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authorHans Goudey <h.goudey@me.com>2022-08-11 18:03:47 +0300
committerHans Goudey <h.goudey@me.com>2022-08-11 18:03:47 +0300
commit9b01fc7f2ab998f460dd7ac5bbdd593dca832c38 (patch)
tree2f43a3ae60daa97bcdd677753c3c561018e13aed /source/blender/editors/mesh
parent96f1e44119ceff2d4f8a00e998910eed479eab03 (diff)
parent4cbd799373d07498813ad84f8cee5f3a8c269631 (diff)
Merge branch 'master' into refactor-mesh-hide-generic
Diffstat (limited to 'source/blender/editors/mesh')
-rw-r--r--source/blender/editors/mesh/editmesh_utils.c319
1 files changed, 178 insertions, 141 deletions
diff --git a/source/blender/editors/mesh/editmesh_utils.c b/source/blender/editors/mesh/editmesh_utils.c
index 208022326d3..e931dd02a9e 100644
--- a/source/blender/editors/mesh/editmesh_utils.c
+++ b/source/blender/editors/mesh/editmesh_utils.c
@@ -593,6 +593,31 @@ UvMapVert *BM_uv_vert_map_at_index(UvVertMap *vmap, uint v)
return vmap->vert[v];
}
+static void bm_uv_ensure_head_table(UvElementMap *element_map)
+{
+ if (element_map->head_table) {
+ return;
+ }
+
+ /* For each UvElement, locate the "separate" UvElement that precedes it in the linked list. */
+ element_map->head_table = MEM_mallocN(sizeof(*element_map->head_table) * element_map->total_uvs,
+ "uv_element_map_head_table");
+ UvElement **head_table = element_map->head_table;
+ for (int i = 0; i < element_map->total_uvs; i++) {
+ UvElement *head = element_map->storage + i;
+ if (head->separate) {
+ UvElement *element = head;
+ while (element) {
+ head_table[element - element_map->storage] = head;
+ element = element->next;
+ if (element && element->separate) {
+ break;
+ }
+ }
+ }
+ }
+}
+
#define INVALID_ISLAND ((unsigned int)-1)
static void bm_uv_assign_island(UvElementMap *element_map,
@@ -620,23 +645,9 @@ static int bm_uv_edge_select_build_islands(UvElementMap *element_map,
bool uv_selected,
int cd_loop_uv_offset)
{
- int total_uvs = element_map->total_uvs;
+ bm_uv_ensure_head_table(element_map);
- /* For each UvElement, locate the "separate" UvElement that precedes it in the linked list. */
- UvElement **head_table = MEM_mallocN(sizeof(*head_table) * total_uvs, "uv_island_head_table");
- for (int i = 0; i < total_uvs; i++) {
- UvElement *head = element_map->storage + i;
- if (head->separate) {
- UvElement *element = head;
- while (element) {
- head_table[element - element_map->storage] = head;
- element = element->next;
- if (element && element->separate) {
- break;
- }
- }
- }
- }
+ int total_uvs = element_map->total_uvs;
/* Depth first search the graph, building islands as we go. */
int nislands = 0;
@@ -676,7 +687,7 @@ static int bm_uv_edge_select_build_islands(UvElementMap *element_map,
if (!uv_selected || uvedit_edge_select_test(scene, element->l, cd_loop_uv_offset)) {
UvElement *next = BM_uv_element_get(element_map, element->l->next->f, element->l->next);
if (next->island == INVALID_ISLAND) {
- UvElement *tail = head_table[next - element_map->storage];
+ UvElement *tail = element_map->head_table[next - element_map->storage];
stack_uv[stacksize_uv++] = tail;
while (tail) {
bm_uv_assign_island(element_map, tail, nislands, map, islandbuf, islandbufsize++);
@@ -692,7 +703,7 @@ static int bm_uv_edge_select_build_islands(UvElementMap *element_map,
if (!uv_selected || uvedit_edge_select_test(scene, element->l->prev, cd_loop_uv_offset)) {
UvElement *prev = BM_uv_element_get(element_map, element->l->prev->f, element->l->prev);
if (prev->island == INVALID_ISLAND) {
- UvElement *tail = head_table[prev - element_map->storage];
+ UvElement *tail = element_map->head_table[prev - element_map->storage];
stack_uv[stacksize_uv++] = tail;
while (tail) {
bm_uv_assign_island(element_map, tail, nislands, map, islandbuf, islandbufsize++);
@@ -716,11 +727,129 @@ static int bm_uv_edge_select_build_islands(UvElementMap *element_map,
BLI_assert(islandbufsize == total_uvs);
MEM_SAFE_FREE(stack_uv);
- MEM_SAFE_FREE(head_table);
+ MEM_SAFE_FREE(element_map->head_table);
return nislands;
}
+static void bm_uv_build_islands(UvElementMap *element_map,
+ BMesh *bm,
+ const Scene *scene,
+ bool uv_selected)
+{
+ int totuv = element_map->total_uvs;
+ int nislands = 0;
+ int islandbufsize = 0;
+
+ /* map holds the map from current vmap->buf to the new, sorted map */
+ uint *map = MEM_mallocN(sizeof(*map) * totuv, "uvelement_remap");
+ BMFace **stack = MEM_mallocN(sizeof(*stack) * bm->totface, "uv_island_face_stack");
+ UvElement *islandbuf = MEM_callocN(sizeof(*islandbuf) * totuv, "uvelement_island_buffer");
+ /* Island number for BMFaces. */
+ int *island_number = MEM_callocN(sizeof(*island_number) * bm->totface, "uv_island_number_face");
+ copy_vn_i(island_number, bm->totface, INVALID_ISLAND);
+
+ const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
+
+ const bool use_uv_edge_connectivity = scene->toolsettings->uv_flag & UV_SYNC_SELECTION ?
+ scene->toolsettings->selectmode & SCE_SELECT_EDGE :
+ scene->toolsettings->uv_selectmode & UV_SELECT_EDGE;
+ if (use_uv_edge_connectivity) {
+ nislands = bm_uv_edge_select_build_islands(
+ element_map, scene, islandbuf, map, uv_selected, cd_loop_uv_offset);
+ islandbufsize = totuv;
+ }
+
+ for (int i = 0; i < totuv; i++) {
+ if (element_map->storage[i].island == INVALID_ISLAND) {
+ int stacksize = 0;
+ element_map->storage[i].island = nislands;
+ stack[0] = element_map->storage[i].l->f;
+ island_number[BM_elem_index_get(stack[0])] = nislands;
+ stacksize = 1;
+
+ while (stacksize > 0) {
+ BMFace *efa = stack[--stacksize];
+
+ BMLoop *l;
+ BMIter liter;
+ BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
+ if (uv_selected && !uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
+ continue;
+ }
+
+ UvElement *initelement = element_map->vertex[BM_elem_index_get(l->v)];
+
+ for (UvElement *element = initelement; element; element = element->next) {
+ if (element->separate) {
+ initelement = element;
+ }
+
+ if (element->l->f == efa) {
+ /* found the uv corresponding to our face and vertex.
+ * Now fill it to the buffer */
+ bm_uv_assign_island(element_map, element, nislands, map, islandbuf, islandbufsize++);
+
+ for (element = initelement; element; element = element->next) {
+ if (element->separate && element != initelement) {
+ break;
+ }
+
+ if (island_number[BM_elem_index_get(element->l->f)] == INVALID_ISLAND) {
+ stack[stacksize++] = element->l->f;
+ island_number[BM_elem_index_get(element->l->f)] = nislands;
+ }
+ }
+ break;
+ }
+ }
+ }
+ }
+
+ nislands++;
+ }
+ }
+
+ MEM_SAFE_FREE(island_number);
+
+ /* remap */
+ for (int i = 0; i < bm->totvert; i++) {
+ /* important since we may do selection only. Some of these may be NULL */
+ if (element_map->vertex[i]) {
+ element_map->vertex[i] = &islandbuf[map[element_map->vertex[i] - element_map->storage]];
+ }
+ }
+
+ element_map->island_indices = MEM_callocN(sizeof(*element_map->island_indices) * nislands,
+ __func__);
+ element_map->island_total_uvs = MEM_callocN(sizeof(*element_map->island_total_uvs) * nislands,
+ __func__);
+ element_map->island_total_unique_uvs = MEM_callocN(
+ sizeof(*element_map->island_total_unique_uvs) * nislands, __func__);
+ int j = 0;
+ for (int i = 0; i < totuv; i++) {
+ UvElement *next = element_map->storage[i].next;
+ islandbuf[map[i]].next = next ? &islandbuf[map[next - element_map->storage]] : NULL;
+
+ if (islandbuf[i].island != j) {
+ j++;
+ element_map->island_indices[j] = i;
+ }
+ BLI_assert(islandbuf[i].island == j);
+ element_map->island_total_uvs[j]++;
+ if (islandbuf[i].separate) {
+ element_map->island_total_unique_uvs[j]++;
+ }
+ }
+
+ MEM_SAFE_FREE(element_map->storage);
+ element_map->storage = islandbuf;
+ islandbuf = NULL;
+ element_map->total_islands = nislands;
+ MEM_SAFE_FREE(stack);
+ MEM_SAFE_FREE(map);
+}
+
UvElementMap *BM_uv_element_map_create(BMesh *bm,
const Scene *scene,
const bool uv_selected,
@@ -824,6 +953,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
winding[j] = cross_poly_v2(tf_uv, efa->len) > 0;
}
}
+ BLI_buffer_free(&tf_uv_buf);
/* For each BMVert, sort associated linked list into unique uvs. */
int ev_index;
@@ -845,21 +975,32 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
UvElement *lastv = NULL;
UvElement *iterv = vlist;
- /* Scan through unsorted list, finding UvElements which match `v`. */
+ /* Scan through unsorted list, finding UvElements which are connected to `v`. */
while (iterv) {
UvElement *next = iterv->next;
-
luv = BM_ELEM_CD_GET_VOID_P(iterv->l, cd_loop_uv_offset);
- const float *uv2 = luv->uv;
- const bool uv2_vert_sel = uvedit_uv_select_test(scene, iterv->l, cd_loop_uv_offset);
- /* Check if the uv loops share the same selection state (if not, they are not connected as
- * they have been ripped or other edit commands have separated them). */
- const bool connected = (uv_vert_sel == uv2_vert_sel) &&
- compare_v2v2(uv2, uv, STD_UV_CONNECT_LIMIT);
+ bool connected = true; /* Assume connected unless we can prove otherwise. */
+
+ if (connected) {
+ /* Are the two UVs close together? */
+ const float *uv2 = luv->uv;
+ connected = compare_v2v2(uv2, uv, STD_UV_CONNECT_LIMIT);
+ }
+
+ if (connected) {
+ /* Check if the uv loops share the same selection state (if not, they are not connected
+ * as they have been ripped or other edit commands have separated them). */
+ const bool uv2_vert_sel = uvedit_uv_select_test(scene, iterv->l, cd_loop_uv_offset);
+ connected = (uv_vert_sel == uv2_vert_sel);
+ }
+
+ if (connected && use_winding) {
+ connected = winding[BM_elem_index_get(iterv->l->f)] ==
+ winding[BM_elem_index_get(v->l->f)];
+ }
- if (connected && (!use_winding || winding[BM_elem_index_get(iterv->l->f)] ==
- winding[BM_elem_index_get(v->l->f)])) {
+ if (connected) {
if (lastv) {
lastv->next = next;
}
@@ -886,120 +1027,13 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
MEM_SAFE_FREE(winding);
+ /* at this point, every UvElement in vert points to a UvElement sharing the same vertex.
+ * Now we should sort uv's in islands. */
if (do_islands) {
- uint *map;
- UvElement *islandbuf;
-
- int nislands = 0, islandbufsize = 0;
-
- /* map holds the map from current vmap->buf to the new, sorted map */
- map = MEM_mallocN(sizeof(*map) * totuv, "uvelement_remap");
- BMFace **stack = MEM_mallocN(sizeof(*stack) * bm->totface, "uv_island_face_stack");
- islandbuf = MEM_callocN(sizeof(*islandbuf) * totuv, "uvelement_island_buffer");
- /* Island number for BMFaces. */
- int *island_number = MEM_callocN(sizeof(*island_number) * bm->totface,
- "uv_island_number_face");
- copy_vn_i(island_number, bm->totface, INVALID_ISLAND);
-
- const bool use_uv_edge_connectivity = scene->toolsettings->uv_flag & UV_SYNC_SELECTION ?
- scene->toolsettings->selectmode & SCE_SELECT_EDGE :
- scene->toolsettings->uv_selectmode & UV_SELECT_EDGE;
- if (use_uv_edge_connectivity) {
- nislands = bm_uv_edge_select_build_islands(
- element_map, scene, islandbuf, map, uv_selected, cd_loop_uv_offset);
- islandbufsize = totuv;
- }
-
- /* at this point, every UvElement in vert points to a UvElement sharing the same vertex.
- * Now we should sort uv's in islands. */
- for (int i = 0; i < totuv; i++) {
- if (element_map->storage[i].island == INVALID_ISLAND) {
- int stacksize = 0;
- element_map->storage[i].island = nislands;
- stack[0] = element_map->storage[i].l->f;
- island_number[BM_elem_index_get(stack[0])] = nislands;
- stacksize = 1;
-
- while (stacksize > 0) {
- efa = stack[--stacksize];
-
- BMLoop *l;
- BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
- if (uv_selected && !uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
- continue;
- }
-
- UvElement *initelement = element_map->vertex[BM_elem_index_get(l->v)];
-
- for (UvElement *element = initelement; element; element = element->next) {
- if (element->separate) {
- initelement = element;
- }
-
- if (element->l->f == efa) {
- /* found the uv corresponding to our face and vertex.
- * Now fill it to the buffer */
- bm_uv_assign_island(
- element_map, element, nislands, map, islandbuf, islandbufsize++);
-
- for (element = initelement; element; element = element->next) {
- if (element->separate && element != initelement) {
- break;
- }
-
- if (island_number[BM_elem_index_get(element->l->f)] == INVALID_ISLAND) {
- stack[stacksize++] = element->l->f;
- island_number[BM_elem_index_get(element->l->f)] = nislands;
- }
- }
- break;
- }
- }
- }
- }
-
- nislands++;
- }
- }
-
- MEM_SAFE_FREE(island_number);
-
- /* remap */
- for (int i = 0; i < bm->totvert; i++) {
- /* important since we may do selection only. Some of these may be NULL */
- if (element_map->vertex[i]) {
- element_map->vertex[i] = &islandbuf[map[element_map->vertex[i] - element_map->storage]];
- }
- }
-
- element_map->islandIndices = MEM_callocN(sizeof(*element_map->islandIndices) * nislands,
- "UvElementMap_island_indices");
- j = 0;
- for (int i = 0; i < totuv; i++) {
- UvElement *element = element_map->storage[i].next;
- if (element == NULL) {
- islandbuf[map[i]].next = NULL;
- }
- else {
- islandbuf[map[i]].next = &islandbuf[map[element - element_map->storage]];
- }
-
- if (islandbuf[i].island != j) {
- j++;
- element_map->islandIndices[j] = i;
- }
- }
-
- MEM_SAFE_FREE(element_map->storage);
- element_map->storage = islandbuf;
- islandbuf = NULL;
- element_map->totalIslands = nislands;
- MEM_SAFE_FREE(stack);
- MEM_SAFE_FREE(map);
+ bm_uv_build_islands(element_map, bm, scene, uv_selected);
}
- BLI_buffer_free(&tf_uv_buf);
-
+ /* TODO: Confirm element_map->total_unique_uvs doesn't require recalculating. */
element_map->total_unique_uvs = 0;
for (int i = 0; i < element_map->total_uvs; i++) {
if (element_map->storage[i].separate) {
@@ -1028,7 +1062,10 @@ void BM_uv_element_map_free(UvElementMap *element_map)
if (element_map) {
MEM_SAFE_FREE(element_map->storage);
MEM_SAFE_FREE(element_map->vertex);
- MEM_SAFE_FREE(element_map->islandIndices);
+ MEM_SAFE_FREE(element_map->head_table);
+ MEM_SAFE_FREE(element_map->island_indices);
+ MEM_SAFE_FREE(element_map->island_total_uvs);
+ MEM_SAFE_FREE(element_map->island_total_unique_uvs);
MEM_SAFE_FREE(element_map);
}
}