56 #define UV_NEAREST_HIT_INIT_DIST_PX(v2d, dist_px) \
58 .dist_sq = square_f(U.pixelsize * dist_px), \
60 UI_view2d_scale_get_x(v2d), \
61 UI_view2d_scale_get_y(v2d), \
65 #define UV_NEAREST_HIT_INIT_MAX(v2d) \
69 UI_view2d_scale_get_x(v2d), \
70 UI_view2d_scale_get_y(v2d), \
77 const float penalty_dist,
81 const uint objects_len,
83 const float penalty_dist,
92 const uint objects_len,
100 const bool only_in_face);
107 const uint objects_len,
110 const bool only_in_face);
113 const uint objects_len,
156 const uint objects_len);
159 const int cd_loop_uv_offset);
ATTR_WARN_UNUSED_RESULT const BMVert const BMEdge * e
ATTR_WARN_UNUSED_RESULT const BMVert * v
void UV_OT_rip(struct wmOperatorType *ot)
bool uvedit_select_is_any_selected(struct Scene *scene, struct Object *obedit)
void UV_OT_select_linked(struct wmOperatorType *ot)
void uv_poly_copy_aspect(float uv_orig[][2], float uv[][2], float aspx, float aspy, int len)
BMLoop * uv_find_nearest_loop_from_vert(struct Scene *scene, struct Object *obedit, struct BMVert *v, const float co[2])
bool uv_find_nearest_face_multi_ex(struct Scene *scene, struct Object **objects, const uint objects_len, const float co[2], struct UvNearestHit *hit, const bool only_in_face)
BMLoop * uv_find_nearest_loop_from_edge(struct Scene *scene, struct Object *obedit, struct BMEdge *e, const float co[2])
bool uv_find_nearest_vert(struct Scene *scene, struct Object *obedit, const float co[2], const float penalty_dist, struct UvNearestHit *hit)
void UV_OT_select_less(struct wmOperatorType *ot)
void UV_OT_select_loop(struct wmOperatorType *ot)
void UV_OT_select(struct wmOperatorType *ot)
bool uv_find_nearest_face_multi(struct Scene *scene, struct Object **objects, const uint objects_len, const float co[2], struct UvNearestHit *hit)
void UV_OT_select_pinned(struct wmOperatorType *ot)
struct UvNearestHit UvNearestHit
bool uvedit_select_is_any_selected_multi(struct Scene *scene, struct Object **objects, const uint objects_len)
void UV_OT_select_overlap(struct wmOperatorType *ot)
void UV_OT_select_box(struct wmOperatorType *ot)
bool uv_find_nearest_vert_multi(struct Scene *scene, struct Object **objects, const uint objects_len, const float co[2], const float penalty_dist, struct UvNearestHit *hit)
void UV_OT_unwrap(struct wmOperatorType *ot)
bool uv_find_nearest_edge(struct Scene *scene, struct Object *obedit, const float co[2], struct UvNearestHit *hit)
void UV_OT_sphere_project(struct wmOperatorType *ot)
void UV_OT_select_more(struct wmOperatorType *ot)
void uvedit_live_unwrap_update(struct SpaceImage *sima, struct Scene *scene, struct Object *obedit)
void UV_OT_smart_project(struct wmOperatorType *ot)
void UV_OT_shortest_path_pick(struct wmOperatorType *ot)
void UV_OT_shortest_path_select(struct wmOperatorType *ot)
void UV_OT_cube_project(struct wmOperatorType *ot)
const float * uvedit_first_selected_uv_from_vertex(struct Scene *scene, struct BMVert *eve, const int cd_loop_uv_offset)
void UV_OT_cylinder_project(struct wmOperatorType *ot)
void UV_OT_select_split(struct wmOperatorType *ot)
void UV_OT_select_all(struct wmOperatorType *ot)
void UV_OT_stitch(struct wmOperatorType *ot)
bool uv_find_nearest_face_ex(struct Scene *scene, struct Object *obedit, const float co[2], struct UvNearestHit *hit, const bool only_in_face)
void UV_OT_select_lasso(struct wmOperatorType *ot)
bool uv_find_nearest_edge_multi(struct Scene *scene, struct Object **objects, const uint objects_len, const float co[2], struct UvNearestHit *hit)
void UV_OT_reset(struct wmOperatorType *ot)
bool uv_find_nearest_face(struct Scene *scene, struct Object *obedit, const float co[2], struct UvNearestHit *hit)
void UV_OT_average_islands_scale(struct wmOperatorType *ot)
void UV_OT_select_linked_pick(struct wmOperatorType *ot)
void UV_OT_select_circle(struct wmOperatorType *ot)
void UV_OT_project_from_view(struct wmOperatorType *ot)
void UV_OT_pack_islands(struct wmOperatorType *ot)
void UV_OT_minimize_stretch(struct wmOperatorType *ot)
void UV_OT_select_edge_ring(struct wmOperatorType *ot)