Expose existing mask operators as tools in the toolbar. The primitive tools are commented out since interactively placement isn't currently supported by the operators. Ref !136086
324 lines
12 KiB
C++
324 lines
12 KiB
C++
/* SPDX-FileCopyrightText: 2008 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup editors
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*/
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#pragma once
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#include "BLI_function_ref.hh"
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#include "BKE_customdata.hh"
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struct ARegion;
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struct ARegionType;
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struct BMEditMesh;
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struct BMFace;
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struct BMLoop;
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struct BMesh;
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struct Image;
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struct ImageUser;
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struct ListBase;
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struct Main;
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struct Object;
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struct Scene;
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struct SpaceImage;
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struct ToolSettings;
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struct View2D;
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struct ViewLayer;
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struct bContext;
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struct bNode;
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struct bNodeTree;
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struct wmKeyConfig;
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struct wmTimer;
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/* `uvedit_ops.cc` */
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void ED_operatortypes_uvedit();
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void ED_operatormacros_uvedit();
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void ED_keymap_uvedit(wmKeyConfig *keyconf);
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/**
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* Be careful when using this, it bypasses all synchronization options.
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*/
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void ED_uvedit_select_all(BMesh *bm);
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void ED_uvedit_foreach_uv(const Scene *scene,
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BMesh *bm,
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const bool skip_invisible,
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const bool selected,
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blender::FunctionRef<void(float[2])> user_fn);
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void ED_uvedit_foreach_uv_multi(const Scene *scene,
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blender::Span<Object *> objects_edit,
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const bool skip_invisible,
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const bool skip_nonselected,
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blender::FunctionRef<void(float[2])> user_fn);
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bool ED_uvedit_minmax_multi(const Scene *scene,
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blender::Span<Object *> objects_edit,
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float r_min[2],
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float r_max[2]);
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bool ED_uvedit_center_multi(const Scene *scene,
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blender::Span<Object *> objects_edit,
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float r_cent[2],
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char mode);
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bool ED_uvedit_center_from_pivot_ex(const SpaceImage *sima,
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Scene *scene,
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ViewLayer *view_layer,
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float r_center[2],
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char mode,
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bool *r_has_select);
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bool ED_object_get_active_image(Object *ob,
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int mat_nr,
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Image **r_ima,
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ImageUser **r_iuser,
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const bNode **r_node,
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const bNodeTree **r_ntree);
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void ED_object_assign_active_image(Main *bmain, Object *ob, int mat_nr, Image *ima);
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bool ED_uvedit_test(Object *obedit);
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/* `uvedit_select.cc` */
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/* Visibility and selection tests. */
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bool uvedit_face_visible_test_ex(const ToolSettings *ts, const BMFace *efa);
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bool uvedit_face_select_test_ex(const ToolSettings *ts,
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const BMFace *efa,
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const BMUVOffsets &offsets);
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bool uvedit_edge_select_test_ex(const ToolSettings *ts,
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const BMLoop *l,
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const BMUVOffsets &offsets);
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bool uvedit_uv_select_test_ex(const ToolSettings *ts, const BMLoop *l, const BMUVOffsets &offsets);
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bool uvedit_face_visible_test(const Scene *scene, const BMFace *efa);
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bool uvedit_face_select_test(const Scene *scene, const BMFace *efa, const BMUVOffsets &offsets);
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bool uvedit_edge_select_test(const Scene *scene, const BMLoop *l, const BMUVOffsets &offsets);
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bool uvedit_uv_select_test(const Scene *scene, const BMLoop *l, const BMUVOffsets &offsets);
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/* Individual UV element selection functions. */
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/**
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* \brief Select UV Face
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*
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* Changes selection state of a single UV Face.
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*/
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void uvedit_face_select_set(
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const Scene *scene, BMesh *bm, BMFace *efa, bool select, const BMUVOffsets &offsets);
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/**
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* \brief Select UV Edge
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*
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* Changes selection state of a single UV Edge.
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*/
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void uvedit_edge_select_set(
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const Scene *scene, BMesh *bm, BMLoop *l, bool select, const BMUVOffsets &offsets);
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/**
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* \brief Select UV Vertex
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*
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* Changes selection state of a single UV vertex.
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*/
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void uvedit_uv_select_set(
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const Scene *scene, BMesh *bm, BMLoop *l, bool select, const BMUVOffsets &offsets);
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/* Low level functions for (de)selecting individual UV elements. Ensure UV face visibility before
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* use. */
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void uvedit_face_select_enable(const Scene *scene,
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BMesh *bm,
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BMFace *efa,
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const BMUVOffsets &offsets);
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void uvedit_face_select_disable(const Scene *scene,
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BMesh *bm,
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BMFace *efa,
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const BMUVOffsets &offsets);
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void uvedit_edge_select_enable(const Scene *scene,
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BMesh *bm,
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BMLoop *l,
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const BMUVOffsets &offsets);
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void uvedit_edge_select_disable(const Scene *scene,
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BMesh *bm,
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BMLoop *l,
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const BMUVOffsets &offsets);
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void uvedit_uv_select_enable(const Scene *scene, BMesh *bm, BMLoop *l, const BMUVOffsets &offsets);
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void uvedit_uv_select_disable(const Scene *scene,
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BMesh *bm,
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BMLoop *l,
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const BMUVOffsets &offsets);
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/* Sticky mode UV element selection functions. */
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void uvedit_face_select_set_with_sticky(
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const Scene *scene, BMesh *bm, BMFace *efa, bool select, const BMUVOffsets &offsets);
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void uvedit_edge_select_set_with_sticky(
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const Scene *scene, BMesh *bm, BMLoop *l, bool select, const BMUVOffsets &offsets);
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void uvedit_uv_select_set_with_sticky(
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const Scene *scene, BMesh *bm, BMLoop *l, bool select, const BMUVOffsets &offsets);
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/* Low level functions for sticky element selection (sticky mode independent). Type of sticky
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* selection is specified explicitly (using sticky_flag, except for face selection). */
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void uvedit_face_select_shared_vert(
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const Scene *scene, BMesh *bm, BMFace *efa, const bool select, const BMUVOffsets &offsets);
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/**
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* Selects UV edges and shared vertices according to sticky_flag.
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*
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* \param sticky_flag:
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* - #SI_STICKY_LOC: selects all UV edges that share the same mesh vertices and UV coordinates.
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* - #SI_STICKY_VERTEX: selects all UV edges sharing the same mesh vertices.
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*/
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void uvedit_edge_select_shared_vert(const Scene *scene,
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BMesh *bm,
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BMLoop *l,
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const bool select,
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const int sticky_flag,
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const BMUVOffsets &offsets);
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/**
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* Selects shared UVs based on #sticky_flag.
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*
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* \param sticky_flag: Type of sticky selection:
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* - #SI_STICKY_LOC: selects all UVs sharing same mesh vertex and UV coordinates.
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* - #SI_STICKY_VERTEX: selects all UVs sharing same mesh vertex.
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*/
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void uvedit_uv_select_shared_vert(const Scene *scene,
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BMesh *bm,
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BMLoop *l,
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const bool select,
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const int sticky_flag,
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const BMUVOffsets &offsets);
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/**
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* Sets required UV edge flags as specified by the `sticky_flag`.
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*/
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void uvedit_edge_select_set_noflush(const Scene *scene,
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BMLoop *l,
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const bool select,
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const int sticky_flag,
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const BMUVOffsets &offsets);
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/**
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* \brief UV Select Mode set
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*
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* Updates selection state for UVs based on the select mode and sticky mode. Similar to
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* #EDBM_selectmode_set.
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*/
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void ED_uvedit_selectmode_clean(const Scene *scene, Object *obedit);
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void ED_uvedit_selectmode_clean_multi(bContext *C);
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void ED_uvedit_sticky_selectmode_update(bContext *C);
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/**
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* \brief UV Select Mode Flush
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*
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* Flushes selections upwards as dictated by the UV select mode.
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*/
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void ED_uvedit_selectmode_flush(const Scene *scene, BMesh *bm);
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/**
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* Mode independent UV de-selection flush.
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*/
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void uvedit_deselect_flush(const Scene *scene, BMesh *bm);
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/**
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* Mode independent UV selection flush.
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*/
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void uvedit_select_flush(const Scene *scene, BMesh *bm);
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bool ED_uvedit_nearest_uv_multi(const View2D *v2d,
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const Scene *scene,
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blender::Span<Object *> objects,
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const float mval_fl[2],
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const bool ignore_selected,
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float *dist_sq,
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float r_uv[2]);
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BMFace **ED_uvedit_selected_faces(const Scene *scene, BMesh *bm, int len_max, int *r_faces_len);
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BMLoop **ED_uvedit_selected_edges(const Scene *scene, BMesh *bm, int len_max, int *r_edges_len);
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BMLoop **ED_uvedit_selected_verts(const Scene *scene, BMesh *bm, int len_max, int *r_verts_len);
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void ED_uvedit_active_vert_loop_set(BMesh *bm, BMLoop *l);
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BMLoop *ED_uvedit_active_vert_loop_get(BMesh *bm);
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void ED_uvedit_active_edge_loop_set(BMesh *bm, BMLoop *l);
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BMLoop *ED_uvedit_active_edge_loop_get(BMesh *bm);
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/**
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* Intentionally don't return #UV_SELECT_ISLAND as it's not an element type.
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* In this case return #UV_SELECT_VERTEX as a fallback.
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*/
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char ED_uvedit_select_mode_get(const Scene *scene);
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bool ED_uvedit_select_island_check(const ToolSettings *ts);
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void ED_uvedit_select_sync_flush(const ToolSettings *ts, BMesh *bm, bool select);
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/* `uvedit_unwrap_ops.cc` */
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void ED_uvedit_get_aspect(Object *obedit, float *r_aspx, float *r_aspy);
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/**
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* Return the X / Y aspect (wider aspects are over 1, taller are below 1).
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* Apply this aspect by multiplying with the Y axis (X aspect is always 1 & unchanged).
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*/
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float ED_uvedit_get_aspect_y(Object *obedit);
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void ED_uvedit_get_aspect_from_material(Object *ob,
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const int material_index,
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float *r_aspx,
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float *r_aspy);
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/** Return true if the timer is managed by live-unwrap. */
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bool ED_uvedit_live_unwrap_timer_check(const wmTimer *timer);
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/**
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* \param win_modal: Support interactive (modal) unwrapping that updates with a timer.
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*/
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void ED_uvedit_live_unwrap_begin(Scene *scene, Object *obedit, struct wmWindow *win_modal);
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void ED_uvedit_live_unwrap_re_solve();
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void ED_uvedit_live_unwrap_end(bool cancel);
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void ED_uvedit_live_unwrap(const Scene *scene, blender::Span<Object *> objects);
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void ED_uvedit_add_simple_uvs(Main *bmain, const Scene *scene, Object *ob);
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/* `uvedit_draw.cc` */
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void ED_image_draw_cursor(ARegion *region, const float cursor[2]);
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/* `uvedit_buttons.cc` */
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void ED_uvedit_buttons_register(ARegionType *art);
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/* `uvedit_islands.cc` */
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struct FaceIsland {
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FaceIsland *next;
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FaceIsland *prev;
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BMFace **faces;
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int faces_len;
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/**
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* \note While this is duplicate information,
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* it allows islands from multiple meshes to be stored in the same list.
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*/
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BMUVOffsets offsets;
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float aspect_y;
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};
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/**
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* Calculate islands and add them to \a island_list returning the number of items added.
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*/
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int bm_mesh_calc_uv_islands(const Scene *scene,
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BMesh *bm,
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ListBase *island_list,
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const bool only_selected_faces,
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const bool only_selected_uvs,
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const bool use_seams,
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const float aspect_y,
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const BMUVOffsets &offsets);
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/**
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* Returns true if UV coordinates lie on a valid tile in UDIM grid or tiled image.
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*/
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bool uv_coords_isect_udim(const Image *image, const int udim_grid[2], const float coords[2]);
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