/* SPDX-FileCopyrightText: 2008 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup editors */ #pragma once #include "BLI_function_ref.hh" #include "BKE_customdata.hh" struct ARegion; struct ARegionType; struct BMEditMesh; struct BMFace; struct BMLoop; struct BMesh; struct Image; struct ImageUser; struct ListBase; struct Main; struct Object; struct Scene; struct SpaceImage; struct ToolSettings; struct View2D; struct ViewLayer; struct bContext; struct bNode; struct bNodeTree; struct wmKeyConfig; struct wmTimer; /* `uvedit_ops.cc` */ void ED_operatortypes_uvedit(); void ED_operatormacros_uvedit(); void ED_keymap_uvedit(wmKeyConfig *keyconf); /** * Be careful when using this, it bypasses all synchronization options. */ void ED_uvedit_select_all(BMesh *bm); void ED_uvedit_foreach_uv(const Scene *scene, BMesh *bm, const bool skip_invisible, const bool selected, blender::FunctionRef user_fn); void ED_uvedit_foreach_uv_multi(const Scene *scene, blender::Span objects_edit, const bool skip_invisible, const bool skip_nonselected, blender::FunctionRef user_fn); bool ED_uvedit_minmax_multi(const Scene *scene, blender::Span objects_edit, float r_min[2], float r_max[2]); bool ED_uvedit_center_multi(const Scene *scene, blender::Span objects_edit, float r_cent[2], char mode); bool ED_uvedit_center_from_pivot_ex(const SpaceImage *sima, Scene *scene, ViewLayer *view_layer, float r_center[2], char mode, bool *r_has_select); bool ED_object_get_active_image(Object *ob, int mat_nr, Image **r_ima, ImageUser **r_iuser, const bNode **r_node, const bNodeTree **r_ntree); void ED_object_assign_active_image(Main *bmain, Object *ob, int mat_nr, Image *ima); bool ED_uvedit_test(Object *obedit); /* `uvedit_select.cc` */ /* Visibility and selection tests. */ bool uvedit_face_visible_test_ex(const ToolSettings *ts, const BMFace *efa); bool uvedit_face_select_test_ex(const ToolSettings *ts, const BMFace *efa, const BMUVOffsets &offsets); bool uvedit_edge_select_test_ex(const ToolSettings *ts, const BMLoop *l, const BMUVOffsets &offsets); bool uvedit_uv_select_test_ex(const ToolSettings *ts, const BMLoop *l, const BMUVOffsets &offsets); bool uvedit_face_visible_test(const Scene *scene, const BMFace *efa); bool uvedit_face_select_test(const Scene *scene, const BMFace *efa, const BMUVOffsets &offsets); bool uvedit_edge_select_test(const Scene *scene, const BMLoop *l, const BMUVOffsets &offsets); bool uvedit_uv_select_test(const Scene *scene, const BMLoop *l, const BMUVOffsets &offsets); /* Individual UV element selection functions. */ /** * \brief Select UV Face * * Changes selection state of a single UV Face. */ void uvedit_face_select_set( const Scene *scene, BMesh *bm, BMFace *efa, bool select, const BMUVOffsets &offsets); /** * \brief Select UV Edge * * Changes selection state of a single UV Edge. */ void uvedit_edge_select_set( const Scene *scene, BMesh *bm, BMLoop *l, bool select, const BMUVOffsets &offsets); /** * \brief Select UV Vertex * * Changes selection state of a single UV vertex. */ void uvedit_uv_select_set( const Scene *scene, BMesh *bm, BMLoop *l, bool select, const BMUVOffsets &offsets); /* Low level functions for (de)selecting individual UV elements. Ensure UV face visibility before * use. */ void uvedit_face_select_enable(const Scene *scene, BMesh *bm, BMFace *efa, const BMUVOffsets &offsets); void uvedit_face_select_disable(const Scene *scene, BMesh *bm, BMFace *efa, const BMUVOffsets &offsets); void uvedit_edge_select_enable(const Scene *scene, BMesh *bm, BMLoop *l, const BMUVOffsets &offsets); void uvedit_edge_select_disable(const Scene *scene, BMesh *bm, BMLoop *l, const BMUVOffsets &offsets); void uvedit_uv_select_enable(const Scene *scene, BMesh *bm, BMLoop *l, const BMUVOffsets &offsets); void uvedit_uv_select_disable(const Scene *scene, BMesh *bm, BMLoop *l, const BMUVOffsets &offsets); /* Sticky mode UV element selection functions. */ void uvedit_face_select_set_with_sticky( const Scene *scene, BMesh *bm, BMFace *efa, bool select, const BMUVOffsets &offsets); void uvedit_edge_select_set_with_sticky( const Scene *scene, BMesh *bm, BMLoop *l, bool select, const BMUVOffsets &offsets); void uvedit_uv_select_set_with_sticky( const Scene *scene, BMesh *bm, BMLoop *l, bool select, const BMUVOffsets &offsets); /* Low level functions for sticky element selection (sticky mode independent). Type of sticky * selection is specified explicitly (using sticky_flag, except for face selection). */ void uvedit_face_select_shared_vert( const Scene *scene, BMesh *bm, BMFace *efa, const bool select, const BMUVOffsets &offsets); /** * Selects UV edges and shared vertices according to sticky_flag. * * \param sticky_flag: * - #SI_STICKY_LOC: selects all UV edges that share the same mesh vertices and UV coordinates. * - #SI_STICKY_VERTEX: selects all UV edges sharing the same mesh vertices. */ void uvedit_edge_select_shared_vert(const Scene *scene, BMesh *bm, BMLoop *l, const bool select, const int sticky_flag, const BMUVOffsets &offsets); /** * Selects shared UVs based on #sticky_flag. * * \param sticky_flag: Type of sticky selection: * - #SI_STICKY_LOC: selects all UVs sharing same mesh vertex and UV coordinates. * - #SI_STICKY_VERTEX: selects all UVs sharing same mesh vertex. */ void uvedit_uv_select_shared_vert(const Scene *scene, BMesh *bm, BMLoop *l, const bool select, const int sticky_flag, const BMUVOffsets &offsets); /** * Sets required UV edge flags as specified by the `sticky_flag`. */ void uvedit_edge_select_set_noflush(const Scene *scene, BMLoop *l, const bool select, const int sticky_flag, const BMUVOffsets &offsets); /** * \brief UV Select Mode set * * Updates selection state for UVs based on the select mode and sticky mode. Similar to * #EDBM_selectmode_set. */ void ED_uvedit_selectmode_clean(const Scene *scene, Object *obedit); void ED_uvedit_selectmode_clean_multi(bContext *C); void ED_uvedit_sticky_selectmode_update(bContext *C); /** * \brief UV Select Mode Flush * * Flushes selections upwards as dictated by the UV select mode. */ void ED_uvedit_selectmode_flush(const Scene *scene, BMesh *bm); /** * Mode independent UV de-selection flush. */ void uvedit_deselect_flush(const Scene *scene, BMesh *bm); /** * Mode independent UV selection flush. */ void uvedit_select_flush(const Scene *scene, BMesh *bm); bool ED_uvedit_nearest_uv_multi(const View2D *v2d, const Scene *scene, blender::Span objects, const float mval_fl[2], const bool ignore_selected, float *dist_sq, float r_uv[2]); BMFace **ED_uvedit_selected_faces(const Scene *scene, BMesh *bm, int len_max, int *r_faces_len); BMLoop **ED_uvedit_selected_edges(const Scene *scene, BMesh *bm, int len_max, int *r_edges_len); BMLoop **ED_uvedit_selected_verts(const Scene *scene, BMesh *bm, int len_max, int *r_verts_len); void ED_uvedit_active_vert_loop_set(BMesh *bm, BMLoop *l); BMLoop *ED_uvedit_active_vert_loop_get(BMesh *bm); void ED_uvedit_active_edge_loop_set(BMesh *bm, BMLoop *l); BMLoop *ED_uvedit_active_edge_loop_get(BMesh *bm); /** * Intentionally don't return #UV_SELECT_ISLAND as it's not an element type. * In this case return #UV_SELECT_VERTEX as a fallback. */ char ED_uvedit_select_mode_get(const Scene *scene); bool ED_uvedit_select_island_check(const ToolSettings *ts); void ED_uvedit_select_sync_flush(const ToolSettings *ts, BMesh *bm, bool select); /* `uvedit_unwrap_ops.cc` */ void ED_uvedit_get_aspect(Object *obedit, float *r_aspx, float *r_aspy); /** * Return the X / Y aspect (wider aspects are over 1, taller are below 1). * Apply this aspect by multiplying with the Y axis (X aspect is always 1 & unchanged). */ float ED_uvedit_get_aspect_y(Object *obedit); void ED_uvedit_get_aspect_from_material(Object *ob, const int material_index, float *r_aspx, float *r_aspy); /** Return true if the timer is managed by live-unwrap. */ bool ED_uvedit_live_unwrap_timer_check(const wmTimer *timer); /** * \param win_modal: Support interactive (modal) unwrapping that updates with a timer. */ void ED_uvedit_live_unwrap_begin(Scene *scene, Object *obedit, struct wmWindow *win_modal); void ED_uvedit_live_unwrap_re_solve(); void ED_uvedit_live_unwrap_end(bool cancel); void ED_uvedit_live_unwrap(const Scene *scene, blender::Span objects); void ED_uvedit_add_simple_uvs(Main *bmain, const Scene *scene, Object *ob); /* `uvedit_draw.cc` */ void ED_image_draw_cursor(ARegion *region, const float cursor[2]); /* `uvedit_buttons.cc` */ void ED_uvedit_buttons_register(ARegionType *art); /* `uvedit_islands.cc` */ struct FaceIsland { FaceIsland *next; FaceIsland *prev; BMFace **faces; int faces_len; /** * \note While this is duplicate information, * it allows islands from multiple meshes to be stored in the same list. */ BMUVOffsets offsets; float aspect_y; }; /** * Calculate islands and add them to \a island_list returning the number of items added. */ int bm_mesh_calc_uv_islands(const Scene *scene, BMesh *bm, ListBase *island_list, const bool only_selected_faces, const bool only_selected_uvs, const bool use_seams, const float aspect_y, const BMUVOffsets &offsets); /** * Returns true if UV coordinates lie on a valid tile in UDIM grid or tiled image. */ bool uv_coords_isect_udim(const Image *image, const int udim_grid[2], const float coords[2]);