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blender-archive/source/blender/geometry/GEO_uv_pack.hh
Chris Blackbourn b06edc2897 Cleanup: UV: simplify uv packing API.
Rename `struct ::UVPackIsland_Params` to
`class blender::geometry::UVPackIsland_Params`

Brings us closer to an "algorithm" style API.

No functional changes.
2023-03-11 14:59:58 +13:00

68 lines
2.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_math_matrix.hh"
#include "BLI_span.hh"
#include "DNA_space_types.h"
#include "DNA_vec_types.h"
#pragma once
/** \file
* \ingroup geo
*/
struct UnwrapOptions;
enum eUVPackIsland_MarginMethod {
ED_UVPACK_MARGIN_SCALED = 0, /* Use scale of existing UVs to multiply margin. */
ED_UVPACK_MARGIN_ADD, /* Just add the margin, ignoring any UV scale. */
ED_UVPACK_MARGIN_FRACTION, /* Specify a precise fraction of final UV output. */
};
namespace blender::geometry {
/** See also #UnwrapOptions. */
class UVPackIsland_Params {
public:
/** Reasonable defaults. */
UVPackIsland_Params();
void setFromUnwrapOptions(const UnwrapOptions &options);
void setUDIMOffsetFromSpaceImage(const SpaceImage *sima);
/** Islands can be rotated to improve packing. */
bool rotate;
/** (In UV Editor) only pack islands which have one or more selected UVs. */
bool only_selected_uvs;
/** (In 3D Viewport or UV Editor) only pack islands which have selected faces. */
bool only_selected_faces;
/** When determining islands, use Seams as boundary edges. */
bool use_seams;
/** (In 3D Viewport or UV Editor) use aspect ratio from face. */
bool correct_aspect;
/** Ignore islands which have any pinned UVs. */
bool ignore_pinned;
/** Treat unselected UVs as if they were pinned. */
bool pin_unselected;
/** Additional space to add around each island. */
float margin;
/** Which formula to use when scaling island margin. */
eUVPackIsland_MarginMethod margin_method;
/** Additional translation for bottom left corner. */
float udim_base_offset[2];
};
class PackIsland {
public:
rctf bounds_rect;
float2 pre_translate; /* Output. */
int caller_index; /* Unchanged by #pack_islands, used by caller. */
};
void pack_islands(const Span<PackIsland *> &islands,
const UVPackIsland_Params &params,
float r_scale[2]);
} // namespace blender::geometry