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.
175 lines
6.7 KiB
C++
175 lines
6.7 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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#pragma once
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struct BMFace;
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struct BMLoop;
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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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/* 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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/**
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* Needs to be set before calling nearest functions.
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*
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* \note When #UV_NEAREST_HIT_INIT_DIST_PX or #UV_NEAREST_HIT_INIT_MAX are used,
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* this value is pixels squared.
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*/
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float dist_sq;
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/** Scale the UV's to account for aspect ratio from the image view. */
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float scale[2];
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} UvNearestHit;
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#define UV_NEAREST_HIT_INIT_DIST_PX(v2d, dist_px) \
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{ \
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.dist_sq = square_f(U.pixelsize * dist_px), \
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.scale = { \
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UI_view2d_scale_get_x(v2d), \
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UI_view2d_scale_get_y(v2d), \
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}, \
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}
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#define UV_NEAREST_HIT_INIT_MAX(v2d) \
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{ \
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.dist_sq = FLT_MAX, \
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.scale = { \
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UI_view2d_scale_get_x(v2d), \
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UI_view2d_scale_get_y(v2d), \
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}, \
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}
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bool uv_find_nearest_vert(struct Scene *scene,
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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);
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bool uv_find_nearest_vert_multi(struct Scene *scene,
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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);
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bool uv_find_nearest_edge(struct Scene *scene,
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struct Object *obedit,
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const float co[2],
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struct UvNearestHit *hit);
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bool uv_find_nearest_edge_multi(struct Scene *scene,
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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);
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bool uv_find_nearest_face_ex(struct Scene *scene,
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struct Object *obedit,
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const float co[2],
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struct UvNearestHit *hit,
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const bool only_in_face);
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bool uv_find_nearest_face(struct Scene *scene,
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struct Object *obedit,
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const float co[2],
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struct UvNearestHit *hit);
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bool uv_find_nearest_face_multi_ex(struct Scene *scene,
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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,
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const bool only_in_face);
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bool uv_find_nearest_face_multi(struct Scene *scene,
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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);
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BMLoop *uv_find_nearest_loop_from_vert(struct Scene *scene,
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struct Object *obedit,
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struct BMVert *v,
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const float co[2]);
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BMLoop *uv_find_nearest_loop_from_edge(struct Scene *scene,
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struct Object *obedit,
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struct BMEdge *e,
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const float co[2]);
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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_rip(struct wmOperatorType *ot);
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void UV_OT_stitch(struct wmOperatorType *ot);
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void UV_OT_smart_project(struct wmOperatorType *ot);
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/* uvedit_path.c */
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void UV_OT_shortest_path_pick(struct wmOperatorType *ot);
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void UV_OT_shortest_path_select(struct wmOperatorType *ot);
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/* uvedit_select.c */
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bool uvedit_select_is_any_selected(struct Scene *scene, struct Object *obedit);
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bool uvedit_select_is_any_selected_multi(struct Scene *scene,
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struct Object **objects,
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const uint objects_len);
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const float *uvedit_first_selected_uv_from_vertex(struct Scene *scene,
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struct BMVert *eve,
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const int cd_loop_uv_offset);
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void UV_OT_select_all(struct wmOperatorType *ot);
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void UV_OT_select(struct wmOperatorType *ot);
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void UV_OT_select_loop(struct wmOperatorType *ot);
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void UV_OT_select_edge_ring(struct wmOperatorType *ot);
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void UV_OT_select_linked(struct wmOperatorType *ot);
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void UV_OT_select_linked_pick(struct wmOperatorType *ot);
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void UV_OT_select_split(struct wmOperatorType *ot);
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void UV_OT_select_pinned(struct wmOperatorType *ot);
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void UV_OT_select_box(struct wmOperatorType *ot);
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void UV_OT_select_lasso(struct wmOperatorType *ot);
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void UV_OT_select_circle(struct wmOperatorType *ot);
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void UV_OT_select_more(struct wmOperatorType *ot);
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void UV_OT_select_less(struct wmOperatorType *ot);
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void UV_OT_select_overlap(struct wmOperatorType *ot);
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