Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
394 lines
15 KiB
C++
394 lines
15 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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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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typedef enum {
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ED_UVPACK_MARGIN_SCALED = 0, /* Use scale of existing UVs to multiply margin. */
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ED_UVPACK_MARGIN_ADD, /* Just add the margin, ignoring any UV scale. */
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ED_UVPACK_MARGIN_FRACTION, /* Specify a precise fraction of final UV output. */
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} eUVPackIsland_MarginMethod;
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/** See also #UnwrapOptions. */
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struct UVPackIsland_Params {
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uint rotate : 1;
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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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bool ignore_pinned; /* Ignore islands which have any pinned UVs. */
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bool pin_unselected; /* Treat unselected UVs as if they were pinned. */
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eUVPackIsland_MarginMethod margin_method; /* Which formula to use when scaling island margin. */
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float margin; /* Additional space to add around each island. */
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float udim_base_offset[2]; /* Additional translation for bottom left corner. */
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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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/**
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* Pack UV islands from multiple objects.
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*
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* \param scene: Scene containing the objects to be packed.
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* \param objects: Array of Objects to pack.
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* \param objects_len: Length of `objects` array.
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* \param bmesh_override: BMesh array aligned with `objects`.
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* Optional, when non-null this overrides object's BMesh.
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* This is needed to perform UV packing on objects that aren't in edit-mode.
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* \param udim_params: Parameters to specify UDIM target and UDIM source image.
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* \param params: Parameters and options to pass to the packing engine.
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*
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*/
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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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struct BMesh **bmesh_override,
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const struct UVMapUDIM_Params *closest_udim,
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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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