Transform: Individual Origins: Create islands between only selected uvs.
Currently the islands are created depending only on the visible UVs. This can be confusing because compared to Edit Meshes, islands are created based on the selected elements. T68284 shows a case where this confusion is observed. Differential Revision: https://developer.blender.org/D6502
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@@ -109,7 +109,9 @@ void EDBM_update_generic(struct BMEditMesh *em,
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const bool is_destructive);
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struct UvElementMap *BM_uv_element_map_create(struct BMesh *bm,
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const bool selected,
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struct Scene *scene,
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const bool face_selected,
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const bool uv_selected,
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const bool use_winding,
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const bool do_islands);
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void BM_uv_element_map_free(struct UvElementMap *vmap);
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@@ -51,6 +51,7 @@
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#include "ED_mesh.h"
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#include "ED_screen.h"
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#include "ED_uvedit.h"
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#include "ED_view3d.h"
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#include "mesh_intern.h" /* own include */
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@@ -662,7 +663,9 @@ UvMapVert *BM_uv_vert_map_at_index(UvVertMap *vmap, unsigned int v)
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/* A specialized vert map used by stitch operator */
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UvElementMap *BM_uv_element_map_create(BMesh *bm,
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const bool selected,
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const Scene *scene,
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const bool face_selected,
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const bool uv_selected,
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const bool use_winding,
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const bool do_islands)
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{
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@@ -689,8 +692,17 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
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/* generate UvElement array */
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BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
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if (!selected || BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
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totuv += efa->len;
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if (!face_selected || BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
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if (!uv_selected) {
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totuv += efa->len;
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}
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else {
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BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
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if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
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totuv++;
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}
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}
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}
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}
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}
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@@ -715,7 +727,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
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winding[j] = false;
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}
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if (!selected || BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
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if (!face_selected || BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
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float(*tf_uv)[2] = NULL;
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if (use_winding) {
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@@ -723,6 +735,10 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
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}
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BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
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if (uv_selected && !uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
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continue;
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}
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buf->l = l;
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buf->separate = 0;
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buf->island = INVALID_ISLAND;
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@@ -832,6 +848,10 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
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efa = stack[--stacksize];
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BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
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if (uv_selected && !uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
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continue;
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}
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UvElement *element, *initelement = element_map->vert[BM_elem_index_get(l->v)];
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for (element = initelement; element; element = element->next) {
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@@ -521,18 +521,18 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm
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if (do_island_optimization) {
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/* We will need island information */
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if (ts->uv_flag & UV_SYNC_SELECTION) {
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data->elementMap = BM_uv_element_map_create(bm, false, true, true);
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data->elementMap = BM_uv_element_map_create(bm, scene, false, false, true, true);
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}
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else {
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data->elementMap = BM_uv_element_map_create(bm, true, true, true);
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data->elementMap = BM_uv_element_map_create(bm, scene, true, false, true, true);
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}
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}
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else {
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if (ts->uv_flag & UV_SYNC_SELECTION) {
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data->elementMap = BM_uv_element_map_create(bm, false, true, false);
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data->elementMap = BM_uv_element_map_create(bm, scene, false, false, true, false);
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}
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else {
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data->elementMap = BM_uv_element_map_create(bm, true, true, false);
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data->elementMap = BM_uv_element_map_create(bm, scene, true, false, true, false);
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}
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}
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@@ -1451,7 +1451,7 @@ void createTransUVs(bContext *C, TransInfo *t)
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if (is_prop_connected || is_island_center) {
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/* create element map with island information */
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const bool use_facesel = (ts->uv_flag & UV_SYNC_SELECTION) == 0;
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elementmap = BM_uv_element_map_create(em->bm, use_facesel, false, true);
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elementmap = BM_uv_element_map_create(em->bm, scene, use_facesel, true, false, true);
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if (elementmap == NULL) {
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continue;
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}
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@@ -1935,10 +1935,10 @@ static StitchState *stitch_init(bContext *C,
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/* in uv synch selection, all uv's are visible */
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if (ts->uv_flag & UV_SYNC_SELECTION) {
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state->element_map = BM_uv_element_map_create(state->em->bm, false, true, true);
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state->element_map = BM_uv_element_map_create(state->em->bm, scene, false, false, true, true);
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}
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else {
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state->element_map = BM_uv_element_map_create(state->em->bm, true, true, true);
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state->element_map = BM_uv_element_map_create(state->em->bm, scene, true, false, true, true);
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}
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if (!state->element_map) {
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state_delete(state);
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