[Bf-blender-cvs] [1966924467c] master: UV: internal changes to picking
Campbell Barton
noreply at git.blender.org
Mon Mar 12 03:50:43 CET 2018
Commit: 1966924467c901d541bfe3f510d21a20c29842e3
Author: Campbell Barton
Date: Mon Mar 12 13:46:25 2018 +1100
Branches: master
https://developer.blender.org/rB1966924467c901d541bfe3f510d21a20c29842e3
UV: internal changes to picking
Nothing user visible, only things needed for multi-object support,
making picking functions more flexible too.
- Support passing in an initialized hit-struct,
so it's possible to do multiple nearest calls on the same hit data.
- Replace manhattan distance w/ squared distance
so they can be compared.
- Return success to detect changes to a hit-data
which might already be initialized (also more readable).
===================================================================
M source/blender/editors/sculpt_paint/sculpt_uv.c
M source/blender/editors/uvedit/uvedit_intern.h
M source/blender/editors/uvedit/uvedit_ops.c
M source/blender/editors/uvedit/uvedit_smart_stitch.c
===================================================================
diff --git a/source/blender/editors/sculpt_paint/sculpt_uv.c b/source/blender/editors/sculpt_paint/sculpt_uv.c
index 5ef9d4a6499..7b636530d61 100644
--- a/source/blender/editors/sculpt_paint/sculpt_uv.c
+++ b/source/blender/editors/sculpt_paint/sculpt_uv.c
@@ -650,9 +650,9 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm
/* we need to find the active island here */
if (do_island_optimization) {
UvElement *element;
- NearestHit hit;
+ UvNearestHit hit = UV_NEAREST_HIT_INIT;
Image *ima = CTX_data_edit_image(C);
- uv_find_nearest_vert(scene, ima, em, co, NULL, &hit);
+ uv_find_nearest_vert(scene, ima, em, co, 0.0f, &hit);
element = BM_uv_element_get(data->elementMap, hit.efa, hit.l);
island_index = element->island;
diff --git a/source/blender/editors/uvedit/uvedit_intern.h b/source/blender/editors/uvedit/uvedit_intern.h
index e028c08091c..b5ff46e9219 100644
--- a/source/blender/editors/uvedit/uvedit_intern.h
+++ b/source/blender/editors/uvedit/uvedit_intern.h
@@ -51,18 +51,31 @@ void uv_poly_center(struct BMFace *f, float r_cent[2], const int cd_loop_uv_off
/* find nearest */
-typedef struct NearestHit {
+typedef struct UvNearestHit {
+ /** Always set if we have a hit. */
struct BMFace *efa;
struct MTexPoly *tf;
struct BMLoop *l;
struct MLoopUV *luv, *luv_next;
- int lindex; /* index of loop within face */
-} NearestHit;
+ /** Index of loop within face. */
+ int lindex;
+ /** Needs to be set before calling nearest functions. */
+ float dist_sq;
+} UvNearestHit;
-void uv_find_nearest_vert(struct Scene *scene, struct Image *ima, struct BMEditMesh *em,
- const float co[2], const float penalty[2], struct NearestHit *hit);
-void uv_find_nearest_edge(struct Scene *scene, struct Image *ima, struct BMEditMesh *em,
- const float co[2], struct NearestHit *hit);
+#define UV_NEAREST_HIT_INIT { .dist_sq = FLT_MAX, }
+
+bool uv_find_nearest_vert(
+ struct Scene *scene, struct Image *ima, struct BMEditMesh *em,
+ const float co[2], const float penalty_dist, struct UvNearestHit *hit_final);
+
+bool uv_find_nearest_edge(
+ struct Scene *scene, struct Image *ima, struct BMEditMesh *em,
+ const float co[2], struct UvNearestHit *hit_final);
+
+bool uv_find_nearest_face(
+ struct Scene *scene, struct Image *ima, struct BMEditMesh *em,
+ const float co[2], struct UvNearestHit *hit_final);
/* utility tool functions */
diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c
index bf5a06f0a1c..1ee10268be5 100644
--- a/source/blender/editors/uvedit/uvedit_ops.c
+++ b/source/blender/editors/uvedit/uvedit_ops.c
@@ -760,83 +760,93 @@ static bool uvedit_center(Scene *scene, Image *ima, Object *obedit, float cent[2
/************************** find nearest ****************************/
-void uv_find_nearest_edge(Scene *scene, Image *ima, BMEditMesh *em, const float co[2], NearestHit *hit)
+bool uv_find_nearest_edge(
+ Scene *scene, Image *ima, BMEditMesh *em, const float co[2],
+ UvNearestHit *hit)
{
MTexPoly *tf;
BMFace *efa;
BMLoop *l;
BMIter iter, liter;
MLoopUV *luv, *luv_next;
- float mindist_squared, dist_squared;
int i;
+ bool found = false;
const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
const int cd_poly_tex_offset = CustomData_get_offset(&em->bm->pdata, CD_MTEXPOLY);
- mindist_squared = 1e10f;
- memset(hit, 0, sizeof(*hit));
-
BM_mesh_elem_index_ensure(em->bm, BM_VERT);
-
+
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset);
- if (!uvedit_face_visible_test(scene, ima, efa, tf))
+ if (!uvedit_face_visible_test(scene, ima, efa, tf)) {
continue;
-
+ }
BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
luv_next = BM_ELEM_CD_GET_VOID_P(l->next, cd_loop_uv_offset);
- dist_squared = dist_squared_to_line_segment_v2(co, luv->uv, luv_next->uv);
+ const float dist_test_sq = dist_squared_to_line_segment_v2(co, luv->uv, luv_next->uv);
- if (dist_squared < mindist_squared) {
+ if (dist_test_sq < hit->dist_sq) {
hit->tf = tf;
hit->efa = efa;
-
+
hit->l = l;
hit->luv = luv;
hit->luv_next = luv_next;
hit->lindex = i;
- mindist_squared = dist_squared;
+ hit->dist_sq = dist_test_sq;
+ found = true;
}
}
}
+ return found;
}
-static void uv_find_nearest_face(Scene *scene, Image *ima, BMEditMesh *em, const float co[2], NearestHit *hit)
+bool uv_find_nearest_face(
+ Scene *scene, Image *ima, BMEditMesh *em, const float co[2],
+ UvNearestHit *hit_final)
{
- MTexPoly *tf;
- BMFace *efa;
- BMIter iter;
- float mindist, dist, cent[2];
+ bool found = false;
const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
const int cd_poly_tex_offset = CustomData_get_offset(&em->bm->pdata, CD_MTEXPOLY);
- mindist = 1e10f;
- memset(hit, 0, sizeof(*hit));
+ /* this will fill in hit.vert1 and hit.vert2 */
+ float dist_sq_init = hit_final->dist_sq;
+ UvNearestHit hit = *hit_final;
+ if (uv_find_nearest_edge(scene, ima, em, co, &hit)) {
+ hit.dist_sq = dist_sq_init;
+ hit.l = NULL;
+ hit.luv = hit.luv_next = NULL;
- /*this will fill in hit.vert1 and hit.vert2*/
- uv_find_nearest_edge(scene, ima, em, co, hit);
- hit->l = NULL;
- hit->luv = hit->luv_next = NULL;
+ BMIter iter;
+ BMFace *efa;
- BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
- tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset);
- if (!uvedit_face_visible_test(scene, ima, efa, tf))
- continue;
+ BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
+ MTexPoly *tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset);
+ if (!uvedit_face_visible_test(scene, ima, efa, tf)) {
+ continue;
+ }
- uv_poly_center(efa, cent, cd_loop_uv_offset);
+ float cent[2];
+ uv_poly_center(efa, cent, cd_loop_uv_offset);
- dist = len_manhattan_v2v2(co, cent);
+ const float dist_test_sq = len_squared_v2v2(co, cent);
- if (dist < mindist) {
- hit->tf = tf;
- hit->efa = efa;
- mindist = dist;
+ if (dist_test_sq < hit.dist_sq) {
+ hit.efa = efa;
+ hit.dist_sq = dist_test_sq;
+ found = true;
+ }
}
}
+ if (found) {
+ *hit_final = hit;
+ }
+ return found;
}
static bool uv_nearest_between(const BMLoop *l, const float co[2],
@@ -850,60 +860,74 @@ static bool uv_nearest_between(const BMLoop *l, const float co[2],
(line_point_side_v2(uv_next, uv_curr, co) <= 0.0f));
}
-void uv_find_nearest_vert(Scene *scene, Image *ima, BMEditMesh *em,
- float const co[2], const float penalty[2], NearestHit *hit)
+bool uv_find_nearest_vert(
+ Scene *scene, Image *ima, BMEditMesh *em,
+ float const co[2], const float penalty_dist, UvNearestHit *hit_final)
{
- BMFace *efa;
- BMLoop *l;
- BMIter iter, liter;
- MTexPoly *tf;
- MLoopUV *luv;
- float mindist, dist;
- int i;
+ bool found = false;
- const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
- const int cd_poly_tex_offset = CustomData_get_offset(&em->bm->pdata, CD_MTEXPOLY);
+ /* this will fill in hit.vert1 and hit.vert2 */
+ float dist_sq_init = hit_final->dist_sq;
+ UvNearestHit hit = *hit_final;
+ if (uv_find_nearest_edge(scene, ima, em, co, &hit)) {
+ hit.dist_sq = dist_sq_init;
- /*this will fill in hit.vert1 and hit.vert2*/
- uv_find_nearest_edge(scene, ima, em, co, hit);
- hit->l = NULL;
- hit->luv = hit->luv_next = NULL;
+ hit.l = NULL;
+ hit.luv = hit.luv_next = NULL;
- mindist = 1e10f;
- memset(hit, 0, sizeof(*hit));
-
- BM_mesh_elem_index_ensure(em->bm, BM_VERT);
+ BMFace *efa;
+ BMIter iter;
- BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
- tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset);
- if (!uvedit_face_visible_test(scene, ima, efa, tf))
- continue;
+ BM_mesh_elem_index_ensure(em->bm, BM_VERT);
- BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
- luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
- if (penalty && uvedit_uv_select_test(scene, l, cd_loop_uv_offset))
- dist = len_manhattan_v2v2(co, luv->uv) + len_manhattan_v2(penalty);
- else
- dist = len_manhattan_v2v2(co, luv->uv);
+ const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
+ const int cd_poly_tex_offset = CustomData_get_offset(&em->bm->pdata, CD_MTEXPOLY);
- if (dist <= mindist) {
- if (dist == mindist) {
- if (!uv_nearest_between(l, co, cd_loop_uv_offset)) {
- continue;
- }
+ BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
+ MTexPoly *tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset);
+ if (!uvedit_face_visible_test(scene, ima, efa, tf)) {
+ continue;
+ }
+
+ BMIter liter;
+ BMLoop *l;
+ int i;
+ BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
+ float dist_test_sq;
+ MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
+ if (penalty_dist != 0.0f && uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
+ dist_test_sq = len_v2v2(co, luv->uv) + penalty_dist;
+ dist_test_sq = SQUARE(dist_test_sq);
+ }
+ else {
+ dist_test_sq = len_squared_v2v2(co, luv->uv);
}
- mindist = dist;
+ if (dist_test_sq <= hit.dist_sq) {
+ if (dist_test_sq == hit.dist_sq) {
+ if (!uv_nearest_between(l, co, cd_loop_uv_offset)) {
+ continue;
+ }
+ }
- hit->l = l;
- hit->luv = luv;
- hit->luv_next = BM_ELEM_CD_GET_VOID_P(l->next, cd_loop_uv_offset);
- hit->tf = tf;
- hit->efa = efa;
- hit->lindex = i;
+ hit.dist_sq = dist_test_sq;
+
+ hit.l = l;
+ hit.luv = luv;
+ hit.luv_next = BM_ELEM_CD_GET_VOID_P(l->next, cd_loop_uv_offset);
+ hit.efa = efa;
+ hit.lindex = i;
+ found = true;
+ }
}
}
}
+
+ if (found) {
+ *hit_final = hit;
+ }
+
+ return found;
}
bool ED_uvedit_nearest_uv(Scene *scene, Object *obedit, Image *ima, const float co[2], float r_uv[2])
@@ -1029,8 +1053,9 @@ static bool uv_select_edgeloop_edge_tag_faces(BMEditMes
@@ Diff output truncated at 10240 characters. @@
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