UV: tweak face select behavior

When the mouse cursor is inside the UV face,
extend the selection threshold.

This means when zoomed in, a face can always be selected when the cursor
is inside it.
In the case of multiple overlapping faces - the face with the closest
center is used.

----

Prior to 246efd7286, the UV selection
threshold was scaled by the zoom level, so selecting a face when zoomed
in close would often often select faces even when the on-screen center
was outside the intended threshold.

Having a zoom-independent threshold may require more precision than
users are used to.

This change addresses this.
This commit is contained in:
Campbell Barton 2021-01-20 16:57:02 +11:00
parent 9f337bef80
commit 908b383b7d
Notes: blender-bot 2023-02-14 06:00:46 +01:00
Referenced by commit d1c6704413, UV: tweak island select behavior
2 changed files with 56 additions and 4 deletions

View File

@ -93,10 +93,21 @@ bool uv_find_nearest_edge_multi(struct Scene *scene,
const float co[2],
struct UvNearestHit *hit);
bool uv_find_nearest_face_ex(struct Scene *scene,
struct Object *obedit,
const float co[2],
struct UvNearestHit *hit,
const bool only_in_face);
bool uv_find_nearest_face(struct Scene *scene,
struct Object *obedit,
const float co[2],
struct UvNearestHit *hit);
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);
bool uv_find_nearest_face_multi(struct Scene *scene,
struct Object **objects,
const uint objects_len,

View File

@ -719,7 +719,17 @@ bool uv_find_nearest_edge_multi(
return found;
}
bool uv_find_nearest_face(Scene *scene, Object *obedit, const float co[2], UvNearestHit *hit)
/**
* \param only_in_face: when true, only hit faces which `co` is inside.
* This gives users a result they might expect, especially when zoomed in.
*
* \note Concave faces can cause odd behavior, although in practice this isn't often an issue.
* The center can be outside the face, in this case the distance to the center
* could cause the face to be considered too far away.
* If this becomes an issue we could track the distance to the faces closest edge.
*/
bool uv_find_nearest_face_ex(
Scene *scene, Object *obedit, const float co[2], UvNearestHit *hit, const bool only_in_face)
{
BLI_assert((hit->scale[0] > 0.0f) && (hit->scale[1] > 0.0f));
BMEditMesh *em = BKE_editmesh_from_object(obedit);
@ -745,6 +755,13 @@ bool uv_find_nearest_face(Scene *scene, Object *obedit, const float co[2], UvNea
const float dist_test_sq = len_squared_v2(delta);
if (dist_test_sq < hit->dist_sq) {
if (only_in_face) {
if (!BM_face_uv_point_inside_test(efa, co, cd_loop_uv_offset)) {
continue;
}
}
hit->ob = obedit;
hit->efa = efa;
hit->dist_sq = dist_test_sq;
@ -754,19 +771,34 @@ bool uv_find_nearest_face(Scene *scene, Object *obedit, const float co[2], UvNea
return found;
}
bool uv_find_nearest_face_multi(
Scene *scene, Object **objects, const uint objects_len, const float co[2], UvNearestHit *hit)
bool uv_find_nearest_face(Scene *scene, Object *obedit, const float co[2], UvNearestHit *hit)
{
return uv_find_nearest_face_ex(scene, obedit, co, hit, NULL);
}
bool uv_find_nearest_face_multi_ex(Scene *scene,
Object **objects,
const uint objects_len,
const float co[2],
UvNearestHit *hit,
const bool only_in_face)
{
bool found = false;
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
Object *obedit = objects[ob_index];
if (uv_find_nearest_face(scene, obedit, co, hit)) {
if (uv_find_nearest_face_ex(scene, obedit, co, hit, only_in_face)) {
found = true;
}
}
return found;
}
bool uv_find_nearest_face_multi(
Scene *scene, Object **objects, const uint objects_len, const float co[2], UvNearestHit *hit)
{
return uv_find_nearest_face_multi_ex(scene, objects, objects_len, co, hit, false);
}
static bool uv_nearest_between(const BMLoop *l, const float co[2], const int cd_loop_uv_offset)
{
const float *uv_prev = ((MLoopUV *)BM_ELEM_CD_GET_VOID_P(l->prev, cd_loop_uv_offset))->uv;
@ -1934,6 +1966,15 @@ static int uv_mouse_select_multi(bContext *C,
else if (selectmode == UV_SELECT_FACE) {
/* find face */
found_item = uv_find_nearest_face_multi(scene, objects, objects_len, co, &hit);
if (!found_item) {
/* Fallback, perform a second pass without a limited threshold,
* which succeeds as long as the cursor is inside the UV face.
* Useful when zoomed in, to select faces with distant screen-space face centers. */
hit.dist_sq = FLT_MAX;
found_item = uv_find_nearest_face_multi_ex(scene, objects, objects_len, co, &hit, true);
}
if (found_item) {
BMesh *bm = BKE_editmesh_from_object(hit.ob)->bm;
BM_mesh_active_face_set(bm, hit.efa);