47 const bool skip_invisible,
52 const bool skip_invisible,
53 const bool skip_nonselected,
175 const int sticky_flag,
189 const int sticky_flag,
227 const float mval_fl[2],
228 const bool ignore_selected,
245 const int material_index,
306 const bool only_selected_faces,
307 const bool only_selected_uvs,
308 const bool use_seams,
309 const float aspect_y,
CustomData interface, see also DNA_customdata_types.h.
bool ED_object_get_active_image(Object *ob, int mat_nr, Image **r_ima, ImageUser **r_iuser, const bNode **r_node, const bNodeTree **r_ntree)
void ED_uvedit_foreach_uv_multi(const Scene *scene, blender::Span< Object * > objects_edit, const bool skip_invisible, const bool skip_nonselected, blender::FunctionRef< void(float[2])> user_fn)
void ED_keymap_uvedit(wmKeyConfig *keyconf)
void uvedit_edge_select_set(const Scene *scene, BMesh *bm, BMLoop *l, bool select, bool do_history, BMUVOffsets offsets)
Select UV Edge.
void ED_uvedit_selectmode_clean(const Scene *scene, Object *obedit)
UV Select Mode set.
void ED_uvedit_select_sync_flush(const ToolSettings *ts, BMEditMesh *em, bool select)
void ED_uvedit_selectmode_clean_multi(bContext *C)
void ED_uvedit_add_simple_uvs(Main *bmain, const Scene *scene, Object *ob)
void ED_uvedit_live_unwrap_begin(Scene *scene, Object *obedit, struct wmWindow *win_modal)
bool ED_uvedit_nearest_uv_multi(const View2D *v2d, const Scene *scene, blender::Span< Object * > objects, const float mval_fl[2], const bool ignore_selected, float *dist_sq, float r_uv[2])
void ED_operatortypes_uvedit()
bool uvedit_face_select_test(const Scene *scene, BMFace *efa, BMUVOffsets offsets)
float ED_uvedit_get_aspect_y(Object *obedit)
void ED_uvedit_active_edge_loop_set(BMesh *bm, BMLoop *l)
bool uvedit_face_select_test_ex(const ToolSettings *ts, BMFace *efa, BMUVOffsets offsets)
bool ED_uvedit_minmax_multi(const Scene *scene, blender::Span< Object * > objects_edit, float r_min[2], float r_max[2])
void uvedit_deselect_flush(const Scene *scene, BMEditMesh *em)
void ED_uvedit_get_aspect_from_material(Object *ob, const int material_index, float *r_aspx, float *r_aspy)
void uvedit_face_select_enable(const Scene *scene, BMesh *bm, BMFace *efa, bool do_history, BMUVOffsets offsets)
void uvedit_face_select_set(const Scene *scene, BMesh *bm, BMFace *efa, bool select, bool do_history, BMUVOffsets offsets)
Select UV Face.
bool uvedit_edge_select_test(const Scene *scene, BMLoop *l, BMUVOffsets offsets)
void uvedit_edge_select_shared_vert(const Scene *scene, BMEditMesh *em, BMLoop *l, const bool select, const int sticky_flag, const bool do_history, BMUVOffsets offsets)
BMLoop ** ED_uvedit_selected_edges(const Scene *scene, BMesh *bm, int len_max, int *r_edges_len)
void ED_uvedit_foreach_uv(const Scene *scene, BMesh *bm, const bool skip_invisible, const bool selected, blender::FunctionRef< void(float[2])> user_fn)
void ED_uvedit_buttons_register(ARegionType *art)
bool ED_uvedit_live_unwrap_timer_check(const wmTimer *timer)
bool ED_uvedit_test(Object *obedit)
char ED_uvedit_select_mode_get(const Scene *scene)
void uvedit_edge_select_set_with_sticky(const Scene *scene, BMEditMesh *em, BMLoop *l, bool select, bool do_history, BMUVOffsets offsets)
void ED_uvedit_select_all(BMesh *bm)
void ED_uvedit_live_unwrap_re_solve()
void uvedit_select_flush(const Scene *scene, BMEditMesh *em)
bool uvedit_face_visible_test_ex(const ToolSettings *ts, BMFace *efa)
bool ED_uvedit_center_from_pivot_ex(SpaceImage *sima, Scene *scene, ViewLayer *view_layer, float r_center[2], char mode, bool *r_has_select)
void ED_image_draw_cursor(ARegion *region, const float cursor[2])
void uvedit_face_select_shared_vert(const Scene *scene, BMEditMesh *em, BMFace *efa, const bool select, const bool do_history, BMUVOffsets offsets)
void ED_uvedit_selectmode_flush(const Scene *scene, BMEditMesh *em)
UV Select Mode Flush.
BMLoop * ED_uvedit_active_edge_loop_get(BMesh *bm)
int bm_mesh_calc_uv_islands(const Scene *scene, BMesh *bm, ListBase *island_list, const bool only_selected_faces, const bool only_selected_uvs, const bool use_seams, const float aspect_y, BMUVOffsets offsets)
bool uvedit_edge_select_test_ex(const ToolSettings *ts, const BMLoop *l, BMUVOffsets offsets)
void ED_uvedit_get_aspect(Object *obedit, float *r_aspx, float *r_aspy)
bool uvedit_face_visible_test(const Scene *scene, BMFace *efa)
void uvedit_face_select_disable(const Scene *scene, BMesh *bm, BMFace *efa, BMUVOffsets offsets)
void uvedit_uv_select_set(const Scene *scene, BMesh *bm, BMLoop *l, bool select, bool do_history, BMUVOffsets offsets)
Select UV Vertex.
void ED_uvedit_live_unwrap_end(bool cancel)
void uvedit_face_select_set_with_sticky(const Scene *scene, BMEditMesh *em, BMFace *efa, bool select, bool do_history, BMUVOffsets offsets)
BMLoop * ED_uvedit_active_vert_loop_get(BMesh *bm)
void ED_object_assign_active_image(Main *bmain, Object *ob, int mat_nr, Image *ima)
bool uv_coords_isect_udim(const Image *image, const int udim_grid[2], const float coords[2])
void ED_uvedit_live_unwrap(const Scene *scene, blender::Span< Object * > objects)
void uvedit_uv_select_shared_vert(const Scene *scene, BMEditMesh *em, BMLoop *l, const bool select, const int sticky_flag, const bool do_history, BMUVOffsets offsets)
bool ED_uvedit_center_multi(const Scene *scene, blender::Span< Object * > objects_edit, float r_cent[2], char mode)
void ED_operatormacros_uvedit()
BMFace ** ED_uvedit_selected_faces(const Scene *scene, BMesh *bm, int len_max, int *r_faces_len)
void uvedit_edge_select_disable(const Scene *scene, BMesh *bm, BMLoop *l, BMUVOffsets offsets)
bool uvedit_uv_select_test_ex(const ToolSettings *ts, const BMLoop *l, BMUVOffsets offsets)
void uvedit_uv_select_enable(const Scene *scene, BMesh *bm, BMLoop *l, bool do_history, BMUVOffsets offsets)
void uvedit_edge_select_set_noflush(const Scene *scene, BMLoop *l, const bool select, const int sticky_flag, BMUVOffsets offsets)
bool uvedit_uv_select_test(const Scene *scene, BMLoop *l, BMUVOffsets offsets)
void uvedit_uv_select_set_with_sticky(const Scene *scene, BMEditMesh *em, BMLoop *l, bool select, bool do_history, BMUVOffsets offsets)
void uvedit_uv_select_disable(const Scene *scene, BMesh *bm, BMLoop *l, BMUVOffsets offsets)
BMLoop ** ED_uvedit_selected_verts(const Scene *scene, BMesh *bm, int len_max, int *r_verts_len)
void uvedit_edge_select_enable(const Scene *scene, BMesh *bm, BMLoop *l, bool do_history, BMUVOffsets offsets)
void ED_uvedit_active_vert_loop_set(BMesh *bm, BMLoop *l)
ATTR_WARN_UNUSED_RESULT BMesh * bm
ATTR_WARN_UNUSED_RESULT const BMLoop * l
ccl_device_inline float4 select(const int4 mask, const float4 a, const float4 b)
static bool do_history(const char *filepath, ReportList *reports)