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authorChris Blackbourn <chrisbblend@gmail.com>2022-07-01 05:21:48 +0300
committerChris Blackbourn <chrisbblend@gmail.com>2022-07-01 05:34:35 +0300
commit488b7f53c053828208e6ba321e918a29c2fdede7 (patch)
treea64773f1fe145afb8513ff8da6dc5815561bb6ab
parent5066ee5c6fa37386734f49b5d7a43b8ebddb4da2 (diff)
Fix T78553: Improve UV Straighten operator.temp-UV_straighten
Generalize the UV Straighten Operator to many more cases. Also, now splits by islands and prefers pins to mark the endpoints of the resulting line.
-rw-r--r--source/blender/editors/uvedit/uvedit_ops.c233
1 files changed, 115 insertions, 118 deletions
diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c
index 4a58b1584b7..68a6b537c5d 100644
--- a/source/blender/editors/uvedit/uvedit_ops.c
+++ b/source/blender/editors/uvedit/uvedit_ops.c
@@ -372,152 +372,149 @@ typedef enum eUVWeldAlign {
UV_WELD,
} eUVWeldAlign;
-static bool uvedit_uv_straighten(Scene *scene, BMesh *bm, eUVWeldAlign tool)
+typedef enum eUVEndPointPrecedence {
+ UVEP_INVALID = 0,
+ UVEP_SELECTED = (1 << 0),
+ UVEP_PINNED = (1 << 1),
+} eUVEndPointPrecedence;
+
+static eUVEndPointPrecedence uvedit_line_update_get_precedence(const MLoopUV *luv)
{
- bool changed = false;
- BMEdge *eed;
- BMLoop *l;
- BMVert *eve;
- BMVert *eve_start;
- BMIter iter, liter, eiter;
+ eUVEndPointPrecedence precedence = UVEP_SELECTED;
+ if (luv->flag & MLOOPUV_PINNED) {
+ precedence |= UVEP_PINNED;
+ }
+ return precedence;
+}
- const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
+/* Helper to find two endpoints (`a` and `b`) which have higher precedence, and are far apart.
+ * Note that is only a heuristic and won't always find the best two endpoints.
+ */
+static bool uvedit_line_update_endpoint(const MLoopUV *luv,
+ float uv_a[2],
+ eUVEndPointPrecedence *prec_a,
+ float uv_b[2],
+ eUVEndPointPrecedence *prec_b)
+{
+ eUVEndPointPrecedence flags = uvedit_line_update_get_precedence(luv);
- /* clear tag */
- BM_mesh_elem_hflag_disable_all(bm, BM_VERT, BM_ELEM_TAG, false);
+ float len_sq_a = len_squared_v2v2(uv_a, luv->uv);
+ float len_sq_b = len_squared_v2v2(uv_b, luv->uv);
+ float len_sq_ab = len_squared_v2v2(
+ uv_a, uv_b); /* Tempting to optimize this, unclear if actually faster. */
- /* tag verts with a selected UV */
- BM_ITER_MESH (eve, &iter, bm, BM_VERTS_OF_MESH) {
- BM_ITER_ELEM (l, &liter, eve, BM_LOOPS_OF_VERT) {
- if (!uvedit_face_visible_test(scene, l->f)) {
- continue;
- }
-
- if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
- BM_elem_flag_enable(eve, BM_ELEM_TAG);
- break;
- }
- }
+ if ((*prec_a < flags && 0.0f < len_sq_b) || (*prec_a == flags && len_sq_ab < len_sq_b)) {
+ *prec_a = flags;
+ copy_v2_v2(uv_a, luv->uv);
+ return true;
}
- /* flush vertex tags to edges */
- BM_ITER_MESH (eed, &iter, bm, BM_EDGES_OF_MESH) {
- BM_elem_flag_set(
- eed,
- BM_ELEM_TAG,
- (BM_elem_flag_test(eed->v1, BM_ELEM_TAG) && BM_elem_flag_test(eed->v2, BM_ELEM_TAG)));
+ if ((*prec_b < flags && 0.0f < len_sq_a) || (*prec_b == flags && len_sq_ab < len_sq_a)) {
+ *prec_b = flags;
+ copy_v2_v2(uv_b, luv->uv);
+ return true;
}
- /* find a vertex with only one tagged edge */
- eve_start = NULL;
- BM_ITER_MESH (eve, &iter, bm, BM_VERTS_OF_MESH) {
- int tot_eed_tag = 0;
- BM_ITER_ELEM (eed, &eiter, eve, BM_EDGES_OF_VERT) {
- if (BM_elem_flag_test(eed, BM_ELEM_TAG)) {
- tot_eed_tag++;
- }
- }
+ return false;
+}
- if (tot_eed_tag == 1) {
- eve_start = eve;
+/* Find two end extreme points to specify a line, then straighten `len` elements
+ * by moving UVs on the X-axis, Y-axis, or the closest point on the line segment.
+ */
+static bool uvedit_uv_straighten_elements(const UvElement *element,
+ const int len,
+ const int cd_loop_uv_offset,
+ const eUVWeldAlign tool)
+{
+ float uv_start[2];
+ float uv_end[2];
+ eUVEndPointPrecedence prec_start = UVEP_INVALID;
+ eUVEndPointPrecedence prec_end = UVEP_INVALID;
+
+ /* Find start and end of line. */
+ for (int i = 0; i < 10; i++) { /* Heuristic to prevent infinite loop. */
+ bool update = false;
+ for (int j = 0; j < len; j++) {
+ MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(element[j].l, cd_loop_uv_offset);
+ update |= uvedit_line_update_endpoint(luv, uv_start, &prec_start, uv_end, &prec_end);
+ }
+ if (!update) {
break;
}
}
- if (!eve_start) {
- return false;
+ if (prec_start == UVEP_INVALID || prec_end == UVEP_INVALID) {
+ return false; /* Unable to find two endpoints. */
}
- BMVert **eve_line = NULL;
- BMVert *eve_next = NULL;
- BLI_array_declare(eve_line);
- int i;
-
- eve = eve_start;
-
- /* walk over edges, building an array of verts in a line */
- while (eve) {
- BLI_array_append(eve_line, eve);
- /* don't touch again */
- BM_elem_flag_disable(eve, BM_ELEM_TAG);
- eve_next = NULL;
+ float a = 0.0f; /* Similar to "slope". */
+ eUVWeldAlign tool_local = tool;
- /* find next eve */
- BM_ITER_ELEM (eed, &eiter, eve, BM_EDGES_OF_VERT) {
- if (BM_elem_flag_test(eed, BM_ELEM_TAG)) {
- BMVert *eve_other = BM_edge_other_vert(eed, eve);
- if (BM_elem_flag_test(eve_other, BM_ELEM_TAG)) {
- /* this is a tagged vert we didn't walk over yet, step onto it */
- eve_next = eve_other;
- break;
- }
- }
+ if (tool_local == UV_STRAIGHTEN_X) {
+ if (uv_start[1] == uv_end[1]) {
+ /* Caution, different behavior outside line segment. */
+ tool_local = UV_STRAIGHTEN;
+ }
+ else {
+ a = (uv_end[0] - uv_start[0]) / (uv_end[1] - uv_start[1]);
+ }
+ }
+ else if (tool_local == UV_STRAIGHTEN_Y) {
+ if (uv_start[0] == uv_end[0]) {
+ /* Caution, different behavior outside line segment. */
+ tool_local = UV_STRAIGHTEN;
+ }
+ else {
+ a = (uv_end[1] - uv_start[1]) / (uv_end[0] - uv_start[0]);
}
-
- eve = eve_next;
}
- /* now we have all verts, make into a line */
- if (BLI_array_len(eve_line) > 2) {
-
- /* we know the returns from these must be valid */
- const float *uv_start = uvedit_first_selected_uv_from_vertex(
- scene, eve_line[0], cd_loop_uv_offset);
- const float *uv_end = uvedit_first_selected_uv_from_vertex(
- scene, eve_line[BLI_array_len(eve_line) - 1], cd_loop_uv_offset);
- /* For UV_STRAIGHTEN_X & UV_STRAIGHTEN_Y modes */
- float a = 0.0f;
- eUVWeldAlign tool_local = tool;
-
+ bool changed = false;
+ for (int j = 0; j < len; j++) {
+ MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(element[j].l, cd_loop_uv_offset);
+ /* Projection of point (x, y) over line (x1, y1, x2, y2) along X axis:
+ * new_y = (y2 - y1) / (x2 - x1) * (x - x1) + y1
+ * Maybe this should be a BLI func? Or is it already existing?
+ * Could use interp_v2_v2v2, but not sure it's worth it here. */
if (tool_local == UV_STRAIGHTEN_X) {
- if (uv_start[1] == uv_end[1]) {
- tool_local = UV_STRAIGHTEN;
- }
- else {
- a = (uv_end[0] - uv_start[0]) / (uv_end[1] - uv_start[1]);
- }
+ luv->uv[0] = a * (luv->uv[1] - uv_start[1]) + uv_start[0];
}
else if (tool_local == UV_STRAIGHTEN_Y) {
- if (uv_start[0] == uv_end[0]) {
- tool_local = UV_STRAIGHTEN;
- }
- else {
- a = (uv_end[1] - uv_start[1]) / (uv_end[0] - uv_start[0]);
- }
+ luv->uv[1] = a * (luv->uv[0] - uv_start[0]) + uv_start[1];
}
+ else {
+ closest_to_line_segment_v2(luv->uv, luv->uv, uv_start, uv_end);
+ }
+ changed = true; /* TODO: Did the UV actually move? */
+ }
+ return changed;
+}
- /* go over all verts except for endpoints */
- for (i = 0; i < BLI_array_len(eve_line); i++) {
- BM_ITER_ELEM (l, &liter, eve_line[i], BM_LOOPS_OF_VERT) {
- if (!uvedit_face_visible_test(scene, l->f)) {
- continue;
- }
+/* Group selected UVs into islands, then apply uvedit_uv_straighten_elements to each island. */
+static bool uvedit_uv_straighten(Scene *scene, BMesh *bm, eUVWeldAlign tool)
+{
+ const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
+ if (cd_loop_uv_offset == -1) {
+ return false;
+ }
- if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
- MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- /* Projection of point (x, y) over line (x1, y1, x2, y2) along X axis:
- * new_y = (y2 - y1) / (x2 - x1) * (x - x1) + y1
- * Maybe this should be a BLI func? Or is it already existing?
- * Could use interp_v2_v2v2, but not sure it's worth it here. */
- if (tool_local == UV_STRAIGHTEN_X) {
- luv->uv[0] = a * (luv->uv[1] - uv_start[1]) + uv_start[0];
- }
- else if (tool_local == UV_STRAIGHTEN_Y) {
- luv->uv[1] = a * (luv->uv[0] - uv_start[0]) + uv_start[1];
- }
- else {
- closest_to_line_segment_v2(luv->uv, luv->uv, uv_start, uv_end);
- }
- changed = true;
- }
- }
- }
+ UvElementMap *element_map = BM_uv_element_map_create(bm, scene, false, true, false, true);
+ if (element_map == NULL) {
+ return false;
}
- else {
- /* error - not a line, needs 3+ points. */
+
+ bool changed = false;
+
+ /* Loop backwards to simplify logic. */
+ int j1 = element_map->totalUVs;
+ for (int i = element_map->totalIslands - 1; i >= 0; --i) {
+ int j0 = element_map->islandIndices[i];
+ changed |= uvedit_uv_straighten_elements(
+ element_map->buf + j0, j1 - j0, cd_loop_uv_offset, tool);
+ j1 = j0;
}
- MEM_SAFE_FREE(eve_line);
+ BM_uv_element_map_free(element_map);
return changed;
}