Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets.
65 lines
2.0 KiB
C++
65 lines
2.0 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef BDR_EDITFACE_H
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#define BDR_EDITFACE_H
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struct MTFace;
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struct Mesh;
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struct MCol;
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struct MTFace *get_active_tface(struct MCol **mcol);
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void calculate_uv_map(unsigned short mapmode);
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void default_uv(float uv[][2], float size);
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void make_tfaces(struct Mesh *me);
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void reveal_tface(void);
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void hide_tface(void);
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void select_linked_tfaces(int mode);
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void deselectall_tface(void);
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void selectswap_tface(void);
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void rotate_uv_tface(void);
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void mirror_uv_tface(void);
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void minmax_tface(float *min, float *max);
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void face_select(void);
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void face_borderselect(void);
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void uv_autocalc_tface(void);
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void set_faceselect(void);
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void set_texturepaint(void);
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void get_same_uv(void);
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void seam_mark_clear_tface(short mode);
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void select_mface_from_tface(struct Mesh *me);
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void select_tface_from_mface(struct Mesh *me);
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#endif /* BDR_EDITFACE_H */
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