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authorCampbell Barton <ideasman42@gmail.com>2021-01-20 08:57:02 +0300
committerCampbell Barton <ideasman42@gmail.com>2021-01-20 09:07:20 +0300
commit908b383b7d2199c0c614d085ff65a03eb7852274 (patch)
tree955c797b1100c3af5232bbba4a00f711a33f3eee
parent9f337bef80d2e7259a9e7fec0b8ec8cd807881ae (diff)
UV: tweak face select behavior
When the mouse cursor is inside the UV face, extend the selection threshold. This means when zoomed in, a face can always be selected when the cursor is inside it. In the case of multiple overlapping faces - the face with the closest center is used. ---- Prior to 246efd7286f6187e4dd4b3edcc79cccb1746bb1d, the UV selection threshold was scaled by the zoom level, so selecting a face when zoomed in close would often often select faces even when the on-screen center was outside the intended threshold. Having a zoom-independent threshold may require more precision than users are used to. This change addresses this.
-rw-r--r--source/blender/editors/uvedit/uvedit_intern.h11
-rw-r--r--source/blender/editors/uvedit/uvedit_select.c49
2 files changed, 56 insertions, 4 deletions
diff --git a/source/blender/editors/uvedit/uvedit_intern.h b/source/blender/editors/uvedit/uvedit_intern.h
index 45d65e7070e..cd8fbd00316 100644
--- a/source/blender/editors/uvedit/uvedit_intern.h
+++ b/source/blender/editors/uvedit/uvedit_intern.h
@@ -93,10 +93,21 @@ bool uv_find_nearest_edge_multi(struct Scene *scene,
const float co[2],
struct UvNearestHit *hit);
+bool uv_find_nearest_face_ex(struct Scene *scene,
+ struct Object *obedit,
+ const float co[2],
+ struct UvNearestHit *hit,
+ const bool only_in_face);
bool uv_find_nearest_face(struct Scene *scene,
struct Object *obedit,
const float co[2],
struct UvNearestHit *hit);
+bool uv_find_nearest_face_multi_ex(struct Scene *scene,
+ struct Object **objects,
+ const uint objects_len,
+ const float co[2],
+ struct UvNearestHit *hit,
+ const bool only_in_face);
bool uv_find_nearest_face_multi(struct Scene *scene,
struct Object **objects,
const uint objects_len,
diff --git a/source/blender/editors/uvedit/uvedit_select.c b/source/blender/editors/uvedit/uvedit_select.c
index 394bdd14166..c69900678db 100644
--- a/source/blender/editors/uvedit/uvedit_select.c
+++ b/source/blender/editors/uvedit/uvedit_select.c
@@ -719,7 +719,17 @@ bool uv_find_nearest_edge_multi(
return found;
}
-bool uv_find_nearest_face(Scene *scene, Object *obedit, const float co[2], UvNearestHit *hit)
+/**
+ * \param only_in_face: when true, only hit faces which `co` is inside.
+ * This gives users a result they might expect, especially when zoomed in.
+ *
+ * \note Concave faces can cause odd behavior, although in practice this isn't often an issue.
+ * The center can be outside the face, in this case the distance to the center
+ * could cause the face to be considered too far away.
+ * If this becomes an issue we could track the distance to the faces closest edge.
+ */
+bool uv_find_nearest_face_ex(
+ Scene *scene, Object *obedit, const float co[2], UvNearestHit *hit, const bool only_in_face)
{
BLI_assert((hit->scale[0] > 0.0f) && (hit->scale[1] > 0.0f));
BMEditMesh *em = BKE_editmesh_from_object(obedit);
@@ -745,6 +755,13 @@ bool uv_find_nearest_face(Scene *scene, Object *obedit, const float co[2], UvNea
const float dist_test_sq = len_squared_v2(delta);
if (dist_test_sq < hit->dist_sq) {
+
+ if (only_in_face) {
+ if (!BM_face_uv_point_inside_test(efa, co, cd_loop_uv_offset)) {
+ continue;
+ }
+ }
+
hit->ob = obedit;
hit->efa = efa;
hit->dist_sq = dist_test_sq;
@@ -754,19 +771,34 @@ bool uv_find_nearest_face(Scene *scene, Object *obedit, const float co[2], UvNea
return found;
}
-bool uv_find_nearest_face_multi(
- Scene *scene, Object **objects, const uint objects_len, const float co[2], UvNearestHit *hit)
+bool uv_find_nearest_face(Scene *scene, Object *obedit, const float co[2], UvNearestHit *hit)
+{
+ return uv_find_nearest_face_ex(scene, obedit, co, hit, NULL);
+}
+
+bool uv_find_nearest_face_multi_ex(Scene *scene,
+ Object **objects,
+ const uint objects_len,
+ const float co[2],
+ UvNearestHit *hit,
+ const bool only_in_face)
{
bool found = false;
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
Object *obedit = objects[ob_index];
- if (uv_find_nearest_face(scene, obedit, co, hit)) {
+ if (uv_find_nearest_face_ex(scene, obedit, co, hit, only_in_face)) {
found = true;
}
}
return found;
}
+bool uv_find_nearest_face_multi(
+ Scene *scene, Object **objects, const uint objects_len, const float co[2], UvNearestHit *hit)
+{
+ return uv_find_nearest_face_multi_ex(scene, objects, objects_len, co, hit, false);
+}
+
static bool uv_nearest_between(const BMLoop *l, const float co[2], const int cd_loop_uv_offset)
{
const float *uv_prev = ((MLoopUV *)BM_ELEM_CD_GET_VOID_P(l->prev, cd_loop_uv_offset))->uv;
@@ -1934,6 +1966,15 @@ static int uv_mouse_select_multi(bContext *C,
else if (selectmode == UV_SELECT_FACE) {
/* find face */
found_item = uv_find_nearest_face_multi(scene, objects, objects_len, co, &hit);
+
+ if (!found_item) {
+ /* Fallback, perform a second pass without a limited threshold,
+ * which succeeds as long as the cursor is inside the UV face.
+ * Useful when zoomed in, to select faces with distant screen-space face centers. */
+ hit.dist_sq = FLT_MAX;
+ found_item = uv_find_nearest_face_multi_ex(scene, objects, objects_len, co, &hit, true);
+ }
+
if (found_item) {
BMesh *bm = BKE_editmesh_from_object(hit.ob)->bm;
BM_mesh_active_face_set(bm, hit.efa);