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authorChris Blackbourn <chrisbblend@gmail.com>2022-09-12 03:22:46 +0300
committerChris Blackbourn <chrisbblend@gmail.com>2022-09-12 03:27:14 +0300
commitcaf6225a3d01b3a5d471dc62bb4508477fc4e7df (patch)
tree4c8cc60aef812dbd8f8bd213dff2b144aead46b9 /source/blender/editors/mesh
parent1f4dc51d09af4dbc457c5e16a65dcfb7f7797da3 (diff)
UV: support uv seams when computing uv islands
An edge can be marked BM_ELEM_SEAM, which means the UV co-ordinates on either side of the edge are actually independent, even if they happen to currently have the same value. This commit optionally add support for UV Seams when computing islands. Affects UV sculpt tools, individual origins, UV stitch and changing UV selection modes etc. Required for upcoming packing refactor which requires seam support when computing islands. Differential Revision: https://developer.blender.org/D15875
Diffstat (limited to 'source/blender/editors/mesh')
-rw-r--r--source/blender/editors/mesh/editmesh_utils.c99
1 files changed, 99 insertions, 0 deletions
diff --git a/source/blender/editors/mesh/editmesh_utils.c b/source/blender/editors/mesh/editmesh_utils.c
index a6a6b095c31..cca2aa11ac3 100644
--- a/source/blender/editors/mesh/editmesh_utils.c
+++ b/source/blender/editors/mesh/editmesh_utils.c
@@ -851,10 +851,99 @@ static void bm_uv_build_islands(UvElementMap *element_map,
MEM_SAFE_FREE(map);
}
+/* return true if `loop` has UV co-ordinates which match `luv_a` and `luv_b` */
+static bool loop_uv_match(BMLoop *loop, MLoopUV *luv_a, MLoopUV *luv_b, int cd_loop_uv_offset)
+{
+ MLoopUV *luv_c = BM_ELEM_CD_GET_VOID_P(loop, cd_loop_uv_offset);
+ MLoopUV *luv_d = BM_ELEM_CD_GET_VOID_P(loop->next, cd_loop_uv_offset);
+ return compare_v2v2(luv_a->uv, luv_c->uv, STD_UV_CONNECT_LIMIT) &&
+ compare_v2v2(luv_b->uv, luv_d->uv, STD_UV_CONNECT_LIMIT);
+}
+
+/* Given `anchor` and `edge`, return true if there are edges that fan between them that are
+ * seam-free. */
+static bool seam_connected_recursive(BMVert *anchor,
+ BMEdge *edge,
+ MLoopUV *luv_anchor,
+ MLoopUV *luv_fan,
+ BMLoop *needle,
+ GSet *visited,
+ int cd_loop_uv_offset)
+{
+ BLI_assert(edge->v1 == anchor || edge->v2 == anchor);
+ BLI_assert(needle->v == anchor || needle->next->v == anchor);
+
+ if (BM_elem_flag_test(edge, BM_ELEM_SEAM)) {
+ return false; /* Edge is a seam, don't traverse. */
+ }
+
+ if (!BLI_gset_add(visited, edge)) {
+ return false; /* Already visited. */
+ }
+
+ BMLoop *loop;
+ BMIter liter;
+ BM_ITER_ELEM (loop, &liter, edge, BM_LOOPS_OF_EDGE) {
+ if (loop->v == anchor) {
+ if (!loop_uv_match(loop, luv_anchor, luv_fan, cd_loop_uv_offset)) {
+ continue; /* `loop` is disjoint in UV space. */
+ }
+
+ if (loop->prev == needle) {
+ return true; /* Success. */
+ }
+
+ MLoopUV *luv_far = BM_ELEM_CD_GET_VOID_P(loop->prev, cd_loop_uv_offset);
+ if (seam_connected_recursive(
+ anchor, loop->prev->e, luv_anchor, luv_far, needle, visited, cd_loop_uv_offset)) {
+ return true;
+ }
+ }
+ else {
+ BLI_assert(loop->next->v == anchor);
+ if (!loop_uv_match(loop, luv_fan, luv_anchor, cd_loop_uv_offset)) {
+ continue; /* `loop` is disjoint in UV space. */
+ }
+
+ if (loop->next == needle) {
+ return true; /* Success. */
+ }
+
+ MLoopUV *luv_far = BM_ELEM_CD_GET_VOID_P(loop->next->next, cd_loop_uv_offset);
+ if (seam_connected_recursive(
+ anchor, loop->next->e, luv_anchor, luv_far, needle, visited, cd_loop_uv_offset)) {
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+/* Given `loop_a` and `loop_b` originate from the same vertex and share a UV,
+ * return true if there are edges that fan between them that are seam-free.
+ * return false otherwise.
+ */
+static bool seam_connected(BMLoop *loop_a, BMLoop *loop_b, GSet *visited, int cd_loop_uv_offset)
+{
+ BLI_assert(loop_a && loop_b);
+ BLI_assert(loop_a != loop_b);
+ BLI_assert(loop_a->v == loop_b->v);
+
+ BLI_gset_clear(visited, NULL);
+
+ MLoopUV *luv_anchor = BM_ELEM_CD_GET_VOID_P(loop_a, cd_loop_uv_offset);
+ MLoopUV *luv_fan = BM_ELEM_CD_GET_VOID_P(loop_a->next, cd_loop_uv_offset);
+ const bool result = seam_connected_recursive(
+ loop_a->v, loop_a->e, luv_anchor, luv_fan, loop_b, visited, cd_loop_uv_offset);
+ return result;
+}
+
UvElementMap *BM_uv_element_map_create(BMesh *bm,
const Scene *scene,
const bool uv_selected,
const bool use_winding,
+ const bool use_seams,
const bool do_islands)
{
/* In uv sync selection, all UVs are visible. */
@@ -956,6 +1045,8 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
}
BLI_buffer_free(&tf_uv_buf);
+ GSet *seam_visited_gset = use_seams ? BLI_gset_ptr_new(__func__) : NULL;
+
/* For each BMVert, sort associated linked list into unique uvs. */
int ev_index;
BM_ITER_MESH_INDEX (ev, &iter, bm, BM_VERTS_OF_MESH, ev_index) {
@@ -1001,6 +1092,10 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
winding[BM_elem_index_get(v->l->f)];
}
+ if (connected && use_seams) {
+ connected = seam_connected(iterv->l, v->l, seam_visited_gset, cd_loop_uv_offset);
+ }
+
if (connected) {
if (lastv) {
lastv->next = next;
@@ -1026,6 +1121,10 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
element_map->vertex[ev_index] = newvlist;
}
+ if (seam_visited_gset) {
+ BLI_gset_free(seam_visited_gset, NULL);
+ seam_visited_gset = NULL;
+ }
MEM_SAFE_FREE(winding);
/* at this point, every UvElement in vert points to a UvElement sharing the same vertex.