Having this setting stored in the image space caused low level selection logic to have to pass around the image space (which could be NULL in some cases). Use the tool-settings instead since there doesn't seem to be much/any advantage in having this setting per-space.
263 lines
11 KiB
C++
263 lines
11 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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#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 ViewLayer;
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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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struct bNode **r_node,
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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 */
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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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int cd_loop_uv_offset);
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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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int cd_loop_uv_offset);
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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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int cd_loop_uv_offset);
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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, int cd_loop_uv_offset);
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bool uvedit_edge_select_test(const struct Scene *scene, struct BMLoop *l, int cd_loop_uv_offset);
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bool uvedit_uv_select_test(const struct Scene *scene, struct BMLoop *l, int cd_loop_uv_offset);
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/* uv face */
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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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int cd_loop_uv_offset);
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void uvedit_face_select_set(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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int cd_loop_uv_offset);
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void uvedit_face_select_enable(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMFace *efa,
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bool do_history,
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int cd_loop_uv_offset);
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void uvedit_face_select_disable(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMFace *efa,
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int cd_loop_uv_offset);
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/* uv edge */
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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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uint cd_loop_uv_offset);
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void uvedit_edge_select_set(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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int cd_loop_uv_offset);
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void uvedit_edge_select_enable(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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bool do_history,
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int cd_loop_uv_offset);
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void uvedit_edge_select_disable(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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int cd_loop_uv_offset);
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/* uv vert */
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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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uint cd_loop_uv_offset);
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void uvedit_uv_select_set(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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int cd_loop_uv_offset);
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void uvedit_uv_select_enable(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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bool do_history,
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int cd_loop_uv_offset);
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void uvedit_uv_select_disable(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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int cd_loop_uv_offset);
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bool ED_uvedit_nearest_uv(const struct Scene *scene,
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struct Object *obedit,
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const float co[2],
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float *dist_sq,
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float r_uv[2]);
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bool ED_uvedit_nearest_uv_multi(const struct Scene *scene,
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struct Object **objects,
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uint objects_len,
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const float co[2],
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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(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(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(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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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 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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bool use_target_udim;
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int target_udim;
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};
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bool ED_uvedit_udim_params_from_image_space(const struct SpaceImage *sima,
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bool use_active,
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struct UVMapUDIM_Params *udim_params);
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struct UVPackIsland_Params {
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uint rotate : 1;
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/** -1 not to align to axis, otherwise 0,1 for X,Y. */
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int rotate_align_axis : 2;
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uint only_selected_uvs : 1;
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uint only_selected_faces : 1;
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uint use_seams : 1;
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uint correct_aspect : 1;
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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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void ED_uvedit_pack_islands_multi(const struct Scene *scene,
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Object **objects,
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uint objects_len,
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const struct UVMapUDIM_Params *udim_params,
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const struct UVPackIsland_Params *params);
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#ifdef __cplusplus
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}
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#endif
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