This patch adds edge selection support for UV editing (refer T76545). Developed as a part of GSoC 2021 project - UV Editor Improvements. Previously, selections in the UV editor always flushed down to vertices and this caused multiple issues such as T76343, T78757 and T26676. This patch fixes that by adding edge selection support for all UV operators and adding support for flushing selections between vertices and edges. Updating UV select modes is now done using a separate operator, which also handles select mode flushing and undo for UV select modes. Drawing edges (in UV edge mode) is also updated to match the edit-mesh display in the 3D viewport. Notes on technical changes made with this patch: * MLOOPUV_EDGESEL flag is restored (was removed in rB9fa29fe7652a). * Support for flushing selection between vertices and edges. * Restored the BMLoopUV.select_edge boolean in the Python API. * New operator to update UV select modes and flushing. * UV select mode is now part of editmesh undo. TODOs added with this patch: * Edge support for shortest path operator (currently uses vertex path logic). * Change default theme color instead of reducing contrast with edge-select. * Proper UV element selections for Reveal Hidden operator. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D12028
342 lines
13 KiB
C
342 lines
13 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2008 Blender Foundation. All rights reserved. */
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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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#ifdef __cplusplus
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extern "C" {
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#endif
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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 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 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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/* uvedit_ops.c */
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void ED_operatortypes_uvedit(void);
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void ED_operatormacros_uvedit(void);
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void ED_keymap_uvedit(struct wmKeyConfig *keyconf);
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bool ED_uvedit_minmax(const struct Scene *scene,
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struct Object *obedit,
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float min[2],
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float max[2]);
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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(struct BMesh *bm);
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bool ED_uvedit_minmax_multi(const struct Scene *scene,
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struct Object **objects_edit,
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uint objects_len,
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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 struct Scene *scene,
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struct Object **objects_edit,
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uint objects_len,
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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(struct SpaceImage *sima,
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struct Scene *scene,
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struct 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_uvedit_center_from_pivot(struct SpaceImage *sima,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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float r_center[2],
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char mode);
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bool ED_object_get_active_image(struct Object *ob,
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int mat_nr,
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struct Image **r_ima,
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struct ImageUser **r_iuser,
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struct bNode **r_node,
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struct bNodeTree **r_ntree);
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void ED_object_assign_active_image(struct Main *bmain,
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struct Object *ob,
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int mat_nr,
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struct Image *ima);
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bool ED_uvedit_test(struct Object *obedit);
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/* Visibility and selection tests. */
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bool uvedit_face_visible_test_ex(const struct ToolSettings *ts, struct BMFace *efa);
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bool uvedit_face_select_test_ex(const struct ToolSettings *ts,
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struct BMFace *efa,
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int cd_loop_uv_offset);
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bool uvedit_edge_select_test_ex(const struct ToolSettings *ts,
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struct BMLoop *l,
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int cd_loop_uv_offset);
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bool uvedit_uv_select_test_ex(const struct ToolSettings *ts,
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struct BMLoop *l,
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int cd_loop_uv_offset);
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bool uvedit_face_visible_test(const struct Scene *scene, struct BMFace *efa);
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bool uvedit_face_select_test(const struct Scene *scene, struct BMFace *efa, int cd_loop_uv_offset);
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bool uvedit_edge_select_test(const struct Scene *scene, struct BMLoop *l, int cd_loop_uv_offset);
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bool uvedit_uv_select_test(const struct Scene *scene, struct BMLoop *l, int cd_loop_uv_offset);
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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(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMFace *efa,
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bool select,
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bool do_history,
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int cd_loop_uv_offset);
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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(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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bool select,
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bool do_history,
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int cd_loop_uv_offset);
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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(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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bool select,
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bool do_history,
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int cd_loop_uv_offset);
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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 struct Scene *scene,
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struct BMEditMesh *em,
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struct BMFace *efa,
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bool do_history,
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int cd_loop_uv_offset);
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void uvedit_face_select_disable(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMFace *efa,
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int cd_loop_uv_offset);
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void uvedit_edge_select_enable(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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bool do_history,
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int cd_loop_uv_offset);
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void uvedit_edge_select_disable(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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int cd_loop_uv_offset);
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void uvedit_uv_select_enable(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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bool do_history,
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int cd_loop_uv_offset);
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void uvedit_uv_select_disable(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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int cd_loop_uv_offset);
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/* Sticky mode UV element selection functions. */
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void uvedit_face_select_set_with_sticky(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMFace *efa,
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bool select,
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bool do_history,
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int cd_loop_uv_offset);
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void uvedit_edge_select_set_with_sticky(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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bool select,
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bool do_history,
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uint cd_loop_uv_offset);
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void uvedit_uv_select_set_with_sticky(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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bool select,
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bool do_history,
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uint cd_loop_uv_offset);
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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(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMFace *efa,
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const bool select,
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const bool do_history,
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const int cd_loop_uv_offset);
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void uvedit_edge_select_shared_vert(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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const bool select,
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const int sticky_flag,
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const bool do_history,
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const int cd_loop_uv_offset);
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void uvedit_uv_select_shared_vert(const struct Scene *scene,
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struct BMEditMesh *em,
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struct BMLoop *l,
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const bool select,
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const int sticky_flag,
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const bool do_history,
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const int cd_loop_uv_offset);
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/* Sets required UV edge flags as specified by the sticky_flag. */
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void uvedit_edge_select_set_noflush(const struct Scene *scene,
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struct BMLoop *l,
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const bool select,
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const int sticky_flag,
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const int cd_loop_uv_offset);
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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(struct Scene *scene, struct Object *obedit);
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void ED_uvedit_selectmode_clean_multi(struct 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(struct Scene *scene, struct BMEditMesh *em);
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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(struct Scene *scene, struct BMEditMesh *em);
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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(struct Scene *scene, struct BMEditMesh *em);
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bool ED_uvedit_nearest_uv(const struct Scene *scene,
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struct Object *obedit,
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const float co[2],
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float *dist_sq,
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float r_uv[2]);
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bool ED_uvedit_nearest_uv_multi(const struct Scene *scene,
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struct Object **objects,
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uint objects_len,
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const float co[2],
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float *dist_sq,
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float r_uv[2]);
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struct BMFace **ED_uvedit_selected_faces(struct Scene *scene,
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struct BMesh *bm,
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int len_max,
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int *r_faces_len);
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struct BMLoop **ED_uvedit_selected_edges(struct Scene *scene,
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struct BMesh *bm,
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int len_max,
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int *r_edges_len);
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struct BMLoop **ED_uvedit_selected_verts(struct Scene *scene,
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struct BMesh *bm,
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int len_max,
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int *r_verts_len);
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void ED_uvedit_get_aspect(struct Object *obedit, float *r_aspx, float *r_aspy);
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void ED_uvedit_active_vert_loop_set(struct BMesh *bm, struct BMLoop *l);
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struct BMLoop *ED_uvedit_active_vert_loop_get(struct BMesh *bm);
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void ED_uvedit_active_edge_loop_set(struct BMesh *bm, struct BMLoop *l);
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struct BMLoop *ED_uvedit_active_edge_loop_get(struct 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 struct Scene *scene);
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void ED_uvedit_select_sync_flush(const struct ToolSettings *ts,
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struct BMEditMesh *em,
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bool select);
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/* uvedit_unwrap_ops.c */
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void ED_uvedit_live_unwrap_begin(struct Scene *scene, struct Object *obedit);
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void ED_uvedit_live_unwrap_re_solve(void);
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void ED_uvedit_live_unwrap_end(short cancel);
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void ED_uvedit_live_unwrap(const struct Scene *scene, struct Object **objects, int objects_len);
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void ED_uvedit_add_simple_uvs(struct Main *bmain, const struct Scene *scene, struct Object *ob);
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/* uvedit_draw.c */
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void ED_image_draw_cursor(struct ARegion *region, const float cursor[2]);
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/* uvedit_buttons.c */
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void ED_uvedit_buttons_register(struct ARegionType *art);
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/* uvedit_islands.c */
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struct UVMapUDIM_Params {
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const struct Image *image;
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/** Copied from #SpaceImage.tile_grid_shape */
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int grid_shape[2];
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bool use_target_udim;
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int target_udim;
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};
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bool ED_uvedit_udim_params_from_image_space(const struct SpaceImage *sima,
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bool use_active,
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struct UVMapUDIM_Params *udim_params);
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struct UVPackIsland_Params {
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uint rotate : 1;
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/** -1 not to align to axis, otherwise 0,1 for X,Y. */
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int rotate_align_axis : 2;
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uint only_selected_uvs : 1;
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uint only_selected_faces : 1;
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uint use_seams : 1;
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uint correct_aspect : 1;
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};
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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 struct Image *image,
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const int udim_grid[2],
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const float coords[2]);
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void ED_uvedit_pack_islands_multi(const struct Scene *scene,
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Object **objects,
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uint objects_len,
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const struct UVMapUDIM_Params *udim_params,
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const struct UVPackIsland_Params *params);
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#ifdef __cplusplus
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}
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#endif
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