Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorAntony Riakiotakis <kalast@gmail.com>2012-12-27 06:52:45 +0400
committerAntony Riakiotakis <kalast@gmail.com>2012-12-27 06:52:45 +0400
commit540cbbc1d0bc4fcb84e35dcd3991f7ef9e9a10a1 (patch)
tree1924e5e37f906ed1d9f356d012cd5c4575c8a8d0
parent84361f602a98d2ac35c6cc81eb897d593977e743 (diff)
Fix: rotation of uv islands during stitch did not take uv aspect ratio
of image into account, distorting the islands. Now properly scale the components before rotating the island.
-rw-r--r--source/blender/editors/uvedit/uvedit_intern.h1
-rw-r--r--source/blender/editors/uvedit/uvedit_smart_stitch.c18
-rw-r--r--source/blender/editors/uvedit/uvedit_unwrap_ops.c8
3 files changed, 19 insertions, 8 deletions
diff --git a/source/blender/editors/uvedit/uvedit_intern.h b/source/blender/editors/uvedit/uvedit_intern.h
index 27bbba11e75..4d52282d540 100644
--- a/source/blender/editors/uvedit/uvedit_intern.h
+++ b/source/blender/editors/uvedit/uvedit_intern.h
@@ -73,6 +73,7 @@ void uv_find_nearest_edge(struct Scene *scene, struct Image *ima, struct BMEditM
/* utility tool functions */
void uvedit_live_unwrap_update(struct SpaceImage *sima, struct Scene *scene, struct Object *obedit);
+void uvedit_get_aspect(struct Scene *scene, struct Object *ob, struct BMEditMesh *em, float *aspx, float *aspy);
/* operators */
diff --git a/source/blender/editors/uvedit/uvedit_smart_stitch.c b/source/blender/editors/uvedit/uvedit_smart_stitch.c
index bd50857c8b8..bc2d0e493f4 100644
--- a/source/blender/editors/uvedit/uvedit_smart_stitch.c
+++ b/source/blender/editors/uvedit/uvedit_smart_stitch.c
@@ -136,6 +136,7 @@ typedef struct UvEdge {
/* stitch state object */
typedef struct StitchState {
+ float aspect;
/* use limit flag */
char use_limit;
/* limit to operator, same as original operator */
@@ -285,10 +286,12 @@ static int getNumOfIslandUvs(UvElementMap *elementMap, int island)
}
}
-static void stitch_uv_rotate(float rotation, float medianPoint[2], float uv[2])
+static void stitch_uv_rotate(float rotation, float medianPoint[2], float uv[2], float aspect)
{
float uv_rotation_result[2];
+ uv[1] /= aspect;
+
uv[0] -= medianPoint[0];
uv[1] -= medianPoint[1];
@@ -297,6 +300,8 @@ static void stitch_uv_rotate(float rotation, float medianPoint[2], float uv[2])
uv[0] = uv_rotation_result[0] + medianPoint[0];
uv[1] = uv_rotation_result[1] + medianPoint[1];
+
+ uv[1] *= aspect;
}
/* check if two uvelements are stitchable. This should only operate on -different- separate UvElements */
@@ -413,9 +418,11 @@ static void stitch_calculate_island_snapping(StitchState *state, PreviewPosition
island_stitch_data[i].rotation /= island_stitch_data[i].num_rot_elements;
island_stitch_data[i].medianPoint[0] /= island_stitch_data[i].numOfElements;
island_stitch_data[i].medianPoint[1] /= island_stitch_data[i].numOfElements;
+ island_stitch_data[i].medianPoint[1] /= state->aspect;
}
island_stitch_data[i].translation[0] /= island_stitch_data[i].numOfElements;
island_stitch_data[i].translation[1] /= island_stitch_data[i].numOfElements;
+
numOfIslandUVs = getNumOfIslandUvs(state->element_map, i);
element = &state->element_map->buf[state->element_map->islandIndices[i]];
for (j = 0; j < numOfIslandUVs; j++, element++) {
@@ -429,7 +436,7 @@ static void stitch_calculate_island_snapping(StitchState *state, PreviewPosition
if (final) {
- stitch_uv_rotate(island_stitch_data[i].rotation, island_stitch_data[i].medianPoint, luv->uv);
+ stitch_uv_rotate(island_stitch_data[i].rotation, island_stitch_data[i].medianPoint, luv->uv, state->aspect);
add_v2_v2(luv->uv, island_stitch_data[i].translation);
}
@@ -438,7 +445,7 @@ static void stitch_calculate_island_snapping(StitchState *state, PreviewPosition
int face_preview_pos = preview_position[BM_elem_index_get(element->l->f)].data_position;
stitch_uv_rotate(island_stitch_data[i].rotation, island_stitch_data[i].medianPoint,
- preview->preview_polys + face_preview_pos + 2 * element->tfindex);
+ preview->preview_polys + face_preview_pos + 2 * element->tfindex, state->aspect);
add_v2_v2(preview->preview_polys + face_preview_pos + 2 * element->tfindex,
island_stitch_data[i].translation);
@@ -1541,7 +1548,7 @@ static int stitch_init(bContext *C, wmOperator *op)
Scene *scene = CTX_data_scene(C);
ToolSettings *ts = scene->toolsettings;
ARegion *ar = CTX_wm_region(C);
-
+ float aspx, aspy;
Object *obedit = CTX_data_edit_object(C);
if (!ar)
@@ -1595,6 +1602,9 @@ static int stitch_init(bContext *C, wmOperator *op)
return 0;
}
+ uvedit_get_aspect(scene, obedit, em, &aspx, &aspy);
+ state->aspect = aspx/aspy;
+
/* Entirely possible if redoing last operator that static island is bigger than total number of islands.
* This ensures we get no hang in the island checking code in stitch_stitch_process_data. */
state->static_island %= state->element_map->totalIslands;
diff --git a/source/blender/editors/uvedit/uvedit_unwrap_ops.c b/source/blender/editors/uvedit/uvedit_unwrap_ops.c
index 2ca711a4a6a..ddd42ded769 100644
--- a/source/blender/editors/uvedit/uvedit_unwrap_ops.c
+++ b/source/blender/editors/uvedit/uvedit_unwrap_ops.c
@@ -196,7 +196,7 @@ static int uvedit_have_selection(Scene *scene, BMEditMesh *em, short implicit)
return 0;
}
-static void ED_uvedit_get_aspect(Scene *scene, Object *ob, BMEditMesh *em, float *aspx, float *aspy)
+void uvedit_get_aspect(Scene *scene, Object *ob, BMEditMesh *em, float *aspx, float *aspy)
{
int sloppy = TRUE;
int selected = FALSE;
@@ -238,7 +238,7 @@ static ParamHandle *construct_param_handle(Scene *scene, Object *ob, BMEditMesh
if (correct_aspect) {
float aspx, aspy;
- ED_uvedit_get_aspect(scene, ob, em, &aspx, &aspy);
+ uvedit_get_aspect(scene, ob, em, &aspx, &aspy);
if (aspx != aspy)
param_aspect_ratio(handle, aspx, aspy);
@@ -423,7 +423,7 @@ static ParamHandle *construct_param_handle_subsurfed(Scene *scene, Object *ob, B
if (correct_aspect) {
float aspx, aspy;
- ED_uvedit_get_aspect(scene, ob, em, &aspx, &aspy);
+ uvedit_get_aspect(scene, ob, em, &aspx, &aspy);
if (aspx != aspy)
param_aspect_ratio(handle, aspx, aspy);
@@ -1047,7 +1047,7 @@ static void correct_uv_aspect(Scene *scene, Object *ob, BMEditMesh *em)
BMFace *efa;
float scale, aspx, aspy;
- ED_uvedit_get_aspect(scene, ob, em, &aspx, &aspy);
+ uvedit_get_aspect(scene, ob, em, &aspx, &aspy);
if (aspx == aspy)
return;