WIP: Paint: Vertex loop select #108770

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Christoph Lendenfeld wants to merge 7 commits from ChrisLend/blender:paint_loop_vert into main

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Add the same functionality as in edit mode to the vertex mask selection in paint mode

  • ALT+click: select vertex loop

This PR runs into a technical issue that creates a UX problem:
There is currently no way to select an edge while in vertex mask select mode (except for iterating over all edges and finding the closest one in screen space, which is costly)
That means the code selects the closest vertex and finds the edge under the cursor from that. The UX problem is that the user expects to click on the edge, but the click might not be detected because it is too far away from any vertex. Or it might even detect a vertex in the background that wasn't intended to be selected.
Face select gets around this somewhat because you can click on the whole area of the face anyway

Add the same functionality as in edit mode to the vertex mask selection in paint mode * ALT+click: select vertex loop -------- This PR runs into a technical issue that creates a UX problem: There is currently no way to select an edge while in vertex mask select mode (except for iterating over all edges and finding the closest one in screen space, which is costly) That means the code selects the closest vertex and finds the edge under the cursor from that. The UX problem is that the user expects to click on the edge, but the click might not be detected because it is too far away from any vertex. Or it might even detect a vertex in the background that wasn't intended to be selected. Face select gets around this somewhat because you can click on the whole area of the face anyway
Christoph Lendenfeld added 4 commits 2023-06-08 16:59:28 +02:00
Christoph Lendenfeld added 3 commits 2023-06-09 11:28:37 +02:00

This PR runs into a technical issue that creates a UX problem:

That looks like a considerable issue, indeed.

There is currently no way to select an edge while in vertex mask select mode (except for iterating over all edges and finding the closest one in screen space, which is costly)

Is this because edit mode uses BMesh and weight painting does not?

> This PR runs into a technical issue that creates a UX problem: That looks like a considerable issue, indeed. > There is currently no way to select an edge while in vertex mask select mode (except for iterating over all edges and finding the closest one in screen space, which is costly) Is this because edit mode uses BMesh and weight painting does not?
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Member

This PR runs into a technical issue that creates a UX problem:

That looks like a considerable issue, indeed.

There is currently no way to select an edge while in vertex mask select mode (except for iterating over all edges and finding the closest one in screen space, which is costly)

Is this because edit mode uses BMesh and weight painting does not?

Yeah as far as I understand that is the issue

> > This PR runs into a technical issue that creates a UX problem: > > That looks like a considerable issue, indeed. > > > There is currently no way to select an edge while in vertex mask select mode (except for iterating over all edges and finding the closest one in screen space, which is costly) > > Is this because edit mode uses BMesh and weight painting does not? > > Yeah as far as I understand that is the issue
Member

Is this because edit mode uses BMesh and weight painting does not?
Yeah as far as I understand that is the issue

It would be good to understand the difference in more detail; the difference in data structure seems a bit tangential to me.

iterating over all edges and finding the closest one in screen space, which is costly

I wonder if this is really too expensive-- it can be done in parallel at least. But yeah it would be good to know how this is done in edit mode.

>>Is this because edit mode uses BMesh and weight painting does not? >Yeah as far as I understand that is the issue It would be good to understand the difference in more detail; the difference in data structure seems a bit tangential to me. >iterating over all edges and finding the closest one in screen space, which is costly I wonder if this is really too expensive-- it can be done in parallel at least. But yeah it would be good to know how this is done in edit mode.
Author
Member

I wonder if this is really too expensive-- it can be done in parallel at least.

I just assumed it was expensive honestly. Iterating over all edges on the mesh and projecting them to screenspace seemed a bit inefficient. Especially on heavy meshes, but maybe this assumption is wrong

> I wonder if this is really too expensive-- it can be done in parallel at least. I just assumed it was expensive honestly. Iterating over all edges on the mesh and projecting them to screenspace seemed a bit inefficient. Especially on heavy meshes, but maybe this assumption is wrong
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closing this pull request because I am not sure how to get this working properly

closing this pull request because I am not sure how to get this working properly

Pull request closed

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Reference: blender/blender#108770
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