[Bf-blender-cvs] [a5814607289] master: UV: Add options for uv select similar in island mode
Chris Blackbourn
noreply at git.blender.org
Sat Jul 30 13:32:43 CEST 2022
Commit: a5814607289a7e01d4844ee5ef724e6388cf044e
Author: Chris Blackbourn
Date: Sat Jul 30 23:20:13 2022 +1200
Branches: master
https://developer.blender.org/rBa5814607289a7e01d4844ee5ef724e6388cf044e
UV: Add options for uv select similar in island mode
In island selection mode, add new options for uv select similar:
* Area UV
* Area 3D
* Face (number of faces in island)
See also https://developer.blender.org/T47437
Differential Revision: https://developer.blender.org/D15553
===================================================================
M source/blender/editors/include/ED_uvedit.h
M source/blender/editors/uvedit/uvedit_islands.c
M source/blender/editors/uvedit/uvedit_select.c
===================================================================
diff --git a/source/blender/editors/include/ED_uvedit.h b/source/blender/editors/include/ED_uvedit.h
index 80a75da27f8..24d6819536d 100644
--- a/source/blender/editors/include/ED_uvedit.h
+++ b/source/blender/editors/include/ED_uvedit.h
@@ -305,6 +305,29 @@ void ED_uvedit_buttons_register(struct ARegionType *art);
/* uvedit_islands.c */
+struct FaceIsland {
+ struct FaceIsland *next;
+ struct FaceIsland *prev;
+ struct BMFace **faces;
+ int faces_len;
+ rctf bounds_rect;
+ /**
+ * \note While this is duplicate information,
+ * it allows islands from multiple meshes to be stored in the same list.
+ */
+ uint cd_loop_uv_offset;
+ float aspect_y;
+};
+
+int bm_mesh_calc_uv_islands(const Scene *scene,
+ struct BMesh *bm,
+ ListBase *island_list,
+ const bool only_selected_faces,
+ const bool only_selected_uvs,
+ const bool use_seams,
+ const float aspect_y,
+ const uint cd_loop_uv_offset);
+
struct UVMapUDIM_Params {
const struct Image *image;
/** Copied from #SpaceImage.tile_grid_shape */
diff --git a/source/blender/editors/uvedit/uvedit_islands.c b/source/blender/editors/uvedit/uvedit_islands.c
index 9a31fd6469d..2afc60a4b5c 100644
--- a/source/blender/editors/uvedit/uvedit_islands.c
+++ b/source/blender/editors/uvedit/uvedit_islands.c
@@ -309,23 +309,8 @@ static float uv_nearest_grid_tile_distance(const int udim_grid[2],
/* -------------------------------------------------------------------- */
/** \name Calculate UV Islands
- *
- * \note Currently this is a private API/type, it could be made public.
* \{ */
-struct FaceIsland {
- struct FaceIsland *next, *prev;
- BMFace **faces;
- int faces_len;
- rctf bounds_rect;
- /**
- * \note While this is duplicate information,
- * it allows islands from multiple meshes to be stored in the same list.
- */
- uint cd_loop_uv_offset;
- float aspect_y;
-};
-
struct SharedUVLoopData {
uint cd_loop_uv_offset;
bool use_seams;
@@ -347,14 +332,14 @@ static bool bm_loop_uv_shared_edge_check(const BMLoop *l_a, const BMLoop *l_b, v
/**
* Calculate islands and add them to \a island_list returning the number of items added.
*/
-static int bm_mesh_calc_uv_islands(const Scene *scene,
- BMesh *bm,
- ListBase *island_list,
- const bool only_selected_faces,
- const bool only_selected_uvs,
- const bool use_seams,
- const float aspect_y,
- const uint cd_loop_uv_offset)
+int bm_mesh_calc_uv_islands(const Scene *scene,
+ BMesh *bm,
+ ListBase *island_list,
+ const bool only_selected_faces,
+ const bool only_selected_uvs,
+ const bool use_seams,
+ const float aspect_y,
+ const uint cd_loop_uv_offset)
{
int island_added = 0;
BM_mesh_elem_table_ensure(bm, BM_FACE);
diff --git a/source/blender/editors/uvedit/uvedit_select.c b/source/blender/editors/uvedit/uvedit_select.c
index d59dcb4f4ed..b1ed00e2c57 100644
--- a/source/blender/editors/uvedit/uvedit_select.c
+++ b/source/blender/editors/uvedit/uvedit_select.c
@@ -81,6 +81,7 @@ static void uv_select_tag_update_for_object(Depsgraph *depsgraph,
typedef enum {
UV_SSIM_AREA_UV = 1000,
UV_SSIM_AREA_3D,
+ UV_SSIM_FACE,
UV_SSIM_LENGTH_UV,
UV_SSIM_LENGTH_3D,
UV_SSIM_SIDES,
@@ -4638,6 +4639,33 @@ static float get_uv_face_needle(const eUVSelectSimilar type,
return result;
}
+static float get_uv_island_needle(const eUVSelectSimilar type,
+ const struct FaceIsland *island,
+ const float ob_m3[3][3],
+ const int cd_loop_uv_offset)
+
+{
+ float result = 0.0f;
+ switch (type) {
+ case UV_SSIM_AREA_UV:
+ for (int i = 0; i < island->faces_len; i++) {
+ result += BM_face_calc_area_uv(island->faces[i], cd_loop_uv_offset);
+ }
+ break;
+ case UV_SSIM_AREA_3D:
+ for (int i = 0; i < island->faces_len; i++) {
+ result += BM_face_calc_area_with_mat3(island->faces[i], ob_m3);
+ }
+ break;
+ case UV_SSIM_FACE:
+ return island->faces_len;
+ default:
+ BLI_assert_unreachable();
+ return false;
+ }
+ return result;
+}
+
static int uv_select_similar_vert_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
@@ -4969,6 +4997,136 @@ static int uv_select_similar_face_exec(bContext *C, wmOperator *op)
return OPERATOR_FINISHED;
}
+static bool uv_island_selected(const Scene *scene, struct FaceIsland *island)
+{
+ BLI_assert(island && island->faces_len);
+ return uvedit_face_select_test(scene, island->faces[0], island->cd_loop_uv_offset);
+}
+
+static int uv_select_similar_island_exec(bContext *C, wmOperator *op)
+{
+ Scene *scene = CTX_data_scene(C);
+ ViewLayer *view_layer = CTX_data_view_layer(C);
+ Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
+ ToolSettings *ts = CTX_data_tool_settings(C);
+
+ const eUVSelectSimilar type = RNA_enum_get(op->ptr, "type");
+ const float threshold = RNA_float_get(op->ptr, "threshold");
+ const eSimilarCmp compare = RNA_enum_get(op->ptr, "compare");
+
+ uint objects_len = 0;
+ Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs(
+ view_layer, ((View3D *)NULL), &objects_len);
+
+ ListBase *island_list_ptr = MEM_callocN(sizeof(*island_list_ptr) * objects_len, __func__);
+ int island_list_len = 0;
+
+ const bool face_selected = !(scene->toolsettings->uv_flag & UV_SYNC_SELECTION);
+
+ for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
+ Object *obedit = objects[ob_index];
+ BMEditMesh *em = BKE_editmesh_from_object(obedit);
+ const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
+ if (cd_loop_uv_offset == -1) {
+ continue;
+ }
+
+ float aspect_y = 1.0f; /* Placeholder value, aspect doesn't change connectivity. */
+ island_list_len += bm_mesh_calc_uv_islands(scene,
+ em->bm,
+ &island_list_ptr[ob_index],
+ face_selected,
+ false,
+ false,
+ aspect_y,
+ cd_loop_uv_offset);
+ }
+
+ struct FaceIsland **island_array = MEM_callocN(sizeof(*island_array) * island_list_len,
+ __func__);
+
+ int tree_index = 0;
+ KDTree_1d *tree_1d = BLI_kdtree_1d_new(island_list_len);
+
+ for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
+ Object *obedit = objects[ob_index];
+ BMEditMesh *em = BKE_editmesh_from_object(obedit);
+ const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
+ if (cd_loop_uv_offset == -1) {
+ continue;
+ }
+
+ float ob_m3[3][3];
+ copy_m3_m4(ob_m3, obedit->obmat);
+
+ int index;
+ LISTBASE_FOREACH_INDEX (struct FaceIsland *, island, &island_list_ptr[ob_index], index) {
+ island_array[index] = island;
+ if (!uv_island_selected(scene, island)) {
+ continue;
+ }
+ float needle = get_uv_island_needle(type, island, ob_m3, cd_loop_uv_offset);
+ if (tree_1d) {
+ BLI_kdtree_1d_insert(tree_1d, tree_index++, &needle);
+ }
+ }
+ }
+
+ if (tree_1d != NULL) {
+ BLI_kdtree_1d_deduplicate(tree_1d);
+ BLI_kdtree_1d_balance(tree_1d);
+ }
+
+ int tot_island_index = 0;
+ for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
+ Object *obedit = objects[ob_index];
+ BMEditMesh *em = BKE_editmesh_from_object(obedit);
+ const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
+ if (cd_loop_uv_offset == -1) {
+ continue;
+ }
+ float ob_m3[3][3];
+ copy_m3_m4(ob_m3, obedit->obmat);
+
+ bool changed = false;
+ int index;
+ LISTBASE_FOREACH_INDEX (struct FaceIsland *, island, &island_list_ptr[ob_index], index) {
+ island_array[tot_island_index++] = island; /* To deallocate later. */
+ if (uv_island_selected(scene, island)) {
+ continue;
+ }
+ float needle = get_uv_island_needle(type, island, ob_m3, cd_loop_uv_offset);
+ bool select = ED_select_similar_compare_float_tree(tree_1d, needle, threshold, compare);
+ if (!select) {
+ continue;
+ }
+ bool do_history = false;
+ for (int j = 0; j < island->faces_len; j++) {
+ uvedit_face_select_set(
+ scene, em, island->faces[j], select, do_history, island->cd_loop_uv_offset);
+ }
+ changed = true;
+ }
+
+ if (changed) {
+ uv_select_tag_update_for_object(depsgraph, ts, obedit);
+ }
+ }
+
+ BLI_assert(tot_island_index == island_list_len);
+ for (int i = 0; i < island_list_len; i++) {
+ MEM_SAFE_FREE(island_array[i]->faces);
+ MEM_SAFE_FREE(island_array[i]);
+ }
+
+ MEM_SAFE_FREE(island_array);
+ MEM_SAFE_FREE(island_list_ptr);
+ MEM_SAFE_FREE(objects);
+ BLI_kdtree_1d_free(tree_1d);
+
+ return OPERATOR_FINISHED;
+}
+
/* Select similar UV faces/edges/verts based on current selection. */
static int uv_select_similar_exec(bContext *C, wmOperator *op)
{
@@ -4990,7 +5148,7 @@ static int uv_select_similar_exec(bContext *C, wmOperator *op)
return uv_select_similar_face_exec(C, op);
}
if (selectmode & UV_SELECT_ISLAND) {
- // return uv_select_similar_island_exec(C, op);
+ return uv_select_similar_island_exec(C, op);
}
return uv_select_similar_vert_exec(C, op);
@@ -5011,6 +5169,12 @@ static EnumPropertyItem prop_face_similar_types[] = {
{UV_SSIM_MATERIAL, "MATE
@@ Diff output truncated at 10240 characters. @@
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