[Bf-blender-cvs] [acfc5f7820a] temp-object-multi-mode: Multi-Edit UV select
Campbell Barton
noreply at git.blender.org
Mon Mar 12 03:04:59 CET 2018
Commit: acfc5f7820abfecdcf25fcd981a8a79eab76575c
Author: Campbell Barton
Date: Sun Mar 11 23:50:18 2018 +1100
Branches: temp-object-multi-mode
https://developer.blender.org/rBacfc5f7820abfecdcf25fcd981a8a79eab76575c
Multi-Edit UV select
- (de)select all
- select linked
- mouse picking (vert/face/island)
(refactor selecting nearest UV so it can be used with many meshes)
===================================================================
M source/blender/editors/sculpt_paint/sculpt_uv.c
M source/blender/editors/uvedit/uvedit_intern.h
M source/blender/editors/uvedit/uvedit_ops.c
M source/blender/editors/uvedit/uvedit_smart_stitch.c
===================================================================
diff --git a/source/blender/editors/sculpt_paint/sculpt_uv.c b/source/blender/editors/sculpt_paint/sculpt_uv.c
index 700b0969277..fde8ef2e4de 100644
--- a/source/blender/editors/sculpt_paint/sculpt_uv.c
+++ b/source/blender/editors/sculpt_paint/sculpt_uv.c
@@ -650,9 +650,9 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm
/* we need to find the active island here */
if (do_island_optimization) {
UvElement *element;
- NearestHit hit;
+ UvNearestHit hit = UV_NEAREST_HIT_INIT;
Image *ima = CTX_data_edit_image(C);
- uv_find_nearest_vert(scene, ima, obedit, em, co, NULL, &hit);
+ uv_find_nearest_vert_single(scene, ima, obedit, co, 0.0f, &hit);
element = BM_uv_element_get(data->elementMap, hit.efa, hit.l);
island_index = element->island;
diff --git a/source/blender/editors/uvedit/uvedit_intern.h b/source/blender/editors/uvedit/uvedit_intern.h
index eb92f17544f..9441dafb7c9 100644
--- a/source/blender/editors/uvedit/uvedit_intern.h
+++ b/source/blender/editors/uvedit/uvedit_intern.h
@@ -50,19 +50,41 @@ void uv_poly_center(struct BMFace *f, float r_cent[2], const int cd_loop_uv_off
/* find nearest */
-typedef struct NearestHit {
+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;
struct MLoopUV *luv, *luv_next;
- int lindex; /* index of loop within face */
-} NearestHit;
-
-void uv_find_nearest_vert(
- struct Scene *scene, struct Image *ima, struct Object *obedit, struct BMEditMesh *em,
- const float co[2], const float penalty[2], struct NearestHit *hit);
-void uv_find_nearest_edge(
- struct Scene *scene, struct Image *ima, struct Object *obedit, struct BMEditMesh *em,
- const float co[2], struct NearestHit *hit);
+ /** Index of loop within face */
+ int lindex;
+ /** Needs to be set. */
+ float dist_sq;
+} UvNearestHit;
+
+#define UV_NEAREST_HIT_INIT { .dist_sq = FLT_MAX, }
+
+bool uv_find_nearest_vert_single(
+ struct Scene *scene, struct Image *ima, struct Object *obedit,
+ const float co[2], const float penalty_dist, struct UvNearestHit *hit_final);
+bool uv_find_nearest_vert_multi(
+ struct Scene *scene, struct Image *ima, struct ViewLayer *view_layer,
+ const float co[2], const float penalty_dist, struct UvNearestHit *hit_final);
+
+bool uv_find_nearest_edge_single(
+ struct Scene *scene, struct Image *ima, struct Object *obedit,
+ const float co[2], struct UvNearestHit *hit_final);
+bool uv_find_nearest_edge_multi(
+ struct Scene *scene, struct Image *ima, struct ViewLayer *view_layer,
+ const float co[2], struct UvNearestHit *hit_final);
+
+bool uv_find_nearest_face_single(
+ struct Scene *scene, struct Image *ima, struct Object *obedit,
+ const float co[2], struct UvNearestHit *hit_final);
+bool uv_find_nearest_face_multi(
+ struct Scene *scene, struct Image *ima, struct ViewLayer *view_layer,
+ const float co[2], struct UvNearestHit *hit_final);
/* utility tool functions */
diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c
index 9a25e7cc127..298a48a483d 100644
--- a/source/blender/editors/uvedit/uvedit_ops.c
+++ b/source/blender/editors/uvedit/uvedit_ops.c
@@ -90,8 +90,10 @@
#include "uvedit_intern.h"
-static bool uv_select_is_any_selected(Scene *scene, Image *ima, Object *obedit, BMEditMesh *em);
-static void uv_select_all_perform(Scene *scene, Image *ima, Object *obedit, BMEditMesh *em, int action);
+static bool uv_select_is_any_selected(Scene *scene, Image *ima, Object *obedit);
+static bool uv_select_is_any_selected_multi(Scene *scene, Image *ima, ViewLayer *view_layer);
+static void uv_select_all_perform(Scene *scene, Image *ima, Object *obedit, int action);
+static void uv_select_all_perform_multi(Scene *scene, Image *ima, ViewLayer *view_layer, int action);
static void uv_select_flush_from_tag_face(SpaceImage *sima, Scene *scene, Object *obedit, const bool select);
static void uv_select_flush_from_tag_loop(SpaceImage *sima, Scene *scene, Object *obedit, const bool select);
@@ -709,76 +711,117 @@ bool ED_uvedit_center(Scene *scene, Image *ima, Object *obedit, float cent[2], c
/************************** find nearest ****************************/
-void uv_find_nearest_edge(Scene *scene, Image *ima, Object *obedit, BMEditMesh *em, const float co[2], NearestHit *hit)
+bool uv_find_nearest_edge_single(
+ Scene *scene, Image *ima, Object *obedit, const float co[2],
+ UvNearestHit *hit)
{
+ BMEditMesh *em = BKE_editmesh_from_object(obedit);
BMFace *efa;
BMLoop *l;
BMIter iter, liter;
MLoopUV *luv, *luv_next;
- float mindist_squared, dist_squared;
int i;
+ bool found = false;
const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
- mindist_squared = 1e10f;
- memset(hit, 0, sizeof(*hit));
-
BM_mesh_elem_index_ensure(em->bm, BM_VERT);
-
+
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
- if (!uvedit_face_visible_test(scene, obedit, ima, efa))
+ if (!uvedit_face_visible_test(scene, obedit, ima, efa)) {
continue;
-
+ }
BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
luv_next = BM_ELEM_CD_GET_VOID_P(l->next, cd_loop_uv_offset);
- dist_squared = dist_squared_to_line_segment_v2(co, luv->uv, luv_next->uv);
+ const float dist_test_sq = dist_squared_to_line_segment_v2(co, luv->uv, luv_next->uv);
- if (dist_squared < mindist_squared) {
+ if (dist_test_sq < hit->dist_sq) {
hit->efa = efa;
-
+
hit->l = l;
hit->luv = luv;
hit->luv_next = luv_next;
hit->lindex = i;
- mindist_squared = dist_squared;
+ hit->dist_sq = dist_test_sq;
+ found = true;
}
}
}
+ return found;
}
-static void uv_find_nearest_face(
- Scene *scene, Image *ima, Object *obedit, BMEditMesh *em, const float co[2], NearestHit *hit)
+bool uv_find_nearest_edge_multi(
+ Scene *scene, Image *ima, ViewLayer *view_layer, const float co[2],
+ UvNearestHit *hit_final)
{
- BMFace *efa;
- BMIter iter;
- float mindist, dist, cent[2];
+ bool found = false;
+ FOREACH_OBJECT_IN_EDIT_MODE_BEGIN (view_layer, ob_iter) {
+ if (uv_find_nearest_edge_single(scene, ima, ob_iter, co, hit_final)) {
+ hit_final->ob = ob_iter;
+ found = true;
+ }
+ } FOREACH_OBJECT_IN_EDIT_MODE_END;
+ return found;
+}
+
+bool uv_find_nearest_face_single(
+ Scene *scene, Image *ima, Object *obedit, const float co[2],
+ UvNearestHit *hit_final)
+{
+ BMEditMesh *em = BKE_editmesh_from_object(obedit);
+ bool found = false;
const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
- mindist = 1e10f;
- memset(hit, 0, sizeof(*hit));
+ /* this will fill in hit.vert1 and hit.vert2 */
+ float dist_sq_init = hit_final->dist_sq;
+ UvNearestHit hit = *hit_final;
+ if (uv_find_nearest_edge_single(scene, ima, obedit, co, &hit)) {
+ hit.dist_sq = dist_sq_init;
+ hit.l = NULL;
+ hit.luv = hit.luv_next = NULL;
- /*this will fill in hit.vert1 and hit.vert2*/
- uv_find_nearest_edge(scene, ima, obedit, em, co, hit);
- hit->l = NULL;
- hit->luv = hit->luv_next = NULL;
+ BMIter iter;
+ BMFace *efa;
- BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
- if (!uvedit_face_visible_test(scene, obedit, ima, efa))
- continue;
+ BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
+ if (!uvedit_face_visible_test(scene, obedit, ima, efa)) {
+ continue;
+ }
- uv_poly_center(efa, cent, cd_loop_uv_offset);
+ float cent[2];
+ uv_poly_center(efa, cent, cd_loop_uv_offset);
- dist = len_manhattan_v2v2(co, cent);
+ const float dist_test_sq = len_squared_v2v2(co, cent);
- if (dist < mindist) {
- hit->efa = efa;
- mindist = dist;
+ if (dist_test_sq < hit.dist_sq) {
+ hit.efa = efa;
+ hit.dist_sq = dist_test_sq;
+ found = true;
+ }
}
}
+ if (found) {
+ *hit_final = hit;
+ }
+ return found;
+}
+
+bool uv_find_nearest_face_multi(
+ Scene *scene, Image *ima, ViewLayer *view_layer, const float co[2],
+ UvNearestHit *hit_final)
+{
+ bool found = false;
+ FOREACH_OBJECT_IN_EDIT_MODE_BEGIN (view_layer, ob_iter) {
+ if (uv_find_nearest_face_single(scene, ima, ob_iter, co, hit_final)) {
+ hit_final->ob = ob_iter;
+ found = true;
+ }
+ } FOREACH_OBJECT_IN_EDIT_MODE_END;
+ return found;
}
static bool uv_nearest_between(const BMLoop *l, const float co[2],
@@ -792,57 +835,87 @@ static bool uv_nearest_between(const BMLoop *l, const float co[2],
(line_point_side_v2(uv_next, uv_curr, co) <= 0.0f));
}
-void uv_find_nearest_vert(
- Scene *scene, Image *ima, Object *obedit, BMEditMesh *em,
- float const co[2], const float penalty[2], NearestHit *hit)
+bool uv_find_nearest_vert_single(
+ Scene *scene, Image *ima, Object *obedit,
+ float const co[2], const float penalty_dist, UvNearestHit *hit_final)
{
- BMFace *efa;
- BMLoop *l;
- BMIter iter, liter;
- MLoopUV *luv;
- float mindist, dist;
- int i;
+ bool found = false;
- const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
+ /* this will fill in hit.vert1 and hit.vert2 */
+ float dist_sq_init = hit_final->dist_sq;
+ UvNearestHit hit = *hit_final;
+ if (uv_find_nearest_edge_single(scene, ima, obedit, co, &hit)) {
+ hit.dist_sq = dist_sq_init;
- /*this will fill in hit.vert1 and hit.vert2*/
- uv_find_nearest_edge(scene, ima, obedit, em, co, hit);
- hit->l = NULL;
- hit->luv = hit->luv_next = NULL;
+ hit.l = NULL;
+ hit.luv = hit.luv_next = NULL;
- mindist = 1e10f;
- memset(hit, 0, sizeof(*hit));
-
- BM_mesh_elem_index_ensure(em->bm, BM_VERT);
+ BMEditMesh *em = BKE_editmesh_from_object(obedit);
+ BMFace *efa;
+ BMIter iter;
- BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
- if (!uvedit_face_visible_test(scene, obedit, ima, efa))
- continue;
+ BM_mesh_elem_index_ensure(em->bm, BM_VERT);
- BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
- luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list