/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2008 Blender Foundation. All rights reserved. */ /** \file * \ingroup eduv */ #pragma once #ifdef __cplusplus extern "C" { #endif struct BMFace; struct BMLoop; struct Object; struct Scene; struct SpaceImage; struct wmOperatorType; /* find nearest */ typedef struct UvNearestHit { /** Only for `*_multi(..)` versions of functions. */ struct Object *ob; /** Always set if we have a hit. */ struct BMFace *efa; struct BMLoop *l; /** * Needs to be set before calling nearest functions. * * \note When #UV_NEAREST_HIT_INIT_DIST_PX or #UV_NEAREST_HIT_INIT_MAX are used, * this value is pixels squared. */ float dist_sq; /** Scale the UV's to account for aspect ratio from the image view. */ float scale[2]; } UvNearestHit; #define UV_NEAREST_HIT_INIT_DIST_PX(v2d, dist_px) \ { \ .dist_sq = square_f(U.pixelsize * dist_px), \ .scale = { \ UI_view2d_scale_get_x(v2d), \ UI_view2d_scale_get_y(v2d), \ }, \ } #define UV_NEAREST_HIT_INIT_MAX(v2d) \ { \ .dist_sq = FLT_MAX, \ .scale = { \ UI_view2d_scale_get_x(v2d), \ UI_view2d_scale_get_y(v2d), \ }, \ } bool uv_find_nearest_vert(struct Scene *scene, struct Object *obedit, const float co[2], float penalty_dist, struct UvNearestHit *hit); bool uv_find_nearest_vert_multi(struct Scene *scene, struct Object **objects, uint objects_len, const float co[2], float penalty_dist, struct UvNearestHit *hit); bool uv_find_nearest_edge(struct Scene *scene, struct Object *obedit, const float co[2], float penalty, struct UvNearestHit *hit); bool uv_find_nearest_edge_multi(struct Scene *scene, struct Object **objects, uint objects_len, const float co[2], 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], struct UvNearestHit *hit, 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, uint objects_len, const float co[2], struct UvNearestHit *hit, bool only_in_face); bool uv_find_nearest_face_multi(struct Scene *scene, struct Object **objects, uint objects_len, const float co[2], struct UvNearestHit *hit); BMLoop *uv_find_nearest_loop_from_vert(struct Scene *scene, struct Object *obedit, struct BMVert *v, const float co[2]); BMLoop *uv_find_nearest_loop_from_edge(struct Scene *scene, struct Object *obedit, struct BMEdge *e, const float co[2]); bool uvedit_vert_is_edge_select_any_other(const struct Scene *scene, struct BMLoop *l, const int cd_loop_uv_offset); bool uvedit_vert_is_face_select_any_other(const struct Scene *scene, struct BMLoop *l, const int cd_loop_uv_offset); bool uvedit_vert_is_all_other_faces_selected(const struct Scene *scene, struct BMLoop *l, const int cd_loop_uv_offset); /* utility tool functions */ void uvedit_live_unwrap_update(struct SpaceImage *sima, struct Scene *scene, struct Object *obedit); /* 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_project_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_rip(struct wmOperatorType *ot); void UV_OT_stitch(struct wmOperatorType *ot); void UV_OT_smart_project(struct wmOperatorType *ot); /* uvedit_copy_paste.cc */ void UV_OT_copy(wmOperatorType *ot); void UV_OT_paste(wmOperatorType *ot); /* uvedit_path.c */ void UV_OT_shortest_path_pick(struct wmOperatorType *ot); void UV_OT_shortest_path_select(struct wmOperatorType *ot); /* uvedit_select.c */ bool uvedit_select_is_any_selected(const struct Scene *scene, struct Object *obedit); bool uvedit_select_is_any_selected_multi(const struct Scene *scene, struct Object **objects, 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, int cd_loop_uv_offset); void UV_OT_select_all(struct wmOperatorType *ot); void UV_OT_select(struct wmOperatorType *ot); void UV_OT_select_loop(struct wmOperatorType *ot); void UV_OT_select_edge_ring(struct wmOperatorType *ot); void UV_OT_select_linked(struct wmOperatorType *ot); void UV_OT_select_linked_pick(struct wmOperatorType *ot); void UV_OT_select_split(struct wmOperatorType *ot); void UV_OT_select_pinned(struct wmOperatorType *ot); void UV_OT_select_box(struct wmOperatorType *ot); void UV_OT_select_lasso(struct wmOperatorType *ot); void UV_OT_select_circle(struct wmOperatorType *ot); void UV_OT_select_more(struct wmOperatorType *ot); void UV_OT_select_less(struct wmOperatorType *ot); void UV_OT_select_overlap(struct wmOperatorType *ot); void UV_OT_select_similar(struct wmOperatorType *ot); /* Used only when UV sync select is disabled. */ void UV_OT_select_mode(struct wmOperatorType *ot); #ifdef __cplusplus } #endif