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-rw-r--r--source/blender/blenkernel/BKE_mesh_mapping.h10
-rw-r--r--source/blender/blenkernel/intern/CCGSubSurf_opensubdiv_converter.c3
-rw-r--r--source/blender/blenkernel/intern/data_transfer.c2
-rw-r--r--source/blender/blenkernel/intern/mesh_mapping.c130
4 files changed, 121 insertions, 24 deletions
diff --git a/source/blender/blenkernel/BKE_mesh_mapping.h b/source/blender/blenkernel/BKE_mesh_mapping.h
index 7689591087b..b5b5443574c 100644
--- a/source/blender/blenkernel/BKE_mesh_mapping.h
+++ b/source/blender/blenkernel/BKE_mesh_mapping.h
@@ -191,13 +191,21 @@ typedef bool (*MeshRemapIslandsCalc)(
/* Above vert/UV mapping stuff does not do what we need here, but does things we do not need here.
* So better keep them separated for now, I think.
*/
-bool BKE_mesh_calc_islands_loop_poly_uv(
+bool BKE_mesh_calc_islands_loop_poly_edgeseam(
struct MVert *verts, const int totvert,
struct MEdge *edges, const int totedge,
struct MPoly *polys, const int totpoly,
struct MLoop *loops, const int totloop,
MeshIslandStore *r_island_store);
+bool BKE_mesh_calc_islands_loop_poly_uvmap(
+ struct MVert *verts, const int totvert,
+ struct MEdge *edges, const int totedge,
+ struct MPoly *polys, const int totpoly,
+ struct MLoop *loops, const int totloop,
+ const struct MLoopUV *luvs,
+ MeshIslandStore *r_island_store);
+
int *BKE_mesh_calc_smoothgroups(
const struct MEdge *medge, const int totedge,
const struct MPoly *mpoly, const int totpoly,
diff --git a/source/blender/blenkernel/intern/CCGSubSurf_opensubdiv_converter.c b/source/blender/blenkernel/intern/CCGSubSurf_opensubdiv_converter.c
index 9e8c97a9249..5c68e500300 100644
--- a/source/blender/blenkernel/intern/CCGSubSurf_opensubdiv_converter.c
+++ b/source/blender/blenkernel/intern/CCGSubSurf_opensubdiv_converter.c
@@ -322,11 +322,12 @@ static void conv_dm_precalc_uv_layer(const OpenSubdiv_Converter *converter,
}
/* Calculate islands connectivity of the UVs. */
- BKE_mesh_calc_islands_loop_poly_uv(
+ BKE_mesh_calc_islands_loop_poly_uvmap(
storage->mvert, dm->getNumVerts(dm),
storage->medge, dm->getNumEdges(dm),
storage->mpoly, dm->getNumPolys(dm),
storage->mloop, dm->getNumLoops(dm),
+ mloopuv,
&storage->island_store);
/* Here we "weld" duplicated vertices from island to the same UV value.
diff --git a/source/blender/blenkernel/intern/data_transfer.c b/source/blender/blenkernel/intern/data_transfer.c
index 7292ed2b5c5..839673c192b 100644
--- a/source/blender/blenkernel/intern/data_transfer.c
+++ b/source/blender/blenkernel/intern/data_transfer.c
@@ -356,7 +356,7 @@ static MeshRemapIslandsCalc data_transfer_get_loop_islands_generator(const int c
{
switch (cddata_type) {
case CD_FAKE_UV:
- return BKE_mesh_calc_islands_loop_poly_uv;
+ return BKE_mesh_calc_islands_loop_poly_edgeseam;
default:
break;
}
diff --git a/source/blender/blenkernel/intern/mesh_mapping.c b/source/blender/blenkernel/intern/mesh_mapping.c
index dc2e95385be..1a20300457f 100644
--- a/source/blender/blenkernel/intern/mesh_mapping.c
+++ b/source/blender/blenkernel/intern/mesh_mapping.c
@@ -593,12 +593,12 @@ void BKE_mesh_origindex_map_create_looptri(
*/
typedef bool (*MeshRemap_CheckIslandBoundary)(
const struct MPoly *mpoly, const struct MLoop *mloop, const struct MEdge *medge,
- const int nbr_egde_users);
+ const int nbr_egde_users, void *user_data);
static void poly_edge_loop_islands_calc(
const MEdge *medge, const int totedge, const MPoly *mpoly, const int totpoly,
const MLoop *mloop, const int totloop, MeshElemMap *edge_poly_map,
- const bool use_bitflags, MeshRemap_CheckIslandBoundary edge_boundary_check,
+ const bool use_bitflags, MeshRemap_CheckIslandBoundary edge_boundary_check, void *edge_boundary_check_data,
int **r_poly_groups, int *r_totgroup, BLI_bitmap **r_edge_borders, int *r_totedgeborder)
{
int *poly_groups;
@@ -680,7 +680,7 @@ static void poly_edge_loop_islands_calc(
const MeshElemMap *map_ele = &edge_poly_map[me_idx];
const int *p = map_ele->indices;
int i = map_ele->count;
- if (!edge_boundary_check(mp, ml, me, i)) {
+ if (!edge_boundary_check(mp, ml, me, i, edge_boundary_check_data)) {
for (; i--; p++) {
/* if we meet other non initialized its a bug */
BLI_assert(ELEM(poly_groups[*p], 0, poly_group_id));
@@ -772,7 +772,7 @@ static void poly_edge_loop_islands_calc(
}
static bool poly_is_island_boundary_smooth_cb(
- const MPoly *mp, const MLoop *UNUSED(ml), const MEdge *me, const int nbr_egde_users)
+ const MPoly *mp, const MLoop *UNUSED(ml), const MEdge *me, const int nbr_egde_users, void *UNUSED(user_data))
{
/* Edge is sharp if its poly is sharp, or edge itself is sharp, or edge is not used by exactly two polygons. */
return (!(mp->flag & ME_SMOOTH) || (me->flag & ME_SHARP) || (nbr_egde_users != 2));
@@ -795,7 +795,7 @@ int *BKE_mesh_calc_smoothgroups(const MEdge *medge, const int totedge,
poly_edge_loop_islands_calc(
medge, totedge, mpoly, totpoly, mloop, totloop, NULL, use_bitflags,
- poly_is_island_boundary_smooth_cb, &poly_groups, r_totgroup, NULL, NULL);
+ poly_is_island_boundary_smooth_cb, NULL, &poly_groups, r_totgroup, NULL, NULL);
return poly_groups;
}
@@ -902,28 +902,59 @@ void BKE_mesh_loop_islands_add(
* Would make things much more complex though, and each UVMap would then need its own mesh mapping,
* not sure we want that at all!
*/
+typedef struct MeshCheckIslandBoundaryUv {
+ const MLoop *loops;
+ const MLoopUV *luvs;
+ const MeshElemMap *edge_loop_map;
+} MeshCheckIslandBoundaryUv;
+
static bool mesh_check_island_boundary_uv(
- const MPoly *UNUSED(mp), const MLoop *UNUSED(ml), const MEdge *me, const int UNUSED(nbr_egde_users))
+ const MPoly *UNUSED(mp), const MLoop *ml, const MEdge *me,
+ const int UNUSED(nbr_egde_users), void *user_data)
{
- /* Edge is UV boundary if tagged as seam. */
- return (me->flag & ME_SEAM) != 0;
+ if (user_data) {
+ const MeshCheckIslandBoundaryUv *data = user_data;
+ const MLoop *loops = data->loops;
+ const MLoopUV *luvs = data->luvs;
+ const MeshElemMap *edge_to_loops = &data->edge_loop_map[ml->e];
+
+ BLI_assert(edge_to_loops->count >= 2 && (edge_to_loops->count % 2) == 0);
+
+ const unsigned int v1 = loops[edge_to_loops->indices[0]].v;
+ const unsigned int v2 = loops[edge_to_loops->indices[1]].v;
+ const float *uvco_v1 = luvs[edge_to_loops->indices[0]].uv;
+ const float *uvco_v2 = luvs[edge_to_loops->indices[1]].uv;
+ for (int i = 2; i < edge_to_loops->count; i += 2) {
+ if (loops[edge_to_loops->indices[i]].v == v1) {
+ if (!equals_v2v2(uvco_v1, luvs[edge_to_loops->indices[i]].uv) ||
+ !equals_v2v2(uvco_v2, luvs[edge_to_loops->indices[i + 1]].uv))
+ {
+ return true;
+ }
+ }
+ else {
+ BLI_assert(loops[edge_to_loops->indices[i]].v == v2);
+ if (!equals_v2v2(uvco_v2, luvs[edge_to_loops->indices[i]].uv) ||
+ !equals_v2v2(uvco_v1, luvs[edge_to_loops->indices[i + 1]].uv))
+ {
+ return true;
+ }
+ }
+ }
+ return false;
+ }
+ else {
+ /* Edge is UV boundary if tagged as seam. */
+ return (me->flag & ME_SEAM) != 0;
+ }
}
-/**
- * Calculate UV islands.
- *
- * \note Currently we only consider edges tagges as seams as UV boundaries. This has the advantages of simplicity,
- * and being valid/common to all UV maps. However, it means actual UV islands whithout matching UV seams
- * will not be handled correctly...
- *
- * \note All this could be optimized...
- * Not sure it would be worth the more complex code, though, those loops are supposed to be really quick to do...
- */
-bool BKE_mesh_calc_islands_loop_poly_uv(
+static bool mesh_calc_islands_loop_poly_uv(
MVert *UNUSED(verts), const int UNUSED(totvert),
MEdge *edges, const int totedge,
MPoly *polys, const int totpoly,
MLoop *loops, const int totloop,
+ const MLoopUV *luvs,
MeshIslandStore *r_island_store)
{
int *poly_groups = NULL;
@@ -933,6 +964,11 @@ bool BKE_mesh_calc_islands_loop_poly_uv(
MeshElemMap *edge_poly_map;
int *edge_poly_mem;
+ MeshElemMap *edge_loop_map;
+ int *edge_loop_mem;
+
+ MeshCheckIslandBoundaryUv edge_boundary_check_data;
+
int *poly_indices;
int *loop_indices;
int num_pidx, num_lidx;
@@ -953,9 +989,18 @@ bool BKE_mesh_calc_islands_loop_poly_uv(
BKE_mesh_edge_poly_map_create(&edge_poly_map, &edge_poly_mem,
edges, totedge, polys, totpoly, loops, totloop);
+ if (luvs) {
+ BKE_mesh_edge_loop_map_create(&edge_loop_map, &edge_loop_mem,
+ edges, totedge, polys, totpoly, loops, totloop);
+ edge_boundary_check_data.loops = loops;
+ edge_boundary_check_data.luvs = luvs;
+ edge_boundary_check_data.edge_loop_map = edge_loop_map;
+ }
+
poly_edge_loop_islands_calc(
- edges, totedge, polys, totpoly, loops, totloop, edge_poly_map, false,
- mesh_check_island_boundary_uv, &poly_groups, &num_poly_groups, &edge_borders, &num_edge_borders);
+ edges, totedge, polys, totpoly, loops, totloop, edge_poly_map, false,
+ mesh_check_island_boundary_uv, luvs ? &edge_boundary_check_data : NULL,
+ &poly_groups, &num_poly_groups, &edge_borders, &num_edge_borders);
if (!num_poly_groups) {
/* Should never happen... */
@@ -1012,6 +1057,11 @@ bool BKE_mesh_calc_islands_loop_poly_uv(
MEM_freeN(edge_poly_map);
MEM_freeN(edge_poly_mem);
+ if (luvs) {
+ MEM_freeN(edge_loop_map);
+ MEM_freeN(edge_loop_mem);
+ }
+
MEM_freeN(poly_indices);
MEM_freeN(loop_indices);
MEM_freeN(poly_groups);
@@ -1027,4 +1077,42 @@ bool BKE_mesh_calc_islands_loop_poly_uv(
return true;
}
+/**
+ * Calculate 'generic' UV islands, i.e. based only on actual geometry data (edge seams), not some UV layers coordinates.
+ */
+bool BKE_mesh_calc_islands_loop_poly_edgeseam(
+ MVert *verts, const int totvert,
+ MEdge *edges, const int totedge,
+ MPoly *polys, const int totpoly,
+ MLoop *loops, const int totloop,
+ MeshIslandStore *r_island_store)
+{
+ return mesh_calc_islands_loop_poly_uv(
+ verts, totvert, edges, totedge, polys, totpoly, loops, totloop, NULL, r_island_store);
+}
+
+/**
+ * Calculate UV islands.
+ *
+ * \note If no MLoopUV layer is passed, we only consider edges tagged as seams as UV boundaries.
+ * This has the advantages of simplicity, and being valid/common to all UV maps.
+ * However, it means actual UV islands whithout matching UV seams will not be handled correctly...
+ * If a valid UV layer is passed as \a luvs parameter, UV coordinates are also used to detect islands boundaries.
+ *
+ * \note All this could be optimized...
+ * Not sure it would be worth the more complex code, though, those loops are supposed to be really quick to do...
+ */
+bool BKE_mesh_calc_islands_loop_poly_uvmap(
+ MVert *verts, const int totvert,
+ MEdge *edges, const int totedge,
+ MPoly *polys, const int totpoly,
+ MLoop *loops, const int totloop,
+ const MLoopUV *luvs,
+ MeshIslandStore *r_island_store)
+{
+ BLI_assert(luvs != NULL);
+ return mesh_calc_islands_loop_poly_uv(
+ verts, totvert, edges, totedge, polys, totpoly, loops, totloop, luvs, r_island_store);
+}
+
/** \} */