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blender-archive/source/blender/editors/include/ED_uvedit.h

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2008 Blender Foundation. All rights reserved. */
/** \file
* \ingroup editors
*/
#pragma once
#include "BKE_customdata.h"
#ifdef __cplusplus
extern "C" {
#endif
struct ARegion;
struct ARegionType;
struct BMEditMesh;
struct BMFace;
struct BMLoop;
struct BMesh;
struct Image;
struct ImageUser;
struct Main;
struct Object;
struct Scene;
struct SpaceImage;
struct ToolSettings;
struct View2D;
struct ViewLayer;
struct bContext;
struct bNode;
struct bNodeTree;
struct wmKeyConfig;
/* uvedit_ops.c */
void ED_operatortypes_uvedit(void);
void ED_operatormacros_uvedit(void);
void ED_keymap_uvedit(struct wmKeyConfig *keyconf);
bool ED_uvedit_minmax(const struct Scene *scene,
struct Object *obedit,
float min[2],
float max[2]);
/**
* Be careful when using this, it bypasses all synchronization options.
*/
void ED_uvedit_select_all(struct BMesh *bm);
bool ED_uvedit_minmax_multi(const struct Scene *scene,
struct Object **objects_edit,
uint objects_len,
float r_min[2],
float r_max[2]);
bool ED_uvedit_center_multi(const struct Scene *scene,
struct Object **objects_edit,
uint objects_len,
float r_cent[2],
char mode);
bool ED_uvedit_center_from_pivot_ex(struct SpaceImage *sima,
struct Scene *scene,
struct ViewLayer *view_layer,
float r_center[2],
char mode,
bool *r_has_select);
bool ED_uvedit_center_from_pivot(struct SpaceImage *sima,
struct Scene *scene,
struct ViewLayer *view_layer,
float r_center[2],
char mode);
bool ED_object_get_active_image(struct Object *ob,
int mat_nr,
struct Image **r_ima,
struct ImageUser **r_iuser,
const struct bNode **r_node,
const struct bNodeTree **r_ntree);
void ED_object_assign_active_image(struct Main *bmain,
struct Object *ob,
int mat_nr,
struct Image *ima);
bool ED_uvedit_test(struct Object *obedit);
/* Visibility and selection tests. */
bool uvedit_face_visible_test_ex(const struct ToolSettings *ts, struct BMFace *efa);
bool uvedit_face_select_test_ex(const struct ToolSettings *ts,
struct BMFace *efa,
BMUVOffsets offsets);
bool uvedit_edge_select_test_ex(const struct ToolSettings *ts,
struct BMLoop *l,
BMUVOffsets offsets);
bool uvedit_uv_select_test_ex(const struct ToolSettings *ts,
struct BMLoop *l,
BMUVOffsets offsets);
bool uvedit_face_visible_test(const struct Scene *scene, struct BMFace *efa);
bool uvedit_face_select_test(const struct Scene *scene, struct BMFace *efa, BMUVOffsets offsets);
bool uvedit_edge_select_test(const struct Scene *scene, struct BMLoop *l, BMUVOffsets offsets);
bool uvedit_uv_select_test(const struct Scene *scene, struct BMLoop *l, BMUVOffsets offsets);
/* Individual UV element selection functions. */
/**
* \brief Select UV Face
*
* Changes selection state of a single UV Face.
*/
void uvedit_face_select_set(const struct Scene *scene,
struct BMesh *bm,
struct BMFace *efa,
bool select,
bool do_history,
BMUVOffsets offsets);
/**
* \brief Select UV Edge
*
* Changes selection state of a single UV Edge.
*/
void uvedit_edge_select_set(const struct Scene *scene,
struct BMesh *bm,
struct BMLoop *l,
bool select,
bool do_history,
BMUVOffsets offsets);
/**
* \brief Select UV Vertex
*
* Changes selection state of a single UV vertex.
*/
void uvedit_uv_select_set(const struct Scene *scene,
struct BMesh *bm,
struct BMLoop *l,
bool select,
bool do_history,
BMUVOffsets offsets);
/* Low level functions for (de)selecting individual UV elements. Ensure UV face visibility before
* use. */
void uvedit_face_select_enable(const struct Scene *scene,
struct BMesh *bm,
struct BMFace *efa,
bool do_history,
BMUVOffsets offsets);
void uvedit_face_select_disable(const struct Scene *scene,
struct BMesh *bm,
struct BMFace *efa,
BMUVOffsets offsets);
void uvedit_edge_select_enable(const struct Scene *scene,
struct BMesh *bm,
struct BMLoop *l,
bool do_history,
BMUVOffsets offsets);
void uvedit_edge_select_disable(const struct Scene *scene,
struct BMesh *bm,
struct BMLoop *l,
BMUVOffsets offsets);
void uvedit_uv_select_enable(const struct Scene *scene,
struct BMesh *bm,
struct BMLoop *l,
bool do_history,
BMUVOffsets offsets);
void uvedit_uv_select_disable(const struct Scene *scene,
struct BMesh *bm,
struct BMLoop *l,
BMUVOffsets offsets);
/* Sticky mode UV element selection functions. */
void uvedit_face_select_set_with_sticky(const struct Scene *scene,
struct BMEditMesh *em,
struct BMFace *efa,
bool select,
bool do_history,
BMUVOffsets offsets);
void uvedit_edge_select_set_with_sticky(const struct Scene *scene,
struct BMEditMesh *em,
struct BMLoop *l,
bool select,
bool do_history,
BMUVOffsets offsets);
void uvedit_uv_select_set_with_sticky(const struct Scene *scene,
struct BMEditMesh *em,
struct BMLoop *l,
bool select,
bool do_history,
BMUVOffsets offsets);
/* Low level functions for sticky element selection (sticky mode independent). Type of sticky
* selection is specified explicitly (using sticky_flag, except for face selection). */
void uvedit_face_select_shared_vert(const struct Scene *scene,
struct BMEditMesh *em,
struct BMFace *efa,
const bool select,
const bool do_history,
BMUVOffsets offsets);
void uvedit_edge_select_shared_vert(const struct Scene *scene,
struct BMEditMesh *em,
struct BMLoop *l,
const bool select,
const int sticky_flag,
const bool do_history,
BMUVOffsets offsets);
void uvedit_uv_select_shared_vert(const struct Scene *scene,
struct BMEditMesh *em,
struct BMLoop *l,
const bool select,
const int sticky_flag,
const bool do_history,
BMUVOffsets offsets);
/* Sets required UV edge flags as specified by the sticky_flag. */
void uvedit_edge_select_set_noflush(const struct Scene *scene,
struct BMLoop *l,
const bool select,
const int sticky_flag,
BMUVOffsets offsets);
/**
* \brief UV Select Mode set
*
* Updates selection state for UVs based on the select mode and sticky mode. Similar to
* #EDBM_selectmode_set.
*/
void ED_uvedit_selectmode_clean(const struct Scene *scene, struct Object *obedit);
void ED_uvedit_selectmode_clean_multi(struct bContext *C);
/**
* \brief UV Select Mode Flush
*
* Flushes selections upwards as dictated by the UV select mode.
*/
void ED_uvedit_selectmode_flush(const struct Scene *scene, struct BMEditMesh *em);
/**
* Mode independent UV de-selection flush.
*/
void uvedit_deselect_flush(const struct Scene *scene, struct BMEditMesh *em);
/**
* Mode independent UV selection flush.
*/
void uvedit_select_flush(const struct Scene *scene, struct BMEditMesh *em);
bool ED_uvedit_nearest_uv_multi(const struct View2D *v2d,
const struct Scene *scene,
struct Object **objects,
uint objects_len,
const int mval[2],
const bool ignore_selected,
float *dist_sq,
float r_uv[2]);
struct BMFace **ED_uvedit_selected_faces(const struct Scene *scene,
struct BMesh *bm,
int len_max,
int *r_faces_len);
struct BMLoop **ED_uvedit_selected_edges(const struct Scene *scene,
struct BMesh *bm,
int len_max,
int *r_edges_len);
struct BMLoop **ED_uvedit_selected_verts(const struct Scene *scene,
struct BMesh *bm,
int len_max,
int *r_verts_len);
void ED_uvedit_get_aspect(struct Object *obedit, float *r_aspx, float *r_aspy);
/**
* Return the X / Y aspect (wider aspects are over 1, taller are below 1).
* Apply this aspect by multiplying with the Y axis (X aspect is always 1 & unchanged).
*/
float ED_uvedit_get_aspect_y(struct Object *obedit);
void ED_uvedit_get_aspect_from_material(Object *ob,
const int material_index,
float *r_aspx,
float *r_aspy);
void ED_uvedit_active_vert_loop_set(struct BMesh *bm, struct BMLoop *l);
struct BMLoop *ED_uvedit_active_vert_loop_get(struct BMesh *bm);
void ED_uvedit_active_edge_loop_set(struct BMesh *bm, struct BMLoop *l);
struct BMLoop *ED_uvedit_active_edge_loop_get(struct BMesh *bm);
/**
* Intentionally don't return #UV_SELECT_ISLAND as it's not an element type.
* In this case return #UV_SELECT_VERTEX as a fallback.
*/
char ED_uvedit_select_mode_get(const struct Scene *scene);
void ED_uvedit_select_sync_flush(const struct ToolSettings *ts,
struct BMEditMesh *em,
bool select);
/* uvedit_unwrap_ops.c */
void ED_uvedit_live_unwrap_begin(struct Scene *scene, struct Object *obedit);
void ED_uvedit_live_unwrap_re_solve(void);
void ED_uvedit_live_unwrap_end(short cancel);
void ED_uvedit_live_unwrap(const struct Scene *scene, struct Object **objects, int objects_len);
void ED_uvedit_add_simple_uvs(struct Main *bmain, const struct Scene *scene, struct Object *ob);
/* uvedit_draw.c */
void ED_image_draw_cursor(struct ARegion *region, const float cursor[2]);
/* uvedit_buttons.c */
void ED_uvedit_buttons_register(struct ARegionType *art);
/* uvedit_islands.c */
struct FaceIsland {
struct FaceIsland *next;
struct FaceIsland *prev;
struct BMFace **faces;
int faces_len;
rctf bounds_rect;
/**
* \note While this is duplicate information,
* it allows islands from multiple meshes to be stored in the same list.
*/
BMUVOffsets offsets;
float aspect_y;
};
int bm_mesh_calc_uv_islands(const Scene *scene,
struct BMesh *bm,
ListBase *island_list,
const bool only_selected_faces,
const bool only_selected_uvs,
const bool use_seams,
const float aspect_y,
BMUVOffsets offsets);
struct UVMapUDIM_Params {
const struct Image *image;
/** Copied from #SpaceImage.tile_grid_shape */
int grid_shape[2];
};
/**
* Returns true if UV coordinates lie on a valid tile in UDIM grid or tiled image.
*/
bool uv_coords_isect_udim(const struct Image *image,
const int udim_grid[2],
const float coords[2]);
#ifdef __cplusplus
}
#endif