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Diffstat (limited to 'source/blender/editors/mesh/editmesh_utils.c')
-rw-r--r--source/blender/editors/mesh/editmesh_utils.c707
1 files changed, 496 insertions, 211 deletions
diff --git a/source/blender/editors/mesh/editmesh_utils.c b/source/blender/editors/mesh/editmesh_utils.c
index 04030583f5c..5c8ff930eb8 100644
--- a/source/blender/editors/mesh/editmesh_utils.c
+++ b/source/blender/editors/mesh/editmesh_utils.c
@@ -593,45 +593,393 @@ UvMapVert *BM_uv_vert_map_at_index(UvVertMap *vmap, uint v)
return vmap->vert[v];
}
+struct UvElement **BM_uv_element_map_ensure_head_table(struct UvElementMap *element_map)
+{
+ if (element_map->head_table) {
+ return element_map->head_table;
+ }
+
+ /* 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;
+ }
+ }
+ }
+ }
+ return element_map->head_table;
+}
+
+#define INVALID_ISLAND ((unsigned int)-1)
+
+static void bm_uv_assign_island(UvElementMap *element_map,
+ UvElement *element,
+ int nisland,
+ uint *map,
+ UvElement *islandbuf,
+ int islandbufsize)
+{
+ element->island = nisland;
+ map[element - element_map->storage] = islandbufsize;
+
+ /* Copy *element to islandbuf[islandbufsize]. */
+ islandbuf[islandbufsize].l = element->l;
+ islandbuf[islandbufsize].separate = element->separate;
+ islandbuf[islandbufsize].loop_of_poly_index = element->loop_of_poly_index;
+ islandbuf[islandbufsize].island = element->island;
+ islandbuf[islandbufsize].flag = element->flag;
+}
+
+static int bm_uv_edge_select_build_islands(UvElementMap *element_map,
+ const Scene *scene,
+ UvElement *islandbuf,
+ uint *map,
+ bool uv_selected,
+ const int cd_loop_uv_offset)
+{
+ BM_uv_element_map_ensure_head_table(element_map);
+
+ int total_uvs = element_map->total_uvs;
+
+ /* Depth first search the graph, building islands as we go. */
+ int nislands = 0;
+ int islandbufsize = 0;
+ int stack_upper_bound = total_uvs;
+ UvElement **stack_uv = MEM_mallocN(sizeof(*stack_uv) * stack_upper_bound,
+ "uv_island_element_stack");
+ int stacksize_uv = 0;
+ for (int i = 0; i < total_uvs; i++) {
+ UvElement *element = element_map->storage + i;
+ if (element->island != INVALID_ISLAND) {
+ /* Unique UV (element and all it's children) are already part of an island. */
+ continue;
+ }
+
+ /* Create a new island, i.e. nislands++. */
+
+ BLI_assert(element->separate); /* Ensure we're the head of this unique UV. */
+
+ /* Seed the graph search. */
+ stack_uv[stacksize_uv++] = element;
+ while (element) {
+ bm_uv_assign_island(element_map, element, nislands, map, islandbuf, islandbufsize++);
+ element = element->next;
+ if (element && element->separate) {
+ break;
+ }
+ }
+
+ /* Traverse the graph. */
+ while (stacksize_uv) {
+ BLI_assert(stacksize_uv < stack_upper_bound);
+ element = stack_uv[--stacksize_uv];
+ while (element) {
+
+ /* Scan forwards around the BMFace that contains element->l. */
+ 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 = 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++);
+ tail = tail->next;
+ if (tail && tail->separate) {
+ break;
+ }
+ }
+ }
+ }
+
+ /* Scan backwards around the BMFace that contains element->l. */
+ 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 = 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++);
+ tail = tail->next;
+ if (tail && tail->separate) {
+ break;
+ }
+ }
+ }
+ }
+
+ /* The same for all the UvElements in this unique UV. */
+ element = element->next;
+ if (element && element->separate) {
+ break;
+ }
+ }
+ }
+ nislands++;
+ }
+ BLI_assert(islandbufsize == total_uvs);
+
+ MEM_SAFE_FREE(stack_uv);
+ 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);
+}
+
+/* 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 face_selected,
const bool uv_selected,
const bool use_winding,
+ const bool use_seams,
const bool do_islands)
{
+ /* In uv sync selection, all UVs are visible. */
+ const bool face_selected = !(scene->toolsettings->uv_flag & UV_SYNC_SELECTION);
+
BMVert *ev;
BMFace *efa;
- BMLoop *l;
BMIter iter, liter;
- /* vars from original func */
- UvElementMap *element_map;
- UvElement *buf;
- bool *winding = NULL;
BLI_buffer_declare_static(vec2f, tf_uv_buf, BLI_BUFFER_NOP, BM_DEFAULT_NGON_STACK_SIZE);
-
MLoopUV *luv;
- int totverts, totfaces, i, totuv, j;
-
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
+ if (cd_loop_uv_offset < 0) {
+ return NULL;
+ }
BM_mesh_elem_index_ensure(bm, BM_VERT | BM_FACE);
- totfaces = bm->totface;
- totverts = bm->totvert;
- totuv = 0;
-
- /* generate UvElement array */
+ /* Count total uvs. */
+ int totuv = 0;
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
- if (!face_selected || BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
- if (!uv_selected) {
- totuv += efa->len;
- }
- else {
- BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
- if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
- totuv++;
- }
+ if (BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
+ continue;
+ }
+
+ if (face_selected && !BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
+ continue;
+ }
+
+ if (!uv_selected) {
+ totuv += efa->len;
+ }
+ else {
+ BMLoop *l;
+ BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
+ if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
+ totuv++;
}
}
}
@@ -641,93 +989,114 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
return NULL;
}
- element_map = (UvElementMap *)MEM_callocN(sizeof(*element_map), "UvElementMap");
- element_map->totalUVs = totuv;
- element_map->vert = (UvElement **)MEM_callocN(sizeof(*element_map->vert) * totverts,
- "UvElementVerts");
- buf = element_map->buf = (UvElement *)MEM_callocN(sizeof(*element_map->buf) * totuv,
- "UvElement");
+ UvElementMap *element_map = (UvElementMap *)MEM_callocN(sizeof(*element_map), "UvElementMap");
+ element_map->total_uvs = totuv;
+ element_map->vertex = (UvElement **)MEM_callocN(sizeof(*element_map->vertex) * bm->totvert,
+ "UvElementVerts");
+ element_map->storage = (UvElement *)MEM_callocN(sizeof(*element_map->storage) * totuv,
+ "UvElement");
- if (use_winding) {
- winding = MEM_mallocN(sizeof(*winding) * totfaces, "winding");
- }
+ bool *winding = use_winding ? MEM_callocN(sizeof(*winding) * bm->totface, "winding") : NULL;
+ UvElement *buf = element_map->storage;
+ int j;
BM_ITER_MESH_INDEX (efa, &iter, bm, BM_FACES_OF_MESH, j) {
- if (use_winding) {
- winding[j] = false;
+ if (BM_elem_flag_test(efa, BM_ELEM_HIDDEN)) {
+ continue;
}
- if (!face_selected || BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
- float(*tf_uv)[2] = NULL;
-
- if (use_winding) {
- tf_uv = (float(*)[2])BLI_buffer_reinit_data(&tf_uv_buf, vec2f, efa->len);
- }
+ if (face_selected && !BM_elem_flag_test(efa, BM_ELEM_SELECT)) {
+ continue;
+ }
- BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
- if (uv_selected && !uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
- continue;
- }
+ float(*tf_uv)[2] = NULL;
- buf->l = l;
- buf->separate = 0;
- buf->island = INVALID_ISLAND;
- buf->loop_of_poly_index = i;
+ if (use_winding) {
+ tf_uv = (float(*)[2])BLI_buffer_reinit_data(&tf_uv_buf, vec2f, efa->len);
+ }
- buf->next = element_map->vert[BM_elem_index_get(l->v)];
- element_map->vert[BM_elem_index_get(l->v)] = buf;
+ int i;
+ BMLoop *l;
+ BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
+ if (uv_selected && !uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
+ continue;
+ }
- if (use_winding) {
- luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- copy_v2_v2(tf_uv[i], luv->uv);
- }
+ buf->l = l;
+ buf->island = INVALID_ISLAND;
+ buf->loop_of_poly_index = i;
- buf++;
- }
+ /* Insert to head of linked list associated with BMVert. */
+ buf->next = element_map->vertex[BM_elem_index_get(l->v)];
+ element_map->vertex[BM_elem_index_get(l->v)] = buf;
if (use_winding) {
- winding[j] = cross_poly_v2(tf_uv, efa->len) > 0;
+ luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
+ copy_v2_v2(tf_uv[i], luv->uv);
}
+
+ buf++;
+ }
+
+ if (winding) {
+ winding[j] = cross_poly_v2(tf_uv, efa->len) > 0;
}
}
+ BLI_buffer_free(&tf_uv_buf);
- /* sort individual uvs for each vert */
- BM_ITER_MESH_INDEX (ev, &iter, bm, BM_VERTS_OF_MESH, i) {
- UvElement *newvlist = NULL, *vlist = element_map->vert[i];
- UvElement *iterv, *v, *lastv, *next;
- const float *uv, *uv2;
- bool uv_vert_sel, uv2_vert_sel;
+ 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) {
+ UvElement *newvlist = NULL;
+ UvElement *vlist = element_map->vertex[ev_index];
while (vlist) {
- v = vlist;
+
+ /* Detach head from unsorted list. */
+ UvElement *v = vlist;
vlist = vlist->next;
v->next = newvlist;
newvlist = v;
- l = v->l;
- luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- uv = luv->uv;
- uv_vert_sel = uvedit_uv_select_test(scene, l, cd_loop_uv_offset);
+ luv = BM_ELEM_CD_GET_VOID_P(v->l, cd_loop_uv_offset);
+ const float *uv = luv->uv;
+ bool uv_vert_sel = uvedit_uv_select_test(scene, v->l, cd_loop_uv_offset);
- lastv = NULL;
- iterv = vlist;
+ UvElement *lastv = NULL;
+ UvElement *iterv = vlist;
+ /* Scan through unsorted list, finding UvElements which are connected to `v`. */
while (iterv) {
- next = iterv->next;
+ UvElement *next = iterv->next;
+ luv = BM_ELEM_CD_GET_VOID_P(iterv->l, cd_loop_uv_offset);
- l = iterv->l;
- luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- uv2 = luv->uv;
- uv2_vert_sel = uvedit_uv_select_test(scene, l, cd_loop_uv_offset);
+ 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)];
+ }
- /* 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);
+ if (connected && use_seams) {
+ connected = seam_connected(iterv->l, v->l, seam_visited_gset, cd_loop_uv_offset);
+ }
- 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;
}
@@ -744,126 +1113,34 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
iterv = next;
}
- newvlist->separate = 1;
+ element_map->total_unique_uvs++;
+ newvlist->separate = true;
}
- element_map->vert[i] = newvlist;
+ /* Write back sorted list. */
+ element_map->vertex[ev_index] = newvlist;
}
- if (use_winding) {
- MEM_freeN(winding);
+ 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.
+ * Now we should sort uv's in islands. */
if (do_islands) {
- uint *map;
- BMFace **stack;
- int stacksize = 0;
- UvElement *islandbuf;
- /* island number for faces */
- int *island_number = NULL;
-
- 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");
- stack = MEM_mallocN(sizeof(*stack) * bm->totface, "uv_island_face_stack");
- islandbuf = MEM_callocN(sizeof(*islandbuf) * totuv, "uvelement_island_buffer");
- island_number = MEM_mallocN(sizeof(*island_number) * totfaces, "uv_island_number_face");
- copy_vn_i(island_number, totfaces, INVALID_ISLAND);
-
- /* at this point, every UvElement in vert points to a UvElement sharing the same vertex.
- * Now we should sort uv's in islands. */
- for (i = 0; i < totuv; i++) {
- if (element_map->buf[i].island == INVALID_ISLAND) {
- element_map->buf[i].island = nislands;
- stack[0] = element_map->buf[i].l->f;
- island_number[BM_elem_index_get(stack[0])] = nislands;
- stacksize = 1;
-
- while (stacksize > 0) {
- efa = stack[--stacksize];
-
- 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 *element, *initelement = element_map->vert[BM_elem_index_get(l->v)];
-
- for (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 */
- element->island = nislands;
- map[element - element_map->buf] = islandbufsize;
- islandbuf[islandbufsize].l = element->l;
- islandbuf[islandbufsize].separate = element->separate;
- islandbuf[islandbufsize].loop_of_poly_index = element->loop_of_poly_index;
- islandbuf[islandbufsize].island = nislands;
- 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_freeN(island_number);
-
- /* remap */
- for (i = 0; i < bm->totvert; i++) {
- /* important since we may do selection only. Some of these may be NULL */
- if (element_map->vert[i]) {
- element_map->vert[i] = &islandbuf[map[element_map->vert[i] - element_map->buf]];
- }
- }
-
- element_map->islandIndices = MEM_callocN(sizeof(*element_map->islandIndices) * nislands,
- "UvElementMap_island_indices");
- j = 0;
- for (i = 0; i < totuv; i++) {
- UvElement *element = element_map->buf[i].next;
- if (element == NULL) {
- islandbuf[map[i]].next = NULL;
- }
- else {
- islandbuf[map[i]].next = &islandbuf[map[element - element_map->buf]];
- }
+ bm_uv_build_islands(element_map, bm, scene, uv_selected);
+ }
- if (islandbuf[i].island != j) {
- j++;
- element_map->islandIndices[j] = i;
- }
+ /* 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) {
+ element_map->total_unique_uvs++;
}
-
- MEM_freeN(element_map->buf);
-
- element_map->buf = islandbuf;
- element_map->totalIslands = nislands;
- MEM_freeN(stack);
- MEM_freeN(map);
}
- BLI_buffer_free(&tf_uv_buf);
-
return element_map;
}
@@ -883,30 +1160,38 @@ void BM_uv_vert_map_free(UvVertMap *vmap)
void BM_uv_element_map_free(UvElementMap *element_map)
{
if (element_map) {
- if (element_map->vert) {
- MEM_freeN(element_map->vert);
- }
- if (element_map->buf) {
- MEM_freeN(element_map->buf);
- }
- if (element_map->islandIndices) {
- MEM_freeN(element_map->islandIndices);
- }
- MEM_freeN(element_map);
+ MEM_SAFE_FREE(element_map->storage);
+ MEM_SAFE_FREE(element_map->vertex);
+ 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);
}
}
-UvElement *BM_uv_element_get(UvElementMap *map, BMFace *efa, BMLoop *l)
+UvElement *BM_uv_element_get(const UvElementMap *element_map, const BMFace *efa, const BMLoop *l)
{
- for (UvElement *element = map->vert[BM_elem_index_get(l->v)]; element; element = element->next) {
+ UvElement *element = element_map->vertex[BM_elem_index_get(l->v)];
+ while (element) {
if (element->l->f == efa) {
return element;
}
+ element = element->next;
}
return NULL;
}
+UvElement *BM_uv_element_get_head(UvElementMap *element_map, UvElement *child)
+{
+ if (!child) {
+ return NULL;
+ }
+
+ return element_map->vertex[BM_elem_index_get(child->l->v)];
+}
+
/** \} */
/* -------------------------------------------------------------------- */
@@ -1376,7 +1661,7 @@ void EDBM_update(Mesh *mesh, const struct EDBMUpdate_Params *params)
}
if (params->is_destructive) {
- /* TODO(campbell): we may be able to remove this now! */
+ /* TODO(@campbellbarton): we may be able to remove this now! */
// BM_mesh_elem_table_free(em->bm, BM_ALL_NOLOOP);
}
else {
@@ -1488,15 +1773,13 @@ BMElem *EDBM_elem_from_index_any(BMEditMesh *em, uint index)
return NULL;
}
-int EDBM_elem_to_index_any_multi(ViewLayer *view_layer,
- BMEditMesh *em,
- BMElem *ele,
- int *r_object_index)
+int EDBM_elem_to_index_any_multi(
+ const Scene *scene, ViewLayer *view_layer, BMEditMesh *em, BMElem *ele, int *r_object_index)
{
uint bases_len;
int elem_index = -1;
*r_object_index = -1;
- Base **bases = BKE_view_layer_array_from_bases_in_edit_mode(view_layer, NULL, &bases_len);
+ Base **bases = BKE_view_layer_array_from_bases_in_edit_mode(scene, view_layer, NULL, &bases_len);
for (uint base_index = 0; base_index < bases_len; base_index++) {
Base *base_iter = bases[base_index];
if (BKE_editmesh_from_object(base_iter->object) == em) {
@@ -1509,13 +1792,14 @@ int EDBM_elem_to_index_any_multi(ViewLayer *view_layer,
return elem_index;
}
-BMElem *EDBM_elem_from_index_any_multi(ViewLayer *view_layer,
+BMElem *EDBM_elem_from_index_any_multi(const Scene *scene,
+ ViewLayer *view_layer,
uint object_index,
uint elem_index,
Object **r_obedit)
{
uint bases_len;
- Base **bases = BKE_view_layer_array_from_bases_in_edit_mode(view_layer, NULL, &bases_len);
+ Base **bases = BKE_view_layer_array_from_bases_in_edit_mode(scene, view_layer, NULL, &bases_len);
*r_obedit = NULL;
Object *obedit = (object_index < bases_len) ? bases[object_index]->object : NULL;
MEM_freeN(bases);
@@ -1646,12 +1930,13 @@ void EDBM_project_snap_verts(
depsgraph,
region,
CTX_wm_view3d(C),
- SCE_SNAP_MODE_FACE,
+ SCE_SNAP_MODE_FACE_RAYCAST,
&(const struct SnapObjectParams){
.snap_target_select = SCE_SNAP_TARGET_NOT_ACTIVE,
.edit_mode_type = SNAP_GEOM_FINAL,
.use_occlusion_test = true,
},
+ NULL,
mval,
NULL,
NULL,