A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
374 lines
14 KiB
C
374 lines
14 KiB
C
/* SPDX-FileCopyrightText: 2008 Blender Foundation
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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 "BKE_customdata.h"
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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 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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/* 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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const struct bNode **r_node,
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const 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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BMUVOffsets offsets);
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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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BMUVOffsets offsets);
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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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BMUVOffsets offsets);
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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, BMUVOffsets offsets);
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bool uvedit_edge_select_test(const struct Scene *scene, struct BMLoop *l, BMUVOffsets offsets);
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bool uvedit_uv_select_test(const struct Scene *scene, struct 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(const struct Scene *scene,
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struct BMesh *bm,
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struct 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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/**
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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 BMesh *bm,
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struct 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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/**
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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 BMesh *bm,
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struct 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 (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 BMesh *bm,
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struct BMFace *efa,
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bool do_history,
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BMUVOffsets offsets);
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void uvedit_face_select_disable(const struct Scene *scene,
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struct BMesh *bm,
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struct BMFace *efa,
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BMUVOffsets offsets);
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void uvedit_edge_select_enable(const struct Scene *scene,
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struct BMesh *bm,
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struct BMLoop *l,
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bool do_history,
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BMUVOffsets offsets);
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void uvedit_edge_select_disable(const struct Scene *scene,
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struct BMesh *bm,
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struct BMLoop *l,
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BMUVOffsets offsets);
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void uvedit_uv_select_enable(const struct Scene *scene,
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struct BMesh *bm,
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struct BMLoop *l,
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bool do_history,
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BMUVOffsets offsets);
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void uvedit_uv_select_disable(const struct Scene *scene,
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struct BMesh *bm,
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struct BMLoop *l,
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BMUVOffsets offsets);
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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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BMUVOffsets offsets);
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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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BMUVOffsets offsets);
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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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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 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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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 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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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 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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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 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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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 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(const 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(const 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(const struct Scene *scene, struct BMEditMesh *em);
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bool ED_uvedit_nearest_uv_multi(const struct View2D *v2d,
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const struct Scene *scene,
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struct Object **objects,
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uint objects_len,
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const int mval[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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struct BMFace **ED_uvedit_selected_faces(const 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(const 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(const 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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/**
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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(struct 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(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 FaceIsland {
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struct FaceIsland *next;
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struct FaceIsland *prev;
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struct 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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struct 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 struct Image *image,
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const int udim_grid[2],
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const float coords[2]);
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#ifdef __cplusplus
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}
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#endif
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