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blender-archive/source/blender/editors/uvedit/uvedit_intern.h
Campbell Barton 908b383b7d UV: tweak face select behavior
When the mouse cursor is inside the UV face,
extend the selection threshold.

This means when zoomed in, a face can always be selected when the cursor
is inside it.
In the case of multiple overlapping faces - the face with the closest
center is used.

----

Prior to 246efd7286, the UV selection
threshold was scaled by the zoom level, so selecting a face when zoomed
in close would often often select faces even when the on-screen center
was outside the intended threshold.

Having a zoom-independent threshold may require more precision than
users are used to.

This change addresses this.
2021-01-20 17:07:20 +11:00

175 lines
6.7 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup eduv
*/
#pragma once
struct BMFace;
struct BMLoop;
struct Object;
struct Scene;
struct SpaceImage;
struct wmOperatorType;
/* geometric utilities */
void uv_poly_copy_aspect(float uv_orig[][2], float uv[][2], float aspx, float aspy, int len);
/* find nearest */
typedef struct UvNearestHit {
/** Only for `*_multi(..)` versions of functions. */
struct Object *ob;
/** Always set if we have a hit. */
struct BMFace *efa;
struct BMLoop *l;
/**
* Needs to be set before calling nearest functions.
*
* \note When #UV_NEAREST_HIT_INIT_DIST_PX or #UV_NEAREST_HIT_INIT_MAX are used,
* this value is pixels squared.
*/
float dist_sq;
/** Scale the UV's to account for aspect ratio from the image view. */
float scale[2];
} UvNearestHit;
#define UV_NEAREST_HIT_INIT_DIST_PX(v2d, dist_px) \
{ \
.dist_sq = square_f(U.pixelsize * dist_px), \
.scale = { \
UI_view2d_scale_get_x(v2d), \
UI_view2d_scale_get_y(v2d), \
}, \
}
#define UV_NEAREST_HIT_INIT_MAX(v2d) \
{ \
.dist_sq = FLT_MAX, \
.scale = { \
UI_view2d_scale_get_x(v2d), \
UI_view2d_scale_get_y(v2d), \
}, \
}
bool uv_find_nearest_vert(struct Scene *scene,
struct Object *obedit,
const float co[2],
const float penalty_dist,
struct UvNearestHit *hit);
bool uv_find_nearest_vert_multi(struct Scene *scene,
struct Object **objects,
const uint objects_len,
const float co[2],
const float penalty_dist,
struct UvNearestHit *hit);
bool uv_find_nearest_edge(struct Scene *scene,
struct Object *obedit,
const float co[2],
struct UvNearestHit *hit);
bool uv_find_nearest_edge_multi(struct Scene *scene,
struct Object **objects,
const uint objects_len,
const float co[2],
struct UvNearestHit *hit);
bool uv_find_nearest_face_ex(struct Scene *scene,
struct Object *obedit,
const float co[2],
struct UvNearestHit *hit,
const bool only_in_face);
bool uv_find_nearest_face(struct Scene *scene,
struct Object *obedit,
const float co[2],
struct UvNearestHit *hit);
bool uv_find_nearest_face_multi_ex(struct Scene *scene,
struct Object **objects,
const uint objects_len,
const float co[2],
struct UvNearestHit *hit,
const bool only_in_face);
bool uv_find_nearest_face_multi(struct Scene *scene,
struct Object **objects,
const uint objects_len,
const float co[2],
struct UvNearestHit *hit);
BMLoop *uv_find_nearest_loop_from_vert(struct Scene *scene,
struct Object *obedit,
struct BMVert *v,
const float co[2]);
BMLoop *uv_find_nearest_loop_from_edge(struct Scene *scene,
struct Object *obedit,
struct BMEdge *e,
const float co[2]);
/* utility tool functions */
void uvedit_live_unwrap_update(struct SpaceImage *sima,
struct Scene *scene,
struct Object *obedit);
/* operators */
void UV_OT_average_islands_scale(struct wmOperatorType *ot);
void UV_OT_cube_project(struct wmOperatorType *ot);
void UV_OT_cylinder_project(struct wmOperatorType *ot);
void UV_OT_project_from_view(struct wmOperatorType *ot);
void UV_OT_minimize_stretch(struct wmOperatorType *ot);
void UV_OT_pack_islands(struct wmOperatorType *ot);
void UV_OT_reset(struct wmOperatorType *ot);
void UV_OT_sphere_project(struct wmOperatorType *ot);
void UV_OT_unwrap(struct wmOperatorType *ot);
void UV_OT_rip(struct wmOperatorType *ot);
void UV_OT_stitch(struct wmOperatorType *ot);
void UV_OT_smart_project(struct wmOperatorType *ot);
/* uvedit_path.c */
void UV_OT_shortest_path_pick(struct wmOperatorType *ot);
void UV_OT_shortest_path_select(struct wmOperatorType *ot);
/* uvedit_select.c */
bool uvedit_select_is_any_selected(struct Scene *scene, struct Object *obedit);
bool uvedit_select_is_any_selected_multi(struct Scene *scene,
struct Object **objects,
const uint objects_len);
const float *uvedit_first_selected_uv_from_vertex(struct Scene *scene,
struct BMVert *eve,
const int cd_loop_uv_offset);
void UV_OT_select_all(struct wmOperatorType *ot);
void UV_OT_select(struct wmOperatorType *ot);
void UV_OT_select_loop(struct wmOperatorType *ot);
void UV_OT_select_edge_ring(struct wmOperatorType *ot);
void UV_OT_select_linked(struct wmOperatorType *ot);
void UV_OT_select_linked_pick(struct wmOperatorType *ot);
void UV_OT_select_split(struct wmOperatorType *ot);
void UV_OT_select_pinned(struct wmOperatorType *ot);
void UV_OT_select_box(struct wmOperatorType *ot);
void UV_OT_select_lasso(struct wmOperatorType *ot);
void UV_OT_select_circle(struct wmOperatorType *ot);
void UV_OT_select_more(struct wmOperatorType *ot);
void UV_OT_select_less(struct wmOperatorType *ot);
void UV_OT_select_overlap(struct wmOperatorType *ot);