[Bf-blender-cvs] [9dd27a2c87f] master: UV: Improve UV Straighten operator

Chris Blackbourn noreply at git.blender.org
Mon Jul 4 03:47:49 CEST 2022


Commit: 9dd27a2c87f426fc9aa30f865cbb00bc8027521d
Author: Chris Blackbourn
Date:   Fri Jul 1 14:21:48 2022 +1200
Branches: master
https://developer.blender.org/rB9dd27a2c87f426fc9aa30f865cbb00bc8027521d

UV: Improve UV Straighten operator

Improves UV Straighten in several ways:
- Operate on entire selection.
- One straighten for each selected island.
- Prefers pins to anchor the endpoints of the resulting line.

Differential Revision: D15121
Resolves: T78553

===================================================================

M	source/blender/editors/uvedit/uvedit_ops.c

===================================================================

diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c
index d872906e63e..70c0333fb27 100644
--- a/source/blender/editors/uvedit/uvedit_ops.c
+++ b/source/blender/editors/uvedit/uvedit_ops.c
@@ -411,152 +411,152 @@ static bool uvedit_uv_align_weld(Scene *scene,
   return changed;
 }
 
-static bool uvedit_uv_straighten(Scene *scene, BMesh *bm, eUVWeldAlign tool)
+/* Bitwise-or together, then choose MLoopUV with highest value. */
+typedef enum eUVEndPointPrecedence {
+  UVEP_INVALID = 0,
+  UVEP_SELECTED = (1 << 0),
+  UVEP_PINNED = (1 << 1), /* i.e. Pinned verts are preferred to selected. */
+} 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);
 
-  /* 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;
-      }
+  /* Caching the value of `len_sq_ab` is unlikely to be faster than recalculating.
+   * Profile before optmizing. */
+  float len_sq_ab = len_squared_v2v2(uv_a, uv_b);
 
-      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);
+  float a = 0.0f; /* Similar to "slope". */
+  eUVWeldAlign tool_local = tool;
 
-    eve_next = NULL;
-
-    /* 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;
 }



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