Merge branch 'master' into blender2.8
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@@ -50,19 +50,30 @@ void uv_poly_center(struct BMFace *f, float r_cent[2], const int cd_loop_uv_off
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/* find nearest */
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typedef struct NearestHit {
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typedef struct UvNearestHit {
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/** Always set if we have a hit. */
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struct BMFace *efa;
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struct BMLoop *l;
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struct MLoopUV *luv, *luv_next;
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int lindex; /* index of loop within face */
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} NearestHit;
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/** Index of loop within face. */
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int lindex;
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/** Needs to be set before calling nearest functions. */
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float dist_sq;
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} UvNearestHit;
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void uv_find_nearest_vert(
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struct Scene *scene, struct Image *ima, struct Object *obedit, struct BMEditMesh *em,
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const float co[2], const float penalty[2], struct NearestHit *hit);
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void uv_find_nearest_edge(
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struct Scene *scene, struct Image *ima, struct Object *obedit, struct BMEditMesh *em,
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const float co[2], struct NearestHit *hit);
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#define UV_NEAREST_HIT_INIT { .dist_sq = FLT_MAX, }
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bool uv_find_nearest_vert(
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struct Scene *scene, struct Image *ima, struct Object *obedit,
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const float co[2], const float penalty_dist, struct UvNearestHit *hit_final);
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bool uv_find_nearest_edge(
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struct Scene *scene, struct Image *ima, struct Object *obedit,
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const float co[2], struct UvNearestHit *hit_final);
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bool uv_find_nearest_face(
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struct Scene *scene, struct Image *ima, struct Object *obedit,
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const float co[2], struct UvNearestHit *hit_final);
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/* utility tool functions */
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