Merge branch 'master' into blender2.8

This commit is contained in:
Campbell Barton 2018-03-12 14:25:20 +11:00
commit 1d0077649d
4 changed files with 152 additions and 112 deletions

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@ -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, obedit, em, co, NULL, &hit);
uv_find_nearest_vert(scene, ima, obedit, co, 0.0f, &hit);
element = BM_uv_element_get(data->elementMap, hit.efa, hit.l);
island_index = element->island;

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@ -50,19 +50,30 @@ 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 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 Object *obedit, 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 Object *obedit, 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 Object *obedit,
const float co[2], const float penalty_dist, struct UvNearestHit *hit_final);
bool uv_find_nearest_edge(
struct Scene *scene, struct Image *ima, struct Object *obedit,
const float co[2], struct UvNearestHit *hit_final);
bool uv_find_nearest_face(
struct Scene *scene, struct Image *ima, struct Object *obedit,
const float co[2], struct UvNearestHit *hit_final);
/* utility tool functions */

View File

@ -707,76 +707,89 @@ bool ED_uvedit_center(Scene *scene, Image *ima, Object *obedit, float cent[2], c
/************************** find nearest ****************************/
void uv_find_nearest_edge(Scene *scene, Image *ima, Object *obedit, BMEditMesh *em, const float co[2], NearestHit *hit)
bool uv_find_nearest_edge(
Scene *scene, Image *ima, Object *obedit, const float co[2],
UvNearestHit *hit)
{
BMEditMesh *em = BKE_editmesh_from_object(obedit);
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);
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) {
if (!uvedit_face_visible_test(scene, obedit, ima, efa))
if (!uvedit_face_visible_test(scene, obedit, ima, efa)) {
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->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, Object *obedit, BMEditMesh *em, const float co[2], NearestHit *hit)
bool uv_find_nearest_face(
Scene *scene, Image *ima, Object *obedit, const float co[2],
UvNearestHit *hit_final)
{
BMFace *efa;
BMIter iter;
float mindist, dist, cent[2];
BMEditMesh *em = BKE_editmesh_from_object(obedit);
bool found = false;
const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
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, obedit, 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, obedit, 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) {
if (!uvedit_face_visible_test(scene, obedit, ima, efa))
continue;
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
if (!uvedit_face_visible_test(scene, obedit, ima, efa)) {
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->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],
@ -790,57 +803,73 @@ 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, Object *obedit, BMEditMesh *em,
float const co[2], const float penalty[2], NearestHit *hit)
bool uv_find_nearest_vert(
Scene *scene, Image *ima, Object *obedit,
float const co[2], const float penalty_dist, UvNearestHit *hit_final)
{
BMFace *efa;
BMLoop *l;
BMIter iter, liter;
MLoopUV *luv;
float mindist, dist;
int i;
bool found = false;
const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
/* 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, obedit, co, &hit)) {
hit.dist_sq = dist_sq_init;
/*this will fill in hit.vert1 and hit.vert2*/
uv_find_nearest_edge(scene, ima, obedit, 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);
BMEditMesh *em = BKE_editmesh_from_object(obedit);
BMFace *efa;
BMIter iter;
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
if (!uvedit_face_visible_test(scene, obedit, ima, efa))
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);
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) {
if (!uvedit_face_visible_test(scene, obedit, ima, efa)) {
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->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])
@ -964,7 +993,7 @@ static bool uv_select_edgeloop_edge_tag_faces(BMEditMesh *em, UvMapVert *first1,
}
static int uv_select_edgeloop(
Scene *scene, Image *ima, Object *obedit, BMEditMesh *em, NearestHit *hit,
Scene *scene, Image *ima, Object *obedit, BMEditMesh *em, UvNearestHit *hit,
const float limit[2], const bool extend)
{
BMFace *efa;
@ -1065,8 +1094,8 @@ static int uv_select_edgeloop(
/*********************** linked select ***********************/
static void uv_select_linked(
Scene *scene, Image *ima, Object *obedit, BMEditMesh *em,
const float limit[2], NearestHit *hit, bool extend, bool select_faces)
Scene *scene, Image *ima, Object *obedit, BMEditMesh *em, const float limit[2],
UvNearestHit *hit_final, bool extend, bool select_faces)
{
BMFace *efa;
BMLoop *l;
@ -1096,7 +1125,8 @@ static void uv_select_linked(
stack = MEM_mallocN(sizeof(*stack) * (em->bm->totface + 1), "UvLinkStack");
flag = MEM_callocN(sizeof(*flag) * em->bm->totface, "UvLinkFlag");
if (!hit) {
if (hit_final == NULL) {
/* Use existing selection */
BM_ITER_MESH_INDEX (efa, &iter, em->bm, BM_FACES_OF_MESH, a) {
if (uvedit_face_visible_test(scene, obedit, ima, efa)) {
if (select_faces) {
@ -1124,7 +1154,7 @@ static void uv_select_linked(
}
else {
BM_ITER_MESH_INDEX (efa, &iter, em->bm, BM_FACES_OF_MESH, a) {
if (efa == hit->efa) {
if (efa == hit_final->efa) {
stack[stacksize] = a;
stacksize++;
flag[a] = 1;
@ -1986,12 +2016,11 @@ static int uv_mouse_select(bContext *C, const float co[2], bool extend, bool loo
BMLoop *l;
BMIter iter, liter;
MLoopUV *luv;
NearestHit hit;
UvNearestHit hit = UV_NEAREST_HIT_INIT;
int i, selectmode, sticky, sync, *hitv = NULL;
bool select = true;
int flush = 0, hitlen = 0; /* 0 == don't flush, 1 == sel, -1 == desel; only use when selection sync is enabled */
float limit[2], **hituv = NULL;
float penalty[2];
const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
@ -2001,8 +2030,13 @@ static int uv_mouse_select(bContext *C, const float co[2], bool extend, bool loo
* shift-selecting can consider an adjacent point close enough to add to
* the selection rather than de-selecting the closest. */
uvedit_pixel_to_float(sima, limit, 0.05f);
uvedit_pixel_to_float(sima, penalty, 5.0f / (sima ? sima->zoom : 1.0f));
float penalty_dist;
{
float penalty[2];
uvedit_pixel_to_float(sima, limit, 0.05f);
uvedit_pixel_to_float(sima, penalty, 5.0f / (sima ? sima->zoom : 1.0f));
penalty_dist = len_v2(penalty);
}
/* retrieve operation mode */
if (ts->uv_flag & UV_SYNC_SELECTION) {
@ -2026,8 +2060,7 @@ static int uv_mouse_select(bContext *C, const float co[2], bool extend, bool loo
/* find nearest element */
if (loop) {
/* find edge */
uv_find_nearest_edge(scene, ima, obedit, em, co, &hit);
if (hit.efa == NULL) {
if (!uv_find_nearest_edge(scene, ima, obedit, co, &hit)) {
return OPERATOR_CANCELLED;
}
@ -2035,8 +2068,7 @@ static int uv_mouse_select(bContext *C, const float co[2], bool extend, bool loo
}
else if (selectmode == UV_SELECT_VERTEX) {
/* find vertex */
uv_find_nearest_vert(scene, ima, obedit, em, co, penalty, &hit);
if (hit.efa == NULL) {
if (!uv_find_nearest_vert(scene, ima, obedit, co, penalty_dist, &hit)) {
return OPERATOR_CANCELLED;
}
@ -2052,8 +2084,7 @@ static int uv_mouse_select(bContext *C, const float co[2], bool extend, bool loo
}
else if (selectmode == UV_SELECT_EDGE) {
/* find edge */
uv_find_nearest_edge(scene, ima, obedit, em, co, &hit);
if (hit.efa == NULL) {
if (!uv_find_nearest_edge(scene, ima, obedit, co, &hit)) {
return OPERATOR_CANCELLED;
}
@ -2071,11 +2102,10 @@ static int uv_mouse_select(bContext *C, const float co[2], bool extend, bool loo
}
else if (selectmode == UV_SELECT_FACE) {
/* find face */
uv_find_nearest_face(scene, ima, obedit, em, co, &hit);
if (hit.efa == NULL) {
if (!uv_find_nearest_face(scene, ima, obedit, co, &hit)) {
return OPERATOR_CANCELLED;
}
/* make active */
BM_mesh_active_face_set(em->bm, hit.efa);
@ -2092,9 +2122,7 @@ static int uv_mouse_select(bContext *C, const float co[2], bool extend, bool loo
hitlen = hit.efa->len;
}
else if (selectmode == UV_SELECT_ISLAND) {
uv_find_nearest_edge(scene, ima, obedit, em, co, &hit);
if (hit.efa == NULL) {
if (!uv_find_nearest_edge(scene, ima, obedit, co, &hit)) {
return OPERATOR_CANCELLED;
}
@ -2331,7 +2359,7 @@ static int uv_select_linked_internal(bContext *C, wmOperator *op, const wmEvent
int extend;
bool select_faces = (ts->uv_flag & UV_SYNC_SELECTION) && (ts->selectmode & SCE_SELECT_FACE);
NearestHit hit, *hit_p = NULL;
UvNearestHit hit = UV_NEAREST_HIT_INIT;
if ((ts->uv_flag & UV_SYNC_SELECTION) && !(ts->selectmode & SCE_SELECT_FACE)) {
BKE_report(op->reports, RPT_ERROR, "Select linked only works in face select mode when sync selection is enabled");
@ -2356,11 +2384,12 @@ static int uv_select_linked_internal(bContext *C, wmOperator *op, const wmEvent
RNA_float_get_array(op->ptr, "location", co);
}
uv_find_nearest_edge(scene, ima, obedit, em, co, &hit);
hit_p = &hit;
if (!uv_find_nearest_edge(scene, ima, obedit, co, &hit)) {
return OPERATOR_CANCELLED;
}
}
uv_select_linked(scene, ima, obedit, em, limit, hit_p, extend, select_faces);
uv_select_linked(scene, ima, obedit, em, limit, pick ? &hit : NULL, extend, select_faces);
DEG_id_tag_update(obedit->data, 0);
WM_event_add_notifier(C, NC_GEOM | ND_SELECT, obedit->data);

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@ -2127,16 +2127,16 @@ static void stitch_select(bContext *C, Scene *scene, const wmEvent *event, Stitc
{
/* add uv under mouse to processed uv's */
float co[2];
NearestHit hit;
UvNearestHit hit = UV_NEAREST_HIT_INIT;
ARegion *ar = CTX_wm_region(C);
Image *ima = CTX_data_edit_image(C);
UI_view2d_region_to_view(&ar->v2d, event->mval[0], event->mval[1], &co[0], &co[1]);
if (state->mode == STITCH_VERT) {
uv_find_nearest_vert(scene, ima, state->obedit, state->em, co, NULL, &hit);
if (hit.efa) {
if (uv_find_nearest_vert(
scene, ima, state->obedit, co, 0.0f, &hit))
{
/* Add vertex to selection, deselect all common uv's of vert other
* than selected and update the preview. This behavior was decided so that
* you can do stuff like deselect the opposite stitchable vertex and the initial still gets deselected */
@ -2148,9 +2148,9 @@ static void stitch_select(bContext *C, Scene *scene, const wmEvent *event, Stitc
}
}
else {
uv_find_nearest_edge(scene, ima, state->obedit, state->em, co, &hit);
if (hit.efa) {
if (uv_find_nearest_edge(
scene, ima, state->obedit, co, &hit))
{
UvEdge *edge = uv_edge_get(hit.l, state);
stitch_select_edge(edge, state, false);
}