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