When using clangd or running clang-tidy on headers there are currently many errors. These are noisy in IDEs, make auto fixes impossible, and break features like code completion, refactoring and navigation. This makes source/blender headers work by themselves, which is generally the goal anyway. But #includes and forward declarations were often incomplete. * Add #includes and forward declarations * Add IWYU pragma: export in a few places * Remove some unused #includes (but there are many more) * Tweak ShaderCreateInfo macros to work better with clangd Some types of headers still have errors, these could be fixed or worked around with more investigation. Mostly preprocessor template headers like NOD_static_types.h. Note that that disabling WITH_UNITY_BUILD is required for clangd to work properly, otherwise compile_commands.json does not contain the information for the relevant source files. For more details see the developer docs: https://developer.blender.org/docs/handbook/tooling/clangd/ Pull Request: https://projects.blender.org/blender/blender/pulls/132608
319 lines
12 KiB
C++
319 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(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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/* Visibility and selection tests. */
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bool uvedit_face_visible_test_ex(const ToolSettings *ts, BMFace *efa);
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bool uvedit_face_select_test_ex(const ToolSettings *ts, BMFace *efa, BMUVOffsets offsets);
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bool uvedit_edge_select_test_ex(const ToolSettings *ts, const BMLoop *l, BMUVOffsets offsets);
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bool uvedit_uv_select_test_ex(const ToolSettings *ts, const BMLoop *l, BMUVOffsets offsets);
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bool uvedit_face_visible_test(const Scene *scene, BMFace *efa);
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bool uvedit_face_select_test(const Scene *scene, BMFace *efa, BMUVOffsets offsets);
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bool uvedit_edge_select_test(const Scene *scene, BMLoop *l, BMUVOffsets offsets);
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bool uvedit_uv_select_test(const Scene *scene, BMLoop *l, 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, bool do_history, 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, bool do_history, 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, bool do_history, 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(
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const Scene *scene, BMesh *bm, BMFace *efa, bool do_history, BMUVOffsets offsets);
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void uvedit_face_select_disable(const Scene *scene, BMesh *bm, BMFace *efa, BMUVOffsets offsets);
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void uvedit_edge_select_enable(
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const Scene *scene, BMesh *bm, BMLoop *l, bool do_history, BMUVOffsets offsets);
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void uvedit_edge_select_disable(const Scene *scene, BMesh *bm, BMLoop *l, BMUVOffsets offsets);
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void uvedit_uv_select_enable(
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const Scene *scene, BMesh *bm, BMLoop *l, bool do_history, BMUVOffsets offsets);
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void uvedit_uv_select_disable(const Scene *scene, BMesh *bm, BMLoop *l, BMUVOffsets offsets);
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/* Sticky mode UV element selection functions. */
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void uvedit_face_select_set_with_sticky(const Scene *scene,
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BMEditMesh *em,
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BMFace *efa,
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bool select,
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bool do_history,
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BMUVOffsets offsets);
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void uvedit_edge_select_set_with_sticky(const Scene *scene,
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BMEditMesh *em,
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BMLoop *l,
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bool select,
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bool do_history,
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BMUVOffsets offsets);
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void uvedit_uv_select_set_with_sticky(const Scene *scene,
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BMEditMesh *em,
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BMLoop *l,
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bool select,
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bool do_history,
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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(const Scene *scene,
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BMEditMesh *em,
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BMFace *efa,
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const bool select,
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const bool do_history,
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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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BMEditMesh *em,
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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 bool do_history,
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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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BMEditMesh *em,
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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 bool do_history,
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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(
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const Scene *scene, BMLoop *l, const bool select, const int sticky_flag, 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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/**
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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, 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(const Scene *scene, 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(const Scene *scene, BMEditMesh *em);
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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_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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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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void ED_uvedit_select_sync_flush(const ToolSettings *ts, BMEditMesh *em, bool select);
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/* `uvedit_unwrap_ops.cc` */
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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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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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