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/*
* ***** 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 EditFace;
struct EditMesh;
struct Image;
struct MTFace;
struct Object;
struct Scene;
struct SpaceImage;
struct UvElementMap;
struct wmOperatorType;
/* id can be from 0 to 3 */
#define TF_PIN_MASK(id) (TF_PIN1 << id)
#define TF_SEL_MASK(id) (TF_SEL1 << id)
/* 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);
/* find nearest */
typedef struct NearestHit {
struct EditFace *efa;
struct MTFace *tf;
int vert, uv;
int edge, vert2;
} NearestHit;
void uv_find_nearest_vert(struct Scene *scene, struct Image *ima, struct EditMesh *em, float co[2], float penalty[2], struct NearestHit *hit);
void uv_find_nearest_edge(struct Scene *scene, struct Image *ima, struct EditMesh *em, float co[2], struct NearestHit *hit);
/* utility tool functions */
struct UvElement *ED_get_uv_element(struct UvElementMap *map, struct EditFace *efa, int index);
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 {
/* OpenGL requires different calls for Triangles and Quads.
* here we'll store the quads of the mesh */
float *preview_quads;
/* ...and here we'll store the triangles*/
float *preview_tris;
/* 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 triangles and quads to be drawn */
unsigned int num_tris;
unsigned int num_quads;
unsigned int num_stitchable;
unsigned int num_unstitchable;
/* store static island Quads */
float *static_quads;
/* ...and here we'll store the triangles*/
float *static_tris;
unsigned int num_static_tris;
unsigned int num_static_quads;
} 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__ */
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