/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2008 Blender Foundation. * All rights reserved. * * * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/editors/uvedit/uvedit_intern.h * \ingroup eduv */ #ifndef __UVEDIT_INTERN_H__ #define __UVEDIT_INTERN_H__ struct MTexPoly; struct Image; struct MTFace; struct Object; struct Scene; struct SpaceImage; struct UvElementMap; struct wmOperatorType; struct BMEditMesh; struct BMFace; struct BMLoop; struct BMEdge; struct BMVert; /* id can be from 0 to 3 */ #define TF_PIN_MASK(id) (TF_PIN1 << id) #define TF_SEL_MASK(id) (TF_SEL1 << id) /* visibility and selection */ int uvedit_face_visible_nolocal(struct Scene *scene, struct BMFace *efa); /* geometric utilities */ void uv_center(float uv[][2], float cent[2], int quad); float uv_area(float uv[][2], int quad); void uv_copy_aspect(float uv_orig[][2], float uv[][2], float aspx, float aspy); float poly_uv_area(float uv[][2], int len); void poly_copy_aspect(float uv_orig[][2], float uv[][2], float aspx, float aspy, int len); void poly_uv_center(struct BMEditMesh *em, struct BMFace *f, float cent[2]); /* find nearest */ typedef struct NearestHit { struct BMFace *efa; struct MTexPoly *tf; struct BMLoop *l, *nextl; struct MLoopUV *luv, *nextluv; int lindex; //index of loop within face int vert1, vert2; //index in mesh of edge vertices } NearestHit; void uv_find_nearest_vert(struct Scene *scene, struct Image *ima, struct BMEditMesh *em, float co[2], float penalty[2], struct NearestHit *hit); void uv_find_nearest_edge(struct Scene *scene, struct Image *ima, struct BMEditMesh *em, float co[2], struct NearestHit *hit); /* utility tool functions */ struct UvElement *ED_get_uv_element(struct UvElementMap *map, struct BMFace *efa, struct BMLoop *l); void uvedit_live_unwrap_update(struct SpaceImage *sima, struct Scene *scene, struct Object *obedit); /* smart stitch */ /* object that stores display data for previewing before accepting stitching */ typedef struct StitchPreviewer { /* here we'll store the preview triangle indices of the mesh */ float *preview_polys; /* uvs per polygon. */ unsigned int *uvs_per_polygon; /*number of preview polygons */ unsigned int num_polys; /* preview data. These will be either the previewed vertices or edges depending on stitch mode settings */ float *preview_stitchable; float *preview_unstitchable; /* here we'll store the number of elements to be drawn */ unsigned int num_stitchable; unsigned int num_unstitchable; unsigned int preview_uvs; /* ...and here we'll store the triangles*/ float *static_tris; unsigned int num_static_tris; } StitchPreviewer; StitchPreviewer *uv_get_stitch_previewer(void); /* operators */ void UV_OT_average_islands_scale(struct wmOperatorType *ot); void UV_OT_cube_project(struct wmOperatorType *ot); void UV_OT_cylinder_project(struct wmOperatorType *ot); void UV_OT_from_view(struct wmOperatorType *ot); void UV_OT_minimize_stretch(struct wmOperatorType *ot); void UV_OT_pack_islands(struct wmOperatorType *ot); void UV_OT_reset(struct wmOperatorType *ot); void UV_OT_sphere_project(struct wmOperatorType *ot); void UV_OT_unwrap(struct wmOperatorType *ot); void UV_OT_stitch(struct wmOperatorType *ot); #endif /* __UVEDIT_INTERN_H__ */