Edit Mesh: multi-object mark seams
Note that I'm using bm->totedgesel instead of bm->totfacesel to skip objects.
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Notes:
blender-bot
2023-02-14 06:00:45 +01:00
Referenced by issue #54643, Multi-Object-Mode: EditMesh Tools
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@ -914,37 +914,51 @@ void MESH_OT_edge_face_add(wmOperatorType *ot)
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static int edbm_mark_seam_exec(bContext *C, wmOperator *op)
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{
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Scene *scene = CTX_data_scene(C);
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Object *obedit = CTX_data_edit_object(C);
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Mesh *me = ((Mesh *)obedit->data);
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BMEditMesh *em = BKE_editmesh_from_object(obedit);
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BMesh *bm = em->bm;
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ViewLayer *view_layer = CTX_data_view_layer(C);
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BMEdge *eed;
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BMIter iter;
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const bool clear = RNA_boolean_get(op->ptr, "clear");
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/* auto-enable seams drawing */
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if (clear == 0) {
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me->drawflag |= ME_DRAWSEAMS;
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}
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uint objects_len = 0;
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Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data(view_layer, &objects_len);
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for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
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Object *obedit = objects[ob_index];
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BMEditMesh *em = BKE_editmesh_from_object(obedit);
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BMesh *bm = em->bm;
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if (clear) {
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BM_ITER_MESH (eed, &iter, bm, BM_EDGES_OF_MESH) {
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if (!BM_elem_flag_test(eed, BM_ELEM_SELECT) || BM_elem_flag_test(eed, BM_ELEM_HIDDEN))
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continue;
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BM_elem_flag_disable(eed, BM_ELEM_SEAM);
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if (bm->totedgesel == 0) {
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continue;
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}
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}
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else {
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BM_ITER_MESH (eed, &iter, bm, BM_EDGES_OF_MESH) {
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if (!BM_elem_flag_test(eed, BM_ELEM_SELECT) || BM_elem_flag_test(eed, BM_ELEM_HIDDEN))
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continue;
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BM_elem_flag_enable(eed, BM_ELEM_SEAM);
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}
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}
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ED_uvedit_live_unwrap(scene, obedit);
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EDBM_update_generic(em, true, false);
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Mesh *me = ((Mesh *)obedit->data);
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/* auto-enable seams drawing */
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if (clear == 0) {
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me->drawflag |= ME_DRAWSEAMS;
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}
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if (clear) {
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BM_ITER_MESH (eed, &iter, bm, BM_EDGES_OF_MESH) {
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if (!BM_elem_flag_test(eed, BM_ELEM_SELECT) || BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
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continue;
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}
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BM_elem_flag_disable(eed, BM_ELEM_SEAM);
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}
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}
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else {
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BM_ITER_MESH (eed, &iter, bm, BM_EDGES_OF_MESH) {
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if (!BM_elem_flag_test(eed, BM_ELEM_SELECT) || BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
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continue;
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}
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BM_elem_flag_enable(eed, BM_ELEM_SEAM);
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}
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}
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ED_uvedit_live_unwrap(scene, obedit);
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EDBM_update_generic(em, true, false);
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}
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MEM_freeN(objects);
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return OPERATOR_FINISHED;
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}
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