Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
118 lines
4.2 KiB
C++
118 lines
4.2 KiB
C++
/*
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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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup eduv
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*/
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#ifndef __UVEDIT_INTERN_H__
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#define __UVEDIT_INTERN_H__
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struct BMEditMesh;
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struct BMFace;
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struct BMLoop;
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struct Image;
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struct Object;
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struct Scene;
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struct SpaceImage;
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struct wmOperatorType;
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/* geometric utilities */
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void uv_poly_copy_aspect(float uv_orig[][2], float uv[][2], float aspx, float aspy, int len);
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void uv_poly_center(struct BMFace *f, float r_cent[2], const int cd_loop_uv_offset);
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/* find nearest */
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typedef struct UvNearestHit {
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/** Only for `*_multi(..)` versions of functions. */
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struct Object *ob;
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/** Always set if we have a hit. */
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struct BMFace *efa;
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struct BMLoop *l;
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struct MLoopUV *luv, *luv_next;
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/** Index of loop within face. */
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int lindex;
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/** Needs to be set before calling nearest functions. */
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float dist_sq;
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} UvNearestHit;
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#define UV_NEAREST_HIT_INIT \
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{ \
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.dist_sq = FLT_MAX, \
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}
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bool uv_find_nearest_vert(struct Scene *scene,
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struct Image *ima,
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struct Object *obedit,
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const float co[2],
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const float penalty_dist,
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struct UvNearestHit *hit_final);
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bool uv_find_nearest_vert_multi(struct Scene *scene,
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struct Image *ima,
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struct Object **objects,
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const uint objects_len,
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const float co[2],
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const float penalty_dist,
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struct UvNearestHit *hit_final);
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bool uv_find_nearest_edge(struct Scene *scene,
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struct Image *ima,
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struct Object *obedit,
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const float co[2],
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struct UvNearestHit *hit_final);
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bool uv_find_nearest_edge_multi(struct Scene *scene,
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struct Image *ima,
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struct Object **objects,
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const uint objects_len,
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const float co[2],
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struct UvNearestHit *hit_final);
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bool uv_find_nearest_face(struct Scene *scene,
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struct Image *ima,
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struct Object *obedit,
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const float co[2],
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struct UvNearestHit *hit_final);
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bool uv_find_nearest_face_multi(struct Scene *scene,
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struct Image *ima,
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struct Object **objects,
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const uint objects_len,
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const float co[2],
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struct UvNearestHit *hit_final);
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/* utility tool functions */
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void uvedit_live_unwrap_update(struct SpaceImage *sima,
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struct Scene *scene,
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struct Object *obedit);
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/* operators */
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void UV_OT_average_islands_scale(struct wmOperatorType *ot);
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void UV_OT_cube_project(struct wmOperatorType *ot);
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void UV_OT_cylinder_project(struct wmOperatorType *ot);
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void UV_OT_project_from_view(struct wmOperatorType *ot);
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void UV_OT_minimize_stretch(struct wmOperatorType *ot);
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void UV_OT_pack_islands(struct wmOperatorType *ot);
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void UV_OT_reset(struct wmOperatorType *ot);
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void UV_OT_sphere_project(struct wmOperatorType *ot);
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void UV_OT_unwrap(struct wmOperatorType *ot);
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void UV_OT_stitch(struct wmOperatorType *ot);
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#endif /* __UVEDIT_INTERN_H__ */
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