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/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2008 Blender Foundation. All rights reserved. */

/** \file
 * \ingroup editors
 */

#pragma once

#ifdef __cplusplus
extern "C" {
#endif

struct ARegion;
struct ARegionType;
struct BMEditMesh;
struct BMFace;
struct BMLoop;
struct BMesh;
struct Image;
struct ImageUser;
struct Main;
struct Object;
struct Scene;
struct SpaceImage;
struct ToolSettings;
struct View2D;
struct ViewLayer;
struct bContext;
struct bNode;
struct bNodeTree;
struct wmKeyConfig;

/* uvedit_ops.c */

void ED_operatortypes_uvedit(void);
void ED_operatormacros_uvedit(void);
void ED_keymap_uvedit(struct wmKeyConfig *keyconf);

bool ED_uvedit_minmax(const struct Scene *scene,
                      struct Object *obedit,
                      float min[2],
                      float max[2]);
/**
 * Be careful when using this, it bypasses all synchronization options.
 */
void ED_uvedit_select_all(struct BMesh *bm);

bool ED_uvedit_minmax_multi(const struct Scene *scene,
                            struct Object **objects_edit,
                            uint objects_len,
                            float r_min[2],
                            float r_max[2]);
bool ED_uvedit_center_multi(const struct Scene *scene,
                            struct Object **objects_edit,
                            uint objects_len,
                            float r_cent[2],
                            char mode);

bool ED_uvedit_center_from_pivot_ex(struct SpaceImage *sima,
                                    struct Scene *scene,
                                    struct ViewLayer *view_layer,
                                    float r_center[2],
                                    char mode,
                                    bool *r_has_select);
bool ED_uvedit_center_from_pivot(struct SpaceImage *sima,
                                 struct Scene *scene,
                                 struct ViewLayer *view_layer,
                                 float r_center[2],
                                 char mode);

bool ED_object_get_active_image(struct Object *ob,
                                int mat_nr,
                                struct Image **r_ima,
                                struct ImageUser **r_iuser,
                                struct bNode **r_node,
                                struct bNodeTree **r_ntree);
void ED_object_assign_active_image(struct Main *bmain,
                                   struct Object *ob,
                                   int mat_nr,
                                   struct Image *ima);

bool ED_uvedit_test(struct Object *obedit);

/* Visibility and selection tests. */

bool uvedit_face_visible_test_ex(const struct ToolSettings *ts, struct BMFace *efa);
bool uvedit_face_select_test_ex(const struct ToolSettings *ts,
                                struct BMFace *efa,
                                int cd_loop_uv_offset);
bool uvedit_edge_select_test_ex(const struct ToolSettings *ts,
                                struct BMLoop *l,
                                int cd_loop_uv_offset);
bool uvedit_uv_select_test_ex(const struct ToolSettings *ts,
                              struct BMLoop *l,
                              int cd_loop_uv_offset);
bool uvedit_face_visible_test(const struct Scene *scene, struct BMFace *efa);
bool uvedit_face_select_test(const struct Scene *scene, struct BMFace *efa, int cd_loop_uv_offset);
bool uvedit_edge_select_test(const struct Scene *scene, struct BMLoop *l, int cd_loop_uv_offset);
bool uvedit_uv_select_test(const struct Scene *scene, struct BMLoop *l, int cd_loop_uv_offset);

/* Individual UV element selection functions. */

/**
 * \brief Select UV Face
 *
 * Changes selection state of a single UV Face.
 */
void uvedit_face_select_set(const struct Scene *scene,
                            struct BMesh *bm,
                            struct BMFace *efa,
                            bool select,
                            bool do_history,
                            int cd_loop_uv_offset);
/**
 * \brief Select UV Edge
 *
 * Changes selection state of a single UV Edge.
 */
void uvedit_edge_select_set(const struct Scene *scene,
                            struct BMesh *bm,
                            struct BMLoop *l,
                            bool select,
                            bool do_history,
                            int cd_loop_uv_offset);
/**
 * \brief Select UV Vertex
 *
 * Changes selection state of a single UV vertex.
 */
void uvedit_uv_select_set(const struct Scene *scene,
                          struct BMesh *bm,
                          struct BMLoop *l,
                          bool select,
                          bool do_history,
                          int cd_loop_uv_offset);

/* Low level functions for (de)selecting individual UV elements. Ensure UV face visibility before
 * use. */

void uvedit_face_select_enable(const struct Scene *scene,
                               struct BMesh *bm,
                               struct BMFace *efa,
                               bool do_history,
                               int cd_loop_uv_offset);
void uvedit_face_select_disable(const struct Scene *scene,
                                struct BMesh *bm,
                                struct BMFace *efa,
                                int cd_loop_uv_offset);
void uvedit_edge_select_enable(const struct Scene *scene,
                               struct BMesh *bm,
                               struct BMLoop *l,
                               bool do_history,
                               int cd_loop_uv_offset);
void uvedit_edge_select_disable(const struct Scene *scene,
                                struct BMesh *bm,
                                struct BMLoop *l,
                                int cd_loop_uv_offset);
void uvedit_uv_select_enable(const struct Scene *scene,
                             struct BMesh *bm,
                             struct BMLoop *l,
                             bool do_history,
                             int cd_loop_uv_offset);
void uvedit_uv_select_disable(const struct Scene *scene,
                              struct BMesh *bm,
                              struct BMLoop *l,
                              int cd_loop_uv_offset);

/* Sticky mode UV element selection functions. */

void uvedit_face_select_set_with_sticky(const struct Scene *scene,
                                        struct BMEditMesh *em,
                                        struct BMFace *efa,
                                        bool select,
                                        bool do_history,
                                        int cd_loop_uv_offset);
void uvedit_edge_select_set_with_sticky(const struct Scene *scene,
                                        struct BMEditMesh *em,
                                        struct BMLoop *l,
                                        bool select,
                                        bool do_history,
                                        int cd_loop_uv_offset);
void uvedit_uv_select_set_with_sticky(const struct Scene *scene,
                                      struct BMEditMesh *em,
                                      struct BMLoop *l,
                                      bool select,
                                      bool do_history,
                                      int cd_loop_uv_offset);

/* Low level functions for sticky element selection (sticky mode independent). Type of sticky
 * selection is specified explicitly (using sticky_flag, except for face selection). */

void uvedit_face_select_shared_vert(const struct Scene *scene,
                                    struct BMEditMesh *em,
                                    struct BMFace *efa,
                                    const bool select,
                                    const bool do_history,
                                    const int cd_loop_uv_offset);
void uvedit_edge_select_shared_vert(const struct Scene *scene,
                                    struct BMEditMesh *em,
                                    struct BMLoop *l,
                                    const bool select,
                                    const int sticky_flag,
                                    const bool do_history,
                                    const int cd_loop_uv_offset);
void uvedit_uv_select_shared_vert(const struct Scene *scene,
                                  struct BMEditMesh *em,
                                  struct BMLoop *l,
                                  const bool select,
                                  const int sticky_flag,
                                  const bool do_history,
                                  const int cd_loop_uv_offset);

/* Sets required UV edge flags as specified by the sticky_flag. */
void uvedit_edge_select_set_noflush(const struct Scene *scene,
                                    struct BMLoop *l,
                                    const bool select,
                                    const int sticky_flag,
                                    const int cd_loop_uv_offset);

/**
 * \brief UV Select Mode set
 *
 * Updates selection state for UVs based on the select mode and sticky mode. Similar to
 * #EDBM_selectmode_set.
 */
void ED_uvedit_selectmode_clean(const struct Scene *scene, struct Object *obedit);
void ED_uvedit_selectmode_clean_multi(struct bContext *C);

/**
 * \brief UV Select Mode Flush
 *
 * Flushes selections upwards as dictated by the UV select mode.
 */
void ED_uvedit_selectmode_flush(const struct Scene *scene, struct BMEditMesh *em);

/**
 * Mode independent UV de-selection flush.
 */
void uvedit_deselect_flush(const struct Scene *scene, struct BMEditMesh *em);
/**
 * Mode independent UV selection flush.
 */
void uvedit_select_flush(const struct Scene *scene, struct BMEditMesh *em);

bool ED_uvedit_nearest_uv_multi(const struct View2D *v2d,
                                const struct Scene *scene,
                                struct Object **objects,
                                uint objects_len,
                                const int mval[2],
                                const bool ignore_selected,
                                float *dist_sq,
                                float r_uv[2]);

struct BMFace **ED_uvedit_selected_faces(const struct Scene *scene,
                                         struct BMesh *bm,
                                         int len_max,
                                         int *r_faces_len);
struct BMLoop **ED_uvedit_selected_edges(const struct Scene *scene,
                                         struct BMesh *bm,
                                         int len_max,
                                         int *r_edges_len);
struct BMLoop **ED_uvedit_selected_verts(const struct Scene *scene,
                                         struct BMesh *bm,
                                         int len_max,
                                         int *r_verts_len);

void ED_uvedit_get_aspect(struct Object *obedit, float *r_aspx, float *r_aspy);
void ED_uvedit_get_aspect_from_material(Object *ob,
                                        const int material_index,
                                        float *r_aspx,
                                        float *r_aspy);

void ED_uvedit_active_vert_loop_set(struct BMesh *bm, struct BMLoop *l);
struct BMLoop *ED_uvedit_active_vert_loop_get(struct BMesh *bm);

void ED_uvedit_active_edge_loop_set(struct BMesh *bm, struct BMLoop *l);
struct BMLoop *ED_uvedit_active_edge_loop_get(struct BMesh *bm);

/**
 * 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 struct Scene *scene);
void ED_uvedit_select_sync_flush(const struct ToolSettings *ts,
                                 struct BMEditMesh *em,
                                 bool select);

/* uvedit_unwrap_ops.c */

void ED_uvedit_live_unwrap_begin(struct Scene *scene, struct Object *obedit);
void ED_uvedit_live_unwrap_re_solve(void);
void ED_uvedit_live_unwrap_end(short cancel);

void ED_uvedit_live_unwrap(const struct Scene *scene, struct Object **objects, int objects_len);
void ED_uvedit_add_simple_uvs(struct Main *bmain, const struct Scene *scene, struct Object *ob);

/* uvedit_draw.c */

void ED_image_draw_cursor(struct ARegion *region, const float cursor[2]);

/* uvedit_buttons.c */

void ED_uvedit_buttons_register(struct ARegionType *art);

/* uvedit_islands.c */

struct FaceIsland {
  struct FaceIsland *next;
  struct FaceIsland *prev;
  struct BMFace **faces;
  int faces_len;
  rctf bounds_rect;
  /**
   * \note While this is duplicate information,
   * it allows islands from multiple meshes to be stored in the same list.
   */
  int cd_loop_uv_offset;
  float aspect_y;
};

int bm_mesh_calc_uv_islands(const Scene *scene,
                            struct BMesh *bm,
                            ListBase *island_list,
                            const bool only_selected_faces,
                            const bool only_selected_uvs,
                            const bool use_seams,
                            const float aspect_y,
                            const int cd_loop_uv_offset);

struct UVMapUDIM_Params {
  const struct Image *image;
  /** Copied from #SpaceImage.tile_grid_shape */
  int grid_shape[2];
  bool use_target_udim;
  int target_udim;
};
bool ED_uvedit_udim_params_from_image_space(const struct SpaceImage *sima,
                                            bool use_active,
                                            struct UVMapUDIM_Params *udim_params);

typedef enum {
  ED_UVPACK_MARGIN_SCALED = 0, /* Use scale of existing UVs to multiply margin. */
  ED_UVPACK_MARGIN_ADD,        /* Just add the margin, ignoring any UV scale. */
  ED_UVPACK_MARGIN_FRACTION,   /* Specify a precise fraction of final UV output. */
} eUVPackIsland_MarginMethod;

/** See also #UnwrapOptions. */
struct UVPackIsland_Params {
  uint rotate : 1;
  uint only_selected_uvs : 1;
  uint only_selected_faces : 1;
  uint use_seams : 1;
  uint correct_aspect : 1;
  bool ignore_pinned;                       /* Ignore islands which have any pinned UVs. */
  eUVPackIsland_MarginMethod margin_method; /* Which formula to use when scaling island margin. */
  float margin;                             /* Additional space to add around each island. */
};

/**
 * Returns true if UV coordinates lie on a valid tile in UDIM grid or tiled image.
 */
bool uv_coords_isect_udim(const struct Image *image,
                          const int udim_grid[2],
                          const float coords[2]);

/**
 * Pack UV islands from multiple objects.
 *
 * \param scene: Scene containing the objects to be packed.
 * \param objects: Array of Objects to pack.
 * \param objects_len: Length of `objects` array.
 * \param bmesh_override: BMesh array aligned with `objects`.
 * Optional, when non-null this overrides object's BMesh.
 * This is needed to perform UV packing on objects that aren't in edit-mode.
 * \param udim_params: Parameters to specify UDIM target and UDIM source image.
 * \param params: Parameters and options to pass to the packing engine.
 *
 */
void ED_uvedit_pack_islands_multi(const struct Scene *scene,
                                  Object **objects,
                                  uint objects_len,
                                  struct BMesh **bmesh_override,
                                  const struct UVMapUDIM_Params *udim_params,
                                  const struct UVPackIsland_Params *params);

#ifdef __cplusplus
}
#endif