From 488b7f53c053828208e6ba321e918a29c2fdede7 Mon Sep 17 00:00:00 2001 From: Chris Blackbourn Date: Fri, 1 Jul 2022 14:21:48 +1200 Subject: Fix T78553: Improve UV Straighten operator. Generalize the UV Straighten Operator to many more cases. Also, now splits by islands and prefers pins to mark the endpoints of the resulting line. --- source/blender/editors/uvedit/uvedit_ops.c | 233 ++++++++++++++--------------- 1 file changed, 115 insertions(+), 118 deletions(-) diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c index 4a58b1584b7..68a6b537c5d 100644 --- a/source/blender/editors/uvedit/uvedit_ops.c +++ b/source/blender/editors/uvedit/uvedit_ops.c @@ -372,152 +372,149 @@ typedef enum eUVWeldAlign { UV_WELD, } eUVWeldAlign; -static bool uvedit_uv_straighten(Scene *scene, BMesh *bm, eUVWeldAlign tool) +typedef enum eUVEndPointPrecedence { + UVEP_INVALID = 0, + UVEP_SELECTED = (1 << 0), + UVEP_PINNED = (1 << 1), +} eUVEndPointPrecedence; + +static eUVEndPointPrecedence uvedit_line_update_get_precedence(const MLoopUV *luv) { - bool changed = false; - BMEdge *eed; - BMLoop *l; - BMVert *eve; - BMVert *eve_start; - BMIter iter, liter, eiter; + eUVEndPointPrecedence precedence = UVEP_SELECTED; + if (luv->flag & MLOOPUV_PINNED) { + precedence |= UVEP_PINNED; + } + return precedence; +} - const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV); +/* Helper to find two endpoints (`a` and `b`) which have higher precedence, and are far apart. + * Note that is only a heuristic and won't always find the best two endpoints. + */ +static bool uvedit_line_update_endpoint(const MLoopUV *luv, + float uv_a[2], + eUVEndPointPrecedence *prec_a, + float uv_b[2], + eUVEndPointPrecedence *prec_b) +{ + eUVEndPointPrecedence flags = uvedit_line_update_get_precedence(luv); - /* clear tag */ - BM_mesh_elem_hflag_disable_all(bm, BM_VERT, BM_ELEM_TAG, false); + float len_sq_a = len_squared_v2v2(uv_a, luv->uv); + float len_sq_b = len_squared_v2v2(uv_b, luv->uv); + float len_sq_ab = len_squared_v2v2( + uv_a, uv_b); /* Tempting to optimize this, unclear if actually faster. */ - /* tag verts with a selected UV */ - BM_ITER_MESH (eve, &iter, bm, BM_VERTS_OF_MESH) { - BM_ITER_ELEM (l, &liter, eve, BM_LOOPS_OF_VERT) { - if (!uvedit_face_visible_test(scene, l->f)) { - continue; - } - - if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) { - BM_elem_flag_enable(eve, BM_ELEM_TAG); - break; - } - } + if ((*prec_a < flags && 0.0f < len_sq_b) || (*prec_a == flags && len_sq_ab < len_sq_b)) { + *prec_a = flags; + copy_v2_v2(uv_a, luv->uv); + return true; } - /* flush vertex tags to edges */ - BM_ITER_MESH (eed, &iter, bm, BM_EDGES_OF_MESH) { - BM_elem_flag_set( - eed, - BM_ELEM_TAG, - (BM_elem_flag_test(eed->v1, BM_ELEM_TAG) && BM_elem_flag_test(eed->v2, BM_ELEM_TAG))); + if ((*prec_b < flags && 0.0f < len_sq_a) || (*prec_b == flags && len_sq_ab < len_sq_a)) { + *prec_b = flags; + copy_v2_v2(uv_b, luv->uv); + return true; } - /* find a vertex with only one tagged edge */ - eve_start = NULL; - BM_ITER_MESH (eve, &iter, bm, BM_VERTS_OF_MESH) { - int tot_eed_tag = 0; - BM_ITER_ELEM (eed, &eiter, eve, BM_EDGES_OF_VERT) { - if (BM_elem_flag_test(eed, BM_ELEM_TAG)) { - tot_eed_tag++; - } - } + return false; +} - if (tot_eed_tag == 1) { - eve_start = eve; +/* Find two end extreme points to specify a line, then straighten `len` elements + * by moving UVs on the X-axis, Y-axis, or the closest point on the line segment. + */ +static bool uvedit_uv_straighten_elements(const UvElement *element, + const int len, + const int cd_loop_uv_offset, + const eUVWeldAlign tool) +{ + float uv_start[2]; + float uv_end[2]; + eUVEndPointPrecedence prec_start = UVEP_INVALID; + eUVEndPointPrecedence prec_end = UVEP_INVALID; + + /* Find start and end of line. */ + for (int i = 0; i < 10; i++) { /* Heuristic to prevent infinite loop. */ + bool update = false; + for (int j = 0; j < len; j++) { + MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(element[j].l, cd_loop_uv_offset); + update |= uvedit_line_update_endpoint(luv, uv_start, &prec_start, uv_end, &prec_end); + } + if (!update) { break; } } - if (!eve_start) { - return false; + if (prec_start == UVEP_INVALID || prec_end == UVEP_INVALID) { + return false; /* Unable to find two endpoints. */ } - BMVert **eve_line = NULL; - BMVert *eve_next = NULL; - BLI_array_declare(eve_line); - int i; - - eve = eve_start; - - /* walk over edges, building an array of verts in a line */ - while (eve) { - BLI_array_append(eve_line, eve); - /* don't touch again */ - BM_elem_flag_disable(eve, BM_ELEM_TAG); - eve_next = NULL; + float a = 0.0f; /* Similar to "slope". */ + eUVWeldAlign tool_local = tool; - /* find next eve */ - BM_ITER_ELEM (eed, &eiter, eve, BM_EDGES_OF_VERT) { - if (BM_elem_flag_test(eed, BM_ELEM_TAG)) { - BMVert *eve_other = BM_edge_other_vert(eed, eve); - if (BM_elem_flag_test(eve_other, BM_ELEM_TAG)) { - /* this is a tagged vert we didn't walk over yet, step onto it */ - eve_next = eve_other; - break; - } - } + if (tool_local == UV_STRAIGHTEN_X) { + if (uv_start[1] == uv_end[1]) { + /* Caution, different behavior outside line segment. */ + tool_local = UV_STRAIGHTEN; + } + else { + a = (uv_end[0] - uv_start[0]) / (uv_end[1] - uv_start[1]); + } + } + else if (tool_local == UV_STRAIGHTEN_Y) { + if (uv_start[0] == uv_end[0]) { + /* Caution, different behavior outside line segment. */ + tool_local = UV_STRAIGHTEN; + } + else { + a = (uv_end[1] - uv_start[1]) / (uv_end[0] - uv_start[0]); } - - eve = eve_next; } - /* now we have all verts, make into a line */ - if (BLI_array_len(eve_line) > 2) { - - /* we know the returns from these must be valid */ - const float *uv_start = uvedit_first_selected_uv_from_vertex( - scene, eve_line[0], cd_loop_uv_offset); - const float *uv_end = uvedit_first_selected_uv_from_vertex( - scene, eve_line[BLI_array_len(eve_line) - 1], cd_loop_uv_offset); - /* For UV_STRAIGHTEN_X & UV_STRAIGHTEN_Y modes */ - float a = 0.0f; - eUVWeldAlign tool_local = tool; - + bool changed = false; + for (int j = 0; j < len; j++) { + MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(element[j].l, cd_loop_uv_offset); + /* Projection of point (x, y) over line (x1, y1, x2, y2) along X axis: + * new_y = (y2 - y1) / (x2 - x1) * (x - x1) + y1 + * Maybe this should be a BLI func? Or is it already existing? + * Could use interp_v2_v2v2, but not sure it's worth it here. */ if (tool_local == UV_STRAIGHTEN_X) { - if (uv_start[1] == uv_end[1]) { - tool_local = UV_STRAIGHTEN; - } - else { - a = (uv_end[0] - uv_start[0]) / (uv_end[1] - uv_start[1]); - } + luv->uv[0] = a * (luv->uv[1] - uv_start[1]) + uv_start[0]; } else if (tool_local == UV_STRAIGHTEN_Y) { - if (uv_start[0] == uv_end[0]) { - tool_local = UV_STRAIGHTEN; - } - else { - a = (uv_end[1] - uv_start[1]) / (uv_end[0] - uv_start[0]); - } + luv->uv[1] = a * (luv->uv[0] - uv_start[0]) + uv_start[1]; } + else { + closest_to_line_segment_v2(luv->uv, luv->uv, uv_start, uv_end); + } + changed = true; /* TODO: Did the UV actually move? */ + } + return changed; +} - /* go over all verts except for endpoints */ - for (i = 0; i < BLI_array_len(eve_line); i++) { - BM_ITER_ELEM (l, &liter, eve_line[i], BM_LOOPS_OF_VERT) { - if (!uvedit_face_visible_test(scene, l->f)) { - continue; - } +/* Group selected UVs into islands, then apply uvedit_uv_straighten_elements to each island. */ +static bool uvedit_uv_straighten(Scene *scene, BMesh *bm, eUVWeldAlign tool) +{ + const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV); + if (cd_loop_uv_offset == -1) { + return false; + } - if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) { - MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - /* Projection of point (x, y) over line (x1, y1, x2, y2) along X axis: - * new_y = (y2 - y1) / (x2 - x1) * (x - x1) + y1 - * Maybe this should be a BLI func? Or is it already existing? - * Could use interp_v2_v2v2, but not sure it's worth it here. */ - if (tool_local == UV_STRAIGHTEN_X) { - luv->uv[0] = a * (luv->uv[1] - uv_start[1]) + uv_start[0]; - } - else if (tool_local == UV_STRAIGHTEN_Y) { - luv->uv[1] = a * (luv->uv[0] - uv_start[0]) + uv_start[1]; - } - else { - closest_to_line_segment_v2(luv->uv, luv->uv, uv_start, uv_end); - } - changed = true; - } - } - } + UvElementMap *element_map = BM_uv_element_map_create(bm, scene, false, true, false, true); + if (element_map == NULL) { + return false; } - else { - /* error - not a line, needs 3+ points. */ + + bool changed = false; + + /* Loop backwards to simplify logic. */ + int j1 = element_map->totalUVs; + for (int i = element_map->totalIslands - 1; i >= 0; --i) { + int j0 = element_map->islandIndices[i]; + changed |= uvedit_uv_straighten_elements( + element_map->buf + j0, j1 - j0, cd_loop_uv_offset, tool); + j1 = j0; } - MEM_SAFE_FREE(eve_line); + BM_uv_element_map_free(element_map); return changed; } -- cgit v1.2.3