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Diffstat (limited to 'source/blender/editors/uvedit')
-rw-r--r--source/blender/editors/uvedit/uvedit_intern.h13
-rw-r--r--source/blender/editors/uvedit/uvedit_islands.c3
-rw-r--r--source/blender/editors/uvedit/uvedit_ops.c1
-rw-r--r--source/blender/editors/uvedit/uvedit_select.c17
-rw-r--r--source/blender/editors/uvedit/uvedit_unwrap_ops.c2
5 files changed, 15 insertions, 21 deletions
diff --git a/source/blender/editors/uvedit/uvedit_intern.h b/source/blender/editors/uvedit/uvedit_intern.h
index 9bc8a165b1f..0a0dd9a133b 100644
--- a/source/blender/editors/uvedit/uvedit_intern.h
+++ b/source/blender/editors/uvedit/uvedit_intern.h
@@ -95,6 +95,15 @@ bool uv_find_nearest_edge_multi(struct Scene *scene,
const float penalty,
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],
@@ -167,6 +176,10 @@ 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 83e8259f693..22467c7391f 100644
--- a/source/blender/editors/uvedit/uvedit_select.c
+++ b/source/blender/editors/uvedit/uvedit_select.c
@@ -166,10 +166,6 @@ 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;
@@ -946,15 +942,6 @@ bool uv_find_nearest_edge_multi(Scene *scene,
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)
{
@@ -2082,10 +2069,6 @@ 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)
diff --git a/source/blender/editors/uvedit/uvedit_unwrap_ops.c b/source/blender/editors/uvedit/uvedit_unwrap_ops.c
index db838bf353b..362e020f306 100644
--- a/source/blender/editors/uvedit/uvedit_unwrap_ops.c
+++ b/source/blender/editors/uvedit/uvedit_unwrap_ops.c
@@ -2826,6 +2826,8 @@ void UV_OT_cylinder_project(wmOperatorType *ot)
uv_map_clip_correct_properties(ot);
}
+/** \} */
+
/* -------------------------------------------------------------------- */
/** \name Cube UV Project Operator
* \{ */