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authorChris Blackbourn <chrisbblend@gmail.com>2022-08-01 08:00:10 +0300
committerChris Blackbourn <chrisbblend@gmail.com>2022-08-03 04:20:54 +0300
commit68c1eb86a6b809975d7cc8b08deb8f847d8e4586 (patch)
tree4c90369231e48058aee8596a895da5963b2cc88a /source/blender/blenkernel/intern/image.cc
parent43918ec28d12124cfa32b3e84ead1bfb65501f6f (diff)
Fix unreported: Add tie-break conditions for udim search with integers
When searching for closest UDIM with integer co-ordinates, several UDIMs can be equidistant. Previously, of all closest UDIMs, the one which was earliest in the list would be used. Now, "half-open interval" rules are used to break the tie. Motivated by 0fcc04e7bfe1 Differential Revision: https://developer.blender.org/D15590
Diffstat (limited to 'source/blender/blenkernel/intern/image.cc')
-rw-r--r--source/blender/blenkernel/intern/image.cc82
1 files changed, 67 insertions, 15 deletions
diff --git a/source/blender/blenkernel/intern/image.cc b/source/blender/blenkernel/intern/image.cc
index ae5eead2547..c6e711a33e0 100644
--- a/source/blender/blenkernel/intern/image.cc
+++ b/source/blender/blenkernel/intern/image.cc
@@ -863,37 +863,89 @@ void BKE_image_get_tile_uv(const Image *ima, const int tile_number, float r_uv[2
}
}
+/* Linear distance between #x and the unit interval. */
+static float distance_to_unit_interval(float x)
+{
+ /* The unit interval is between 0 and 1.
+ Within the interval, return 0.
+ Outside the interval, return the distance to the nearest boundary.
+ Intuitively, the function looks like:
+ \ | | /
+ __\|___|/__
+ 0 1
+ */
+
+ if (x <= 0.0f) {
+ return -x; /* Distance to left border. */
+ }
+ if (x <= 1.0f) {
+ return 0.0f; /* Inside unit interval. */
+ }
+ return x - 1.0f; /* Distance to right border. */
+}
+
+/* Distance squared between #co and the unit square with lower-left starting at #udim. */
+static float distance_squared_to_udim(const float co[2], const float udim[2])
+{
+ float delta[2];
+ sub_v2_v2v2(delta, co, udim);
+ delta[0] = distance_to_unit_interval(delta[0]);
+ delta[1] = distance_to_unit_interval(delta[1]);
+ return len_squared_v2(delta);
+}
+
+static bool nearest_udim_tile_tie_break(const float best_dist_sq,
+ const float best_uv[2],
+ const float dist_sq,
+ const float uv[2])
+{
+ if (best_dist_sq == dist_sq) { /* Exact same distance? Tie-break. */
+ if (best_uv[0] == uv[0]) { /* Exact same U? Tie-break. */
+ return (uv[1] > best_uv[1]); /* Higher than previous candidate? */
+ }
+ return (uv[0] > best_uv[0]); /* Further right than previous candidate? */
+ }
+ return (dist_sq < best_dist_sq); /* Closer than previous candidate? */
+}
+
+/* Finds the nearest tile and offset to #co.
+ * If the co-ordinates are integers, take special care to break ties. */
int BKE_image_find_nearest_tile_with_offset(const Image *image,
const float co[2],
float r_uv_offset[2])
{
- /* Distance squared to the closest UDIM tile. */
- float dist_best_sq = FLT_MAX;
- float uv_offset_best[2] = {0, 0};
+ zero_v2(r_uv_offset);
int tile_number_best = -1;
- const float co_offset[2] = {co[0] - 0.5f, co[1] - 0.5f};
+ if (!image || image->source != IMA_SRC_TILED) {
+ return tile_number_best;
+ }
+
+ /* Distance squared to the closest UDIM tile. */
+ float dist_best_sq = FLT_MAX;
LISTBASE_FOREACH (const ImageTile *, tile, &image->tiles) {
float uv_offset[2];
BKE_image_get_tile_uv(image, tile->tile_number, uv_offset);
- /* Distance squared between co[2] and center of UDIM tile. */
- const float dist_sq = len_squared_v2v2(uv_offset, co_offset);
+ /* Distance squared between #co and closest point on UDIM tile. */
+ const float dist_sq = distance_squared_to_udim(co, uv_offset);
- if (dist_sq < dist_best_sq) {
+ if (dist_sq == 0) { /* Either inside in the UDIM, or on its boundary. */
+ if (floorf(co[0]) == uv_offset[0] && floorf(co[1]) == uv_offset[1]) {
+ /* Within the half-open interval of the UDIM. */
+ copy_v2_v2(r_uv_offset, uv_offset);
+ return tile_number_best;
+ }
+ }
+
+ if (nearest_udim_tile_tie_break(dist_best_sq, r_uv_offset, dist_sq, uv_offset)) {
+ /* Tile is better than previous best, update. */
dist_best_sq = dist_sq;
+ copy_v2_v2(r_uv_offset, uv_offset);
tile_number_best = tile->tile_number;
- copy_v2_v2(uv_offset_best, uv_offset);
-
- if (dist_best_sq < 0.5f * 0.5f) {
- break; /* No other tile can be closer. */
- }
}
}
- if (tile_number_best != -1) {
- copy_v2_v2(r_uv_offset, uv_offset_best);
- }
return tile_number_best;
}