Files
test/source/blender/editors/include/ED_uvedit.hh
Lukasz Czyz 788bc5158e UV: add support for the SLIM unwrapping algorithm
Integrate an existing implementation of the SLIM unwrapping algorithm
into Blender. More info about SLIM here:
https://igl.ethz.ch/projects/slim/

This commit is based on the integration code written by Aurel Gruber
for Blender 2.7x (unfinished and never merged with the main branch).

This commit is based on Aurel's code, rebased and further improved.

Details:

- Unwrap has been moved into a sub-menu,
  slim unwrapping is exposed as: "Minimum Stretch".
- Live unwrap with SLIM refines the solutions using a timer.
- When using SLIM there are options to:
  - Set the number of iterations.
  - Weight the influence using vertex weights.
- SLIM can be disabled using the `WITH_UV_SLIM` build option.

Co-authored-by: Aurel Gruber <aurel.gruber@infix.ch>

Ref !114545
2024-09-21 16:48:53 +10:00

313 lines
12 KiB
C++

/* SPDX-FileCopyrightText: 2008 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editors
*/
#pragma once
#include "BKE_customdata.hh"
struct ARegion;
struct ARegionType;
struct BMEditMesh;
struct BMFace;
struct BMLoop;
struct BMesh;
struct Image;
struct ImageUser;
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<void(float[2])> user_fn);
void ED_uvedit_foreach_uv_multi(const Scene *scene,
blender::Span<Object *> objects_edit,
const bool skip_invisible,
const bool skip_nonselected,
blender::FunctionRef<void(float[2])> user_fn);
bool ED_uvedit_minmax_multi(const Scene *scene,
blender::Span<Object *> objects_edit,
float r_min[2],
float r_max[2]);
bool ED_uvedit_center_multi(const Scene *scene,
blender::Span<Object *> objects_edit,
float r_cent[2],
char mode);
bool ED_uvedit_center_from_pivot_ex(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);
/* Visibility and selection tests. */
bool uvedit_face_visible_test_ex(const ToolSettings *ts, BMFace *efa);
bool uvedit_face_select_test_ex(const ToolSettings *ts, BMFace *efa, BMUVOffsets offsets);
bool uvedit_edge_select_test_ex(const ToolSettings *ts, const BMLoop *l, BMUVOffsets offsets);
bool uvedit_uv_select_test_ex(const ToolSettings *ts, const BMLoop *l, BMUVOffsets offsets);
bool uvedit_face_visible_test(const Scene *scene, BMFace *efa);
bool uvedit_face_select_test(const Scene *scene, BMFace *efa, BMUVOffsets offsets);
bool uvedit_edge_select_test(const Scene *scene, BMLoop *l, BMUVOffsets offsets);
bool uvedit_uv_select_test(const Scene *scene, BMLoop *l, 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, bool do_history, 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, bool do_history, 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, bool do_history, 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, bool do_history, BMUVOffsets offsets);
void uvedit_face_select_disable(const Scene *scene, BMesh *bm, BMFace *efa, BMUVOffsets offsets);
void uvedit_edge_select_enable(
const Scene *scene, BMesh *bm, BMLoop *l, bool do_history, BMUVOffsets offsets);
void uvedit_edge_select_disable(const Scene *scene, BMesh *bm, BMLoop *l, BMUVOffsets offsets);
void uvedit_uv_select_enable(
const Scene *scene, BMesh *bm, BMLoop *l, bool do_history, BMUVOffsets offsets);
void uvedit_uv_select_disable(const Scene *scene, BMesh *bm, BMLoop *l, BMUVOffsets offsets);
/* Sticky mode UV element selection functions. */
void uvedit_face_select_set_with_sticky(const Scene *scene,
BMEditMesh *em,
BMFace *efa,
bool select,
bool do_history,
BMUVOffsets offsets);
void uvedit_edge_select_set_with_sticky(const Scene *scene,
BMEditMesh *em,
BMLoop *l,
bool select,
bool do_history,
BMUVOffsets offsets);
void uvedit_uv_select_set_with_sticky(const Scene *scene,
BMEditMesh *em,
BMLoop *l,
bool select,
bool do_history,
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,
BMEditMesh *em,
BMFace *efa,
const bool select,
const bool do_history,
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,
BMEditMesh *em,
BMLoop *l,
const bool select,
const int sticky_flag,
const bool do_history,
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,
BMEditMesh *em,
BMLoop *l,
const bool select,
const int sticky_flag,
const bool do_history,
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, 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);
/**
* \brief UV Select Mode Flush
*
* Flushes selections upwards as dictated by the UV select mode.
*/
void ED_uvedit_selectmode_flush(const Scene *scene, BMEditMesh *em);
/**
* Mode independent UV de-selection flush.
*/
void uvedit_deselect_flush(const Scene *scene, BMEditMesh *em);
/**
* Mode independent UV selection flush.
*/
void uvedit_select_flush(const Scene *scene, BMEditMesh *em);
bool ED_uvedit_nearest_uv_multi(const View2D *v2d,
const Scene *scene,
blender::Span<Object *> 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_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);
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);
void ED_uvedit_select_sync_flush(const ToolSettings *ts, BMEditMesh *em, bool select);
/* `uvedit_unwrap_ops.cc` */
const wmTimer *ED_uvedit_live_unwrap_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(short cancel);
void ED_uvedit_live_unwrap(const Scene *scene, blender::Span<Object *> 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,
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]);