diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-12-08 16:55:11 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-12-08 17:14:10 +0300 |
commit | 61776befc3f88c373e47ccbdf8c75e2ca0f4e987 (patch) | |
tree | 0214b7c5146300d41b7bcbe99f87c92599608e7f /source/blender/editors/uvedit | |
parent | 8f1997975dc60bc1c18992458603ecd58dfded6d (diff) |
Cleanup: move public doc-strings into headers for 'editors'
Ref T92709
Diffstat (limited to 'source/blender/editors/uvedit')
-rw-r--r-- | source/blender/editors/uvedit/uvedit_intern.h | 13 | ||||
-rw-r--r-- | source/blender/editors/uvedit/uvedit_islands.c | 3 | ||||
-rw-r--r-- | source/blender/editors/uvedit/uvedit_ops.c | 1 | ||||
-rw-r--r-- | source/blender/editors/uvedit/uvedit_select.c | 17 |
4 files changed, 13 insertions, 21 deletions
diff --git a/source/blender/editors/uvedit/uvedit_intern.h b/source/blender/editors/uvedit/uvedit_intern.h index cd8fbd00316..1fa96a932ed 100644 --- a/source/blender/editors/uvedit/uvedit_intern.h +++ b/source/blender/editors/uvedit/uvedit_intern.h @@ -93,6 +93,15 @@ bool uv_find_nearest_edge_multi(struct Scene *scene, const float co[2], struct 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(struct Scene *scene, struct Object *obedit, const float co[2], @@ -154,6 +163,10 @@ bool uvedit_select_is_any_selected(struct Scene *scene, struct Object *obedit); bool uvedit_select_is_any_selected_multi(struct Scene *scene, struct Object **objects, const uint objects_len); +/** + * \warning This returns first selected UV, + * not ideal in many cases since there could be multiple. + */ const float *uvedit_first_selected_uv_from_vertex(struct Scene *scene, struct BMVert *eve, const int cd_loop_uv_offset); diff --git a/source/blender/editors/uvedit/uvedit_islands.c b/source/blender/editors/uvedit/uvedit_islands.c index 6159758dbcd..63a7ab6ab2d 100644 --- a/source/blender/editors/uvedit/uvedit_islands.c +++ b/source/blender/editors/uvedit/uvedit_islands.c @@ -237,9 +237,6 @@ static void bm_face_array_uv_scale_y(BMFace **faces, /** \name UDIM packing helper functions * \{ */ -/** - * 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]) { const float coords_floor[2] = {floorf(coords[0]), floorf(coords[1])}; diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c index acdffd5ff98..342afa847b4 100644 --- a/source/blender/editors/uvedit/uvedit_ops.c +++ b/source/blender/editors/uvedit/uvedit_ops.c @@ -253,7 +253,6 @@ bool ED_uvedit_minmax(const Scene *scene, Object *obedit, float r_min[2], float return ED_uvedit_minmax_multi(scene, &obedit, 1, r_min, r_max); } -/* Be careful when using this, it bypasses all synchronization options */ void ED_uvedit_select_all(BMesh *bm) { BMFace *efa; diff --git a/source/blender/editors/uvedit/uvedit_select.c b/source/blender/editors/uvedit/uvedit_select.c index 86390882bed..72fd31503de 100644 --- a/source/blender/editors/uvedit/uvedit_select.c +++ b/source/blender/editors/uvedit/uvedit_select.c @@ -148,10 +148,6 @@ BMLoop *ED_uvedit_active_edge_loop_get(BMesh *bm) /** \name Visibility and Selection Utilities * \{ */ -/** - * 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) { const ToolSettings *ts = scene->toolsettings; @@ -719,15 +715,6 @@ bool uv_find_nearest_edge_multi( return found; } -/** - * \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) { @@ -1542,10 +1529,6 @@ static void uv_select_linked_multi(Scene *scene, } } -/** - * \warning This returns first selected UV, - * not ideal in many cases since there could be multiple. - */ const float *uvedit_first_selected_uv_from_vertex(Scene *scene, BMVert *eve, const int cd_loop_uv_offset) |