UV: allow ripping face-regions

This changes the behavior of rip when entire faces are selected.
Now face regions are isolated and moved instead of ripping the edge-loop
extracted from the selection boundary.

This is a convenient alternative to separate selection & move.
Resolves T78751.
This commit is contained in:
Campbell Barton 2020-07-10 12:55:59 +10:00
parent 3fdd092649
commit 89cb41faa0
Notes: blender-bot 2023-02-14 09:02:41 +01:00
Referenced by issue #78751, UV rip gives strange results on some faces
1 changed files with 14 additions and 15 deletions

View File

@ -812,26 +812,25 @@ static bool uv_rip_object(Scene *scene, Object *obedit, const float co[2], const
}
}
/* Mark only boundary edges. */
/* Special case: if we have selected faces, isolated them.
* This isn't a rip, however it's useful for users as a quick way
* to detech the selection.
*
* We could also extract an edge loop from the boundary
* however in practice it's not that useful, see T78751. */
if (is_select_all_any) {
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
if (BM_elem_flag_test(efa, BM_ELEM_TAG)) {
BMLoop *l_first = BM_FACE_FIRST_LOOP(efa);
if (UL(l_first)->is_select_all) {
BMLoop *l_iter = l_first;
do {
BMLoop *l_other = bm_loop_find_other_radial_loop_with_visible_face(l_iter,
cd_loop_uv_offset);
if (l_other != NULL) {
if (UL(l_other)->is_select_all) {
UL(l_iter)->is_select_edge = false;
UL(l_other)->is_select_edge = false;
}
}
} while ((l_iter = l_iter->next) != l_first);
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
if (!UL(l)->is_select_all) {
MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
if (luv->flag & MLOOPUV_VERTSEL) {
luv->flag &= ~MLOOPUV_VERTSEL;
changed = true;
}
}
}
}
return changed;
}
/* Extract loop pairs or single loops. */