[Bf-blender-cvs] [6636edbb009] master: BLI: improve reverse uv sample in edge cases
Jacques Lucke
noreply at git.blender.org
Wed Jul 6 15:20:52 CEST 2022
Commit: 6636edbb00942a1a04bdf6f3cb843a1636ffa8b4
Author: Jacques Lucke
Date: Wed Jul 6 15:20:25 2022 +0200
Branches: master
https://developer.blender.org/rB6636edbb00942a1a04bdf6f3cb843a1636ffa8b4
BLI: improve reverse uv sample in edge cases
Allow for a small epsilon to improve handling of uvs that are on edges.
Generally, when using reverse uv sampling, we expect that the sampling
is supposed to succeed.
===================================================================
M source/blender/geometry/intern/reverse_uv_sampler.cc
===================================================================
diff --git a/source/blender/geometry/intern/reverse_uv_sampler.cc b/source/blender/geometry/intern/reverse_uv_sampler.cc
index 87ba2c77657..54df43db4ea 100644
--- a/source/blender/geometry/intern/reverse_uv_sampler.cc
+++ b/source/blender/geometry/intern/reverse_uv_sampler.cc
@@ -45,6 +45,11 @@ ReverseUVSampler::Result ReverseUVSampler::sample(const float2 &query_uv) const
{
const int2 cell_key = uv_to_cell_key(query_uv, resolution_);
const Span<int> looptri_indices = looptris_by_cell_.lookup(cell_key);
+
+ float best_dist = FLT_MAX;
+ float3 best_bary_weights;
+ const MLoopTri *best_looptri;
+
for (const int looptri_index : looptri_indices) {
const MLoopTri &looptri = looptris_[looptri_index];
const float2 &uv_0 = uv_map_[looptri.tri[0]];
@@ -54,11 +59,31 @@ ReverseUVSampler::Result ReverseUVSampler::sample(const float2 &query_uv) const
if (!barycentric_coords_v2(uv_0, uv_1, uv_2, query_uv, bary_weights)) {
continue;
}
- if (IN_RANGE_INCL(bary_weights.x, 0.0f, 1.0f) && IN_RANGE_INCL(bary_weights.y, 0.0f, 1.0f) &&
- IN_RANGE_INCL(bary_weights.z, 0.0f, 1.0f)) {
+
+ /* If #query_uv is in the triangle, the distance is <= 0. Otherwise, the larger the distance,
+ * the further away the uv is from the triangle. */
+ const float x_dist = std::max(-bary_weights.x, bary_weights.x - 1.0f);
+ const float y_dist = std::max(-bary_weights.y, bary_weights.y - 1.0f);
+ const float z_dist = std::max(-bary_weights.z, bary_weights.z - 1.0f);
+ const float dist = MAX3(x_dist, y_dist, z_dist);
+
+ if (dist <= 0.0f) {
+ /* Return early if the uv coordinate is in the triangle. */
return Result{ResultType::Ok, &looptri, bary_weights};
}
+
+ if (dist < best_dist) {
+ best_dist = dist;
+ best_bary_weights = bary_weights;
+ best_looptri = &looptri;
+ }
+ }
+
+ /* Allow for a small epsilon in case the uv is on th edge. */
+ if (best_dist < 0.00001f) {
+ return Result{ResultType::Ok, best_looptri, math::clamp(best_bary_weights, 0.0f, 1.0f)};
}
+
return Result{};
}
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