolSettings *ts, BMFace *efa, const BMUVOffsets offsets)
|
||||
@ -807,6 +818,33 @@ static BMLoop *uvedit_loop_find_other_boundary_loop_with_visible_face(const Scen
|
||||
/** \name Find Nearest Elements
|
||||
* \{ */
|
||||
|
||||
static bool uv_nearest_was_updated(const UvNearestHit *hit)
|
||||
{
|
||||
return hit->efa;
|
||||
}
|
||||
|
||||
static void uv_nearest_hit_update(
|
||||
UvNearestHit *hit, Object *ob, BMFace *efa, BMLoop *l, const float dist)
|
||||
{
|
||||
BLI_assert(ob != NULL);
|
||||
BLI_assert(efa != NULL);
|
||||
BLI_assert(dist >= 0.0f);
|
||||
if (dist < hit->dist) {
|
||||
hit->ob = ob;
|
||||
hit->efa = efa;
|
||||
hit->l = l; /* Can be NULL. */
|
||||
hit->dist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
static float uv_nearest_calc_dist(const UvNearestHit *hit, const float co[2], const float uv[2])
|
||||
{
|
||||
float delta[2];
|
||||
sub_v2_v2v2(delta, co, uv);
|
||||
mul_v2_v2(delta, hit->scale);
|
||||
return len_v2(delta);
|
||||
}
|
||||
|
||||
bool uv_find_nearest_edge(
|
||||
Scene *scene, Object *obedit, const float co[2], const float penalty, UvNearestHit *hit)
|
||||
{
|
||||
@ -817,7 +855,6 @@ bool uv_find_nearest_edge(
|
||||
BMIter iter, liter;
|
||||
float *luv, *luv_next;
|
||||
int i;
|
||||
bool found = false;
|
||||
|
||||
const BMUVOffsets offsets = BM_uv_map_get_offsets(em->bm);
|
||||
BLI_assert(offsets.uv >= 0);
|
||||
@ -834,29 +871,17 @@ bool uv_find_nearest_edge(
|
||||
|
||||
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);
|
||||
float dist_test = uv_nearest_calc_dist(hit, co, 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);
|
||||
dist_test += 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;
|
||||
uv_nearest_hit_update(hit, obedit, efa, l, dist_test);
|
||||
}
|
||||
}
|
||||
}
|
||||
return found;
|
||||
return uv_nearest_was_updated(hit);
|
||||
}
|
||||
|
||||
bool uv_find_nearest_edge_multi(Scene *scene,
|
||||
@ -866,85 +891,64 @@ bool uv_find_nearest_edge_multi(Scene *scene,
|
||||
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_edge(scene, obedit, co, penalty, hit)) {
|
||||
found = true;
|
||||
uv_find_nearest_edge(scene, objects[ob_index], co, penalty, hit);
|
||||
}
|
||||
}
|
||||
return found;
|
||||
return uv_nearest_was_updated(hit);
|
||||
}
|
||||
|
||||
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_dist, UvNearestHit *hit)
|
||||
{
|
||||
BLI_assert((hit->scale[0] > 0.0f) && (hit->scale[1] > 0.0f));
|
||||
BMEditMesh *em = BKE_editmesh_from_object(obedit);
|
||||
bool found = false;
|
||||
|
||||
const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_PROP_FLOAT2);
|
||||
const BMUVOffsets offsets = BM_uv_map_get_offsets(em->bm);
|
||||
|
||||
BMIter iter;
|
||||
BMFace *efa;
|
||||
|
||||
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
|
||||
if (!uvedit_face_visible_test(scene, efa)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
float cent[2];
|
||||
BM_face_uv_calc_center_median(efa, cd_loop_uv_offset, cent);
|
||||
/* Ensures that successive selection attempts will select other edges sharing the same
|
||||
* UV coordinates as the previous selection. */
|
||||
const float face_penalty_dist = uvedit_face_select_test(scene, efa, offsets) ? penalty_dist :
|
||||
0.0f;
|
||||
|
||||
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)) {
|
||||
if (BM_face_uv_point_inside_test(efa, co, offsets.uv)) {
|
||||
uv_nearest_hit_update(hit, obedit, efa, NULL, face_penalty_dist);
|
||||
continue;
|
||||
}
|
||||
|
||||
BMLoop *l;
|
||||
BMIter liter;
|
||||
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
|
||||
float *luv = BM_ELEM_CD_GET_VOID_P(l, offsets.uv);
|
||||
float *luv_next = BM_ELEM_CD_GET_VOID_P(l->next, offsets.uv);
|
||||
|
||||
float delta[2];
|
||||
closest_to_line_segment_v2(delta, co, luv, luv_next);
|
||||
sub_v2_v2(delta, co);
|
||||
mul_v2_v2(delta, hit->scale);
|
||||
uv_nearest_hit_update(hit, obedit, efa, NULL, len_v2(delta) + face_penalty_dist);
|
||||
}
|
||||
}
|
||||
return uv_nearest_was_updated(hit);
|
||||
}
|
||||
|
||||
hit->ob = obedit;
|
||||
hit->efa = efa;
|
||||
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_dist,
|
||||
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++) {
|
||||
uv_find_nearest_face(scene, objects[ob_index], co, penalty_dist, 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);
|
||||
return uv_nearest_was_updated(hit);
|
||||
}
|
||||
|
||||
static bool uv_nearest_between(const BMLoop *l, const float co[2], const int cd_loop_uv_offset)
|
||||
@ -961,7 +965,6 @@ bool uv_find_nearest_vert(
|
||||
Scene *scene, Object *obedit, float const co[2], const float penalty_dist, UvNearestHit *hit)
|
||||
{
|
||||
BLI_assert((hit->scale[0] > 0.0f) && (hit->scale[1] > 0.0f));
|
||||
bool found = false;
|
||||
|
||||
BMEditMesh *em = BKE_editmesh_from_object(obedit);
|
||||
BMFace *efa;
|
||||
@ -981,39 +984,30 @@ bool uv_find_nearest_vert(
|
||||
BMLoop *l;
|
||||
int i;
|
||||
BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
|
||||
float *luv = BM_ELEM_CD_GET_FLOAT_P(l, offsets.uv);
|
||||
|
||||
float delta[2];
|
||||
|
||||
sub_v2_v2v2(delta, co, luv);
|
||||
mul_v2_v2(delta, hit->scale);
|
||||
|
||||
float dist_test_sq = len_squared_v2(delta);
|
||||
const float *luv = BM_ELEM_CD_GET_FLOAT_P(l, offsets.uv);
|
||||
float dist_test = uv_nearest_calc_dist(hit, co, luv);
|
||||
|
||||
/* Ensures that successive selection attempts will select other vertices sharing the same
|
||||
* UV coordinates */
|
||||
if ((penalty_dist != 0.0f) && uvedit_uv_select_test(scene, l, offsets)) {
|
||||
dist_test_sq = square_f(sqrtf(dist_test_sq) + penalty_dist);
|
||||
dist_test += penalty_dist;
|
||||
}
|
||||
|
||||
if (dist_test_sq <= hit->dist_sq) {
|
||||
if (dist_test_sq == hit->dist_sq) {
|
||||
if (!uv_nearest_between(l, co, offsets.uv)) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
hit->dist_sq = dist_test_sq;
|
||||
|
||||
if (dist_test == hit->dist) {
|
||||
/* Special case to break ties. */
|
||||
if (uv_nearest_between(l, co, offsets.uv)) {
|
||||
hit->ob = obedit;
|
||||
hit->efa = efa;
|
||||
hit->l = l;
|
||||
found = true;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
uv_nearest_hit_update(hit, obedit, efa, l, dist_test);
|
||||
}
|
||||
}
|
||||
|
||||
return found;
|
||||
return uv_nearest_was_updated(hit);
|
||||
}
|
||||
|
||||
bool uv_find_nearest_vert_multi(Scene *scene,
|
||||
@ -2433,8 +2427,8 @@ static bool uv_mouse_select_multi(bContext *C,
|
||||
Scene *scene = CTX_data_scene(C);
|
||||
const ToolSettings *ts = scene->toolsettings;
|
||||
UvNearestHit hit = UV_NEAREST_HIT_INIT_DIST_PX(®ion->v2d, 75.0f);
|
||||
int selectmode, sticky;
|
||||
bool found_item = false;
|
||||
int selectmode = ts->uv_selectmode;
|
||||
int sticky = ts->uv_sticky;
|
||||
/* 0 == don't flush, 1 == sel, -1 == deselect; only use when selection sync is enabled. */
|
||||
int flush = 0;
|
||||
|
||||
@ -2456,16 +2450,11 @@ static bool uv_mouse_select_multi(bContext *C,
|
||||
|
||||
sticky = SI_STICKY_DISABLE;
|
||||
}
|
||||
else {
|
||||
selectmode = ts->uv_selectmode;
|
||||
sticky = ts->uv_sticky;
|
||||
}
|
||||
|
||||
/* find nearest element */
|
||||
if (selectmode == UV_SELECT_VERTEX) {
|
||||
/* find vertex */
|
||||
found_item = uv_find_nearest_vert_multi(scene, objects, objects_len, co, penalty_dist, &hit);
|
||||
if (found_item) {
|
||||
if (uv_find_nearest_vert_multi(scene, objects, objects_len, co, penalty_dist, &hit)) {
|
||||
if ((ts->uv_flag & UV_SYNC_SELECTION) == 0) {
|
||||
BMesh *bm = BKE_editmesh_from_object(hit.ob)->bm;
|
||||
ED_uvedit_active_vert_loop_set(bm, hit.l);
|
||||
@ -2474,8 +2463,7 @@ static bool uv_mouse_select_multi(bContext *C,
|
||||
}
|
||||
else if (selectmode == UV_SELECT_EDGE) {
|
||||
/* find edge */
|
||||
found_item = uv_find_nearest_edge_multi(scene, objects, objects_len, co, penalty_dist, &hit);
|
||||
if (found_item) {
|
||||
if (uv_find_nearest_edge_multi(scene, objects, objects_len, co, penalty_dist, &hit)) {
|
||||
if ((ts->uv_flag & UV_SYNC_SELECTION) == 0) {
|
||||
BMesh *bm = BKE_editmesh_from_object(hit.ob)->bm;
|
||||
ED_uvedit_active_edge_loop_set(bm, hit.l);
|
||||
@ -2484,33 +2472,18 @@ 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);
|
||||
}
|
||||
|
||||
const bool 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);
|
||||
}
|
||||
uv_find_nearest_face_multi(scene, objects, objects_len, co, penalty_dist, &hit);
|
||||
}
|
||||
|
||||
bool found = found_item;
|
||||
bool found = uv_nearest_was_updated(&hit);
|
||||
bool changed = false;
|
||||
|
||||
bool is_selected = false;
|
||||
@ -2528,9 +2501,8 @@ 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 {
|
||||
@ -3494,6 +3466,32 @@ static void uv_select_flush_from_loop_edge_flag(const Scene *scene, BMEditMesh *
|
||||
/** \name Box Select Operator
|
||||
* \{ */
|
||||
|
||||
static bool uv_box_select_is_face_touching(Scene *scene,
|
||||
BMFace *efa,
|
||||
rctf rectf,
|
||||
const int cd_loop_uv_offset)
|
||||
{
|
||||
/* First, are we visible? */
|
||||
if (!uvedit_face_visible_test(scene, efa)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Next, are any of the edges inside the rectangle? */
|
||||
BMLoop *l;
|
||||
BMIter iter;
|
||||
BM_ITER_ELEM (l, &iter, efa, BM_LOOPS_OF_FACE) {
|
||||
float *luv = BM_ELEM_CD_GET_FLOAT_P(l, cd_loop_uv_offset);
|
||||
float *luv_next = BM_ELEM_CD_GET_FLOAT_P(l->next, cd_loop_uv_offset);
|
||||
if (BLI_rctf_isect_segment(&rectf, luv_next, luv)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/* Last, is an arbitrary point of the rectangle in the interior of the face? */
|
||||
float rectangle_corner[2] = {rectf.xmin, rectf.ymin};
|
||||
return BM_face_uv_point_inside_test(efa, rectangle_corner, cd_loop_uv_offset);
|
||||
}
|
||||
|
||||
static int uv_box_select_exec(bContext *C, wmOperator *op)
|
||||
{
|
||||
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
|
||||
@ -3506,8 +3504,7 @@ static int uv_box_select_exec(bContext *C, wmOperator *op)
|
||||
BMIter iter, liter;
|
||||
float *luv;
|
||||
rctf rectf;
|
||||
bool pinned;
|
||||
const bool use_face_center = ((ts->uv_flag & UV_SYNC_SELECTION) ?
|
||||
const bool use_face_touch = ((ts->uv_flag & UV_SYNC_SELECTION) ?
|
||||
(ts->selectmode == SCE_SELECT_FACE) :
|
||||
(ts->uv_selectmode == UV_SELECT_FACE));
|
||||
const bool use_edge = ((ts->uv_flag & UV_SYNC_SELECTION) ?
|
||||
@ -3524,7 +3521,7 @@ static int uv_box_select_exec(bContext *C, wmOperator *op)
|
||||
const bool select = (sel_op != SEL_OP_SUB);
|
||||
const bool use_pre_deselect = SEL_OP_USE_PRE_DESELECT(sel_op);
|
||||
|
||||
pinned = RNA_boolean_get(op->ptr, "pinned");
|
||||
const bool pinned = RNA_boolean_get(op->ptr, "pinned");
|
||||
|
||||
bool changed_multi = false;
|
||||
|
||||
@ -3536,7 +3533,6 @@ static int uv_box_select_exec(bContext *C, wmOperator *op)
|
||||
uv_select_all_perform_multi(scene, objects, objects_len, SEL_DESELECT);
|
||||
}
|
||||
|
||||
/* don't indent to avoid diff noise! */
|
||||
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
|
||||
Object *obedit = objects[ob_index];
|
||||
BMEditMesh *em = BKE_editmesh_from_object(obedit);
|
||||
@ -3549,22 +3545,13 @@ static int uv_box_select_exec(bContext *C, wmOperator *op)
|
||||
BM_uv_map_ensure_pin_attr(em->bm, active_uv_name);
|
||||
const BMUVOffsets offsets = BM_uv_map_get_offsets(em->bm);
|
||||
|
||||
/* do actual selection */
|
||||
if (use_face_center && !pinned) {
|
||||
/* handle face selection mode */
|
||||
float cent[2];
|
||||
|
||||
/* Do actual selection. */
|
||||
if (use_face_touch && !pinned) {
|
||||
/* Handle face selection mode. */
|
||||
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
|
||||
/* assume not touched */
|
||||
BM_elem_flag_disable(efa, BM_ELEM_TAG);
|
||||
|
||||
if (uvedit_face_visible_test(scene, efa)) {
|
||||
BM_face_uv_calc_center_median(efa, offsets.uv, cent);
|
||||
if (BLI_rctf_isect_pt_v(&rectf, cent)) {
|
||||
BM_elem_flag_enable(efa, BM_ELEM_TAG);
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
const bool touched = uv_box_select_is_face_touching(scene, efa, rectf, offsets.uv);
|
||||
BM_elem_flag_set(efa, BM_ELEM_TAG, touched);
|
||||
changed |= touched;
|
||||
}
|
||||
|
||||
/* (de)selects all tagged faces and deals with sticky modes */
|
||||
@ -3735,6 +3722,26 @@ static bool uv_circle_select_is_edge_inside(const float uv_a[2],
|
||||
return dist_squared_to_line_segment_v2((const float[2]){0.0f, 0.0f}, co_a, co_b) < 1.0f;
|
||||
}
|
||||
|
||||
static bool uv_circle_select_is_face_touching(BMFace *efa,
|
||||
const float offset[2],
|
||||
const float ellipse[2],
|
||||
const int cd_loop_uv_offset)
|
||||
{
|
||||
/* First, are any of the edges inside the solid ellipse? */
|
||||
BMLoop *l;
|
||||
BMIter iter;
|
||||
BM_ITER_ELEM (l, &iter, efa, BM_LOOPS_OF_FACE) {
|
||||
float *luv = BM_ELEM_CD_GET_FLOAT_P(l, cd_loop_uv_offset);
|
||||
float *luv_next = BM_ELEM_CD_GET_FLOAT_P(l->next, cd_loop_uv_offset);
|
||||
if (uv_circle_select_is_edge_inside(luv, luv_next, offset, ellipse)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/* Also, is the center of the ellipse in the interior of the face? */
|
||||
return BM_face_uv_point_inside_test(efa, offset, cd_loop_uv_offset);
|
||||
}
|
||||
|
||||
static int uv_circle_select_exec(bContext *C, wmOperator *op)
|
||||
{
|
||||
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
|
||||
@ -3751,9 +3758,6 @@ static int uv_circle_select_exec(bContext *C, wmOperator *op)
|
||||
float zoomx, zoomy;
|
||||
float offset[2], ellipse[2];
|
||||
|
||||
const bool use_face_center = ((ts->uv_flag & UV_SYNC_SELECTION) ?
|
||||
(ts->selectmode == SCE_SELECT_FACE) :
|
||||
(ts->uv_selectmode == UV_SELECT_FACE));
|
||||
const bool use_edge = ((ts->uv_flag & UV_SYNC_SELECTION) ?
|
||||
(ts->selectmode == SCE_SELECT_EDGE) :
|
||||
(ts->uv_selectmode == UV_SELECT_EDGE));
|
||||
@ -3801,19 +3805,13 @@ static int uv_circle_select_exec(bContext *C, wmOperator *op)
|
||||
BM_uv_map_ensure_edge_select_attr(em->bm, active_uv_name);
|
||||
const BMUVOffsets offsets = BM_uv_map_get_offsets(em->bm);
|
||||
|
||||
/* do selection */
|
||||
if (use_face_center) {
|
||||
/* Do selection. */
|
||||
if (ED_uvedit_select_mode_get(scene) == UV_SELECT_FACE) {
|
||||
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
|
||||
BM_elem_flag_disable(efa, BM_ELEM_TAG);
|
||||
/* assume not touched */
|
||||
if (select != uvedit_face_select_test(scene, efa, offsets)) {
|
||||
float cent[2];
|
||||
BM_face_uv_calc_center_median(efa, offsets.uv, cent);
|
||||
if (uv_circle_select_is_point_inside(cent, offset, ellipse)) {
|
||||
BM_elem_flag_enable(efa, BM_ELEM_TAG);
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
const bool touched = select != uvedit_face_select_test(scene, efa, offsets) &&
|
||||
uv_circle_select_is_face_touching(efa, offset, ellipse, offsets.uv);
|
||||
BM_elem_flag_set(efa, BM_ELEM_TAG, touched);
|
||||
changed |= touched;
|
||||
}
|
||||
|
||||
/* (de)selects all tagged faces and deals with sticky modes */
|
||||
@ -3944,14 +3942,35 @@ static bool do_lasso_select_mesh_uv_is_edge_inside(const ARegion *region,
|
||||
const float co_test_b[2])
|
||||
{
|
||||
int co_screen_a[2], co_screen_b[2];
|
||||
if (UI_view2d_view_to_region_segment_clip(
|
||||
return UI_view2d_view_to_region_segment_clip(
|
||||
®ion->v2d, co_test_a, co_test_b, co_screen_a, co_screen_b) &&
|
||||
BLI_rcti_isect_segment(clip_rect, co_screen_a, co_screen_b) &&
|
||||
BLI_lasso_is_edge_inside(
|
||||
mcoords, mcoords_len, UNPACK2(co_screen_a), UNPACK2(co_screen_b), V2D_IS_CLIPPED)) {
|
||||
mcoords, mcoords_len, UNPACK2(co_screen_a), UNPACK2(co_screen_b), V2D_IS_CLIPPED);
|
||||
}
|
||||
|
||||
static bool uv_lasso_select_is_face_touching(BMFace *efa,
|
||||
const ARegion *region,
|
||||
const rcti *clip_rect,
|
||||
const int mcoords[][2],
|
||||
const int mcoords_len,
|
||||
const int cd_loop_uv_offset)
|
||||
{
|
||||
/* First, are any of the face edges inside the lasso? */
|
||||
BMLoop *l;
|
||||
BMIter iter;
|
||||
BM_ITER_ELEM (l, &iter, efa, BM_LOOPS_OF_FACE) {
|
||||
float *luv = BM_ELEM_CD_GET_FLOAT_P(l, cd_loop_uv_offset);
|
||||
float *luv_next = BM_ELEM_CD_GET_FLOAT_P(l->next, cd_loop_uv_offset);
|
||||
if (do_lasso_select_mesh_uv_is_edge_inside(
|
||||
region, clip_rect, mcoords, mcoords_len, luv, luv_next)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Also, is an arbitrary point of the lasso in the interior of the face? */
|
||||
float lasso_corner[2] = {mcoords[0][0], mcoords[0][1]};
|
||||
return BM_face_uv_point_inside_test(efa, lasso_corner, cd_loop_uv_offset);
|
||||
}
|
||||
|
||||
static bool do_lasso_select_mesh_uv(bContext *C,
|
||||
@ -3964,9 +3983,6 @@ static bool do_lasso_select_mesh_uv(bContext *C,
|
||||
Scene *scene = CTX_data_scene(C);
|
||||
const ToolSettings *ts = scene->toolsettings;
|
||||
ViewLayer *view_layer = CTX_data_view_layer(C);
|
||||
const bool use_face_center = ((ts->uv_flag & UV_SYNC_SELECTION) ?
|
||||
(ts->selectmode == SCE_SELECT_FACE) :
|
||||
(ts->uv_selectmode == UV_SELECT_FACE));
|
||||
const bool use_edge = ((ts->uv_flag & UV_SYNC_SELECTION) ?
|
||||
(ts->selectmode == SCE_SELECT_EDGE) :
|
||||
(ts->uv_selectmode == UV_SELECT_EDGE));
|
||||
@ -4005,18 +4021,13 @@ static bool do_lasso_select_mesh_uv(bContext *C,
|
||||
BM_uv_map_ensure_edge_select_attr(em->bm, active_uv_name);
|
||||
const BMUVOffsets offsets = BM_uv_map_get_offsets(em->bm);
|
||||
|
||||
if (use_face_center) { /* Face Center Select. */
|
||||
if (ED_uvedit_select_mode_get(scene) == UV_SELECT_FACE) { /* Face Touch Select. */
|
||||
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
|
||||
BM_elem_flag_disable(efa, BM_ELEM_TAG);
|
||||
/* assume not touched */
|
||||
if (select != uvedit_face_select_test(scene, efa, offsets)) {
|
||||
float cent[2];
|
||||
BM_face_uv_calc_center_median(efa, offsets.uv, cent);
|
||||
if (do_lasso_select_mesh_uv_is_point_inside(region, &rect, mcoords, mcoords_len, cent)) {
|
||||
BM_elem_flag_enable(efa, BM_ELEM_TAG);
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
const bool touched = select != uvedit_face_select_test(scene, efa, offsets) &&
|
||||
uv_lasso_select_is_face_touching(
|
||||
efa, region, &rect, mcoords, mcoords_len, offsets.uv);
|
||||
BM_elem_flag_set(efa, BM_ELEM_TAG, touched);
|
||||
changed |= touched;
|
||||
}
|
||||
|
||||
/* (de)selects all tagged faces and deals with sticky modes */
|
||||
@ -4341,7 +4352,7 @@ static int uv_select_overlap(bContext *C, const bool extend)
|
||||
BMIter iter;
|
||||
BMFace *efa;
|
||||
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
|
||||
if (!uvedit_face_visible_test_ex(scene->toolsettings, efa)) {
|
||||
if (!uvedit_face_visible_test(scene, efa)) {
|
||||
continue;
|
||||
}
|
||||
uv_tri_len += efa->len - 2;
|
||||
@ -4375,7 +4386,7 @@ static int uv_select_overlap(bContext *C, const bool extend)
|
||||
int face_index;
|
||||
BM_ITER_MESH_INDEX (efa, &iter, em->bm, BM_FACES_OF_MESH, face_index) {
|
||||
|
||||
if (!uvedit_face_visible_test_ex(scene->toolsettings, efa)) {
|
||||
if (!uvedit_face_visible_test(scene, efa)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -5245,160 +5256,6 @@ void UV_OT_select_similar(wmOperatorType *ot)
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Selected Elements as Arrays (Vertex, Edge & Faces)
|
||||
*
|
||||
* These functions return single elements per connected vertex/edge.
|
||||
* So an edge that has two connected edge loops only assigns one loop in the array.
|
||||
* \{ */
|
||||
|
||||
BMFace **ED_uvedit_selected_faces(const Scene *scene, BMesh *bm, int len_max, int *r_faces_len)
|
||||
{
|
||||
const BMUVOffsets offsets = BM_uv_map_get_offsets(bm);
|
||||
|
||||
CLAMP_MAX(len_max, bm->totface);
|
||||
int faces_len = 0;
|
||||
BMFace **faces = MEM_mallocN(sizeof(*faces) * len_max, __func__);
|
||||
|
||||
BMIter iter;
|
||||
BMFace *f;
|
||||
BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
|
||||
if (uvedit_face_visible_test(scene, f)) {
|
||||
if (uvedit_face_select_test(scene, f, offsets)) {
|
||||
faces[faces_len++] = f;
|
||||
if (faces_len == len_max) {
|
||||
goto finally;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
finally:
|
||||
*r_faces_len = faces_len;
|
||||
if (faces_len != len_max) {
|
||||
faces = MEM_reallocN(faces, sizeof(*faces) * faces_len);
|
||||
}
|
||||
return faces;
|
||||
}
|
||||
|
||||
BMLoop **ED_uvedit_selected_edges(const Scene *scene, BMesh *bm, int len_max, int *r_edges_len)
|
||||
{
|
||||
const BMUVOffsets offsets = BM_uv_map_get_offsets(bm);
|
||||
BLI_assert(offsets.uv >= 0);
|
||||
|
||||
CLAMP_MAX(len_max, bm->totloop);
|
||||
int edges_len = 0;
|
||||
BMLoop **edges = MEM_mallocN(sizeof(*edges) * len_max, __func__);
|
||||
|
||||
BMIter iter;
|
||||
BMFace *f;
|
||||
|
||||
/* Clear tag. */
|
||||
BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
|
||||
BMIter liter;
|
||||
BMLoop *l_iter;
|
||||
BM_ITER_ELEM (l_iter, &liter, f, BM_LOOPS_OF_FACE) {
|
||||
BM_elem_flag_disable(l_iter, BM_ELEM_TAG);
|
||||
}
|
||||
}
|
||||
|
||||
BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
|
||||
if (uvedit_face_visible_test(scene, f)) {
|
||||
BMIter liter;
|
||||
BMLoop *l_iter;
|
||||
BM_ITER_ELEM (l_iter, &liter, f, BM_LOOPS_OF_FACE) {
|
||||
if (!BM_elem_flag_test(l_iter, BM_ELEM_TAG)) {
|
||||
if (uvedit_edge_select_test(scene, l_iter, offsets)) {
|
||||
BM_elem_flag_enable(l_iter, BM_ELEM_TAG);
|
||||
|
||||
edges[edges_len++] = l_iter;
|
||||
if (edges_len == len_max) {
|
||||
goto finally;
|
||||
}
|
||||
|
||||
/* Tag other connected loops so we don't consider them separate edges. */
|
||||
if (l_iter != l_iter->radial_next) {
|
||||
BMLoop *l_radial_iter = l_iter->radial_next;
|
||||
do {
|
||||
if (BM_loop_uv_share_edge_check(l_iter, l_radial_iter, offsets.uv)) {
|
||||
BM_elem_flag_enable(l_radial_iter, BM_ELEM_TAG);
|
||||
}
|
||||
} while ((l_radial_iter = l_radial_iter->radial_next) != l_iter);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
finally:
|
||||
*r_edges_len = edges_len;
|
||||
if (edges_len != len_max) {
|
||||
edges = MEM_reallocN(edges, sizeof(*edges) * edges_len);
|
||||
}
|
||||
return edges;
|
||||
}
|
||||
|
||||
BMLoop **ED_uvedit_selected_verts(const Scene *scene, BMesh *bm, int len_max, int *r_verts_len)
|
||||
{
|
||||
const BMUVOffsets offsets = BM_uv_map_get_offsets(bm);
|
||||
BLI_assert(offsets.select_vert >= 0);
|
||||
BLI_assert(offsets.uv >= 0);
|
||||
|
||||
CLAMP_MAX(len_max, bm->totloop);
|
||||
int verts_len = 0;
|
||||
BMLoop **verts = MEM_mallocN(sizeof(*verts) * len_max, __func__);
|
||||
|
||||
BMIter iter;
|
||||
BMFace *f;
|
||||
|
||||
/* Clear tag. */
|
||||
BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
|
||||
BMIter liter;
|
||||
BMLoop *l_iter;
|
||||
BM_ITER_ELEM (l_iter, &liter, f, BM_LOOPS_OF_FACE) {
|
||||
BM_elem_flag_disable(l_iter, BM_ELEM_TAG);
|
||||
}
|
||||
}
|
||||
|
||||
BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
|
||||
if (uvedit_face_visible_test(scene, f)) {
|
||||
BMIter liter;
|
||||
BMLoop *l_iter;
|
||||
BM_ITER_ELEM (l_iter, &liter, f, BM_LOOPS_OF_FACE) {
|
||||
if (!BM_elem_flag_test(l_iter, BM_ELEM_TAG)) {
|
||||
if (BM_ELEM_CD_GET_BOOL(l_iter, offsets.select_vert)) {
|
||||
BM_elem_flag_enable(l_iter->v, BM_ELEM_TAG);
|
||||
|
||||
verts[verts_len++] = l_iter;
|
||||
if (verts_len == len_max) {
|
||||
goto finally;
|
||||
}
|
||||
|
||||
/* Tag other connected loops so we don't consider them separate vertices. */
|
||||
BMIter liter_disk;
|
||||
BMLoop *l_disk_iter;
|
||||
BM_ITER_ELEM (l_disk_iter, &liter_disk, l_iter->v, BM_LOOPS_OF_VERT) {
|
||||
if (BM_loop_uv_share_vert_check(l_iter, l_disk_iter, offsets.uv)) {
|
||||
BM_elem_flag_enable(l_disk_iter, BM_ELEM_TAG);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
finally:
|
||||
*r_verts_len = verts_len;
|
||||
if (verts_len != len_max) {
|
||||
verts = MEM_reallocN(verts, sizeof(*verts) * verts_len);
|
||||
}
|
||||
return verts;
|
||||
}
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Select Mode UV Vert/Edge/Face/Island Operator
|
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* \{ */
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Block a user