Fix T46529: Unwrap UV w/ use-subsurf fails

Regression since moving to looptri.
This commit is contained in:
Campbell Barton 2015-10-19 22:15:03 +11:00
parent 67e1c97350
commit 2b12cf40a1
Notes: blender-bot 2023-02-14 08:31:11 +01:00
Referenced by issue #46529, Unwrap UV with "use subdivision modifier" does not work
1 changed files with 27 additions and 24 deletions

View File

@ -344,7 +344,8 @@ static ParamHandle *construct_param_handle_subsurfed(Scene *scene, Object *ob, B
{
ParamHandle *handle;
/* index pointers */
MFace *face;
MPoly *mpoly;
MLoop *mloop;
MEdge *edge;
int i;
@ -356,11 +357,12 @@ static ParamHandle *construct_param_handle_subsurfed(Scene *scene, Object *ob, B
/* Used to hold subsurfed Mesh */
DerivedMesh *derivedMesh, *initialDerived;
/* holds original indices for subsurfed mesh */
const int *origVertIndices, *origEdgeIndices, *origFaceIndices, *origPolyIndices;
const int *origVertIndices, *origEdgeIndices, *origPolyIndices;
/* Holds vertices of subsurfed mesh */
MVert *subsurfedVerts;
MEdge *subsurfedEdges;
MFace *subsurfedFaces;
MPoly *subsurfedPolys;
MLoop *subsurfedLoops;
/* number of vertices and faces for subsurfed mesh*/
int numOfEdges, numOfFaces;
@ -398,15 +400,15 @@ static ParamHandle *construct_param_handle_subsurfed(Scene *scene, Object *ob, B
/* get the derived data */
subsurfedVerts = derivedMesh->getVertArray(derivedMesh);
subsurfedEdges = derivedMesh->getEdgeArray(derivedMesh);
subsurfedFaces = derivedMesh->getTessFaceArray(derivedMesh);
subsurfedPolys = derivedMesh->getPolyArray(derivedMesh);
subsurfedLoops = derivedMesh->getLoopArray(derivedMesh);
origVertIndices = derivedMesh->getVertDataArray(derivedMesh, CD_ORIGINDEX);
origEdgeIndices = derivedMesh->getEdgeDataArray(derivedMesh, CD_ORIGINDEX);
origFaceIndices = derivedMesh->getTessFaceDataArray(derivedMesh, CD_ORIGINDEX);
origPolyIndices = derivedMesh->getPolyDataArray(derivedMesh, CD_ORIGINDEX);
numOfEdges = derivedMesh->getNumEdges(derivedMesh);
numOfFaces = derivedMesh->getNumTessFaces(derivedMesh);
numOfFaces = derivedMesh->getNumPolys(derivedMesh);
faceMap = MEM_mallocN(numOfFaces * sizeof(BMFace *), "unwrap_edit_face_map");
@ -415,7 +417,7 @@ static ParamHandle *construct_param_handle_subsurfed(Scene *scene, Object *ob, B
/* map subsurfed faces to original editFaces */
for (i = 0; i < numOfFaces; i++)
faceMap[i] = BM_face_at_index(em->bm, DM_origindex_mface_mpoly(origFaceIndices, origPolyIndices, i));
faceMap[i] = BM_face_at_index(em->bm, origPolyIndices[i]);
edgeMap = MEM_mallocN(numOfEdges * sizeof(BMEdge *), "unwrap_edit_edge_map");
@ -427,15 +429,13 @@ static ParamHandle *construct_param_handle_subsurfed(Scene *scene, Object *ob, B
}
/* Prepare and feed faces to the solver */
for (i = 0; i < numOfFaces; i++) {
for (i = 0, mpoly = subsurfedPolys; i < numOfFaces; i++, mpoly++) {
ParamKey key, vkeys[4];
ParamBool pin[4], select[4];
float *co[4];
float *uv[4];
BMFace *origFace = faceMap[i];
face = subsurfedFaces + i;
if (scene->toolsettings->uv_flag & UV_SYNC_SELECTION) {
if (BM_elem_flag_test(origFace, BM_ELEM_HIDDEN))
continue;
@ -445,24 +445,27 @@ static ParamHandle *construct_param_handle_subsurfed(Scene *scene, Object *ob, B
continue;
}
/* We will not check for v4 here. Subsurfed mfaces always have 4 vertices. */
key = (ParamKey)face;
vkeys[0] = (ParamKey)face->v1;
vkeys[1] = (ParamKey)face->v2;
vkeys[2] = (ParamKey)face->v3;
vkeys[3] = (ParamKey)face->v4;
mloop = &subsurfedLoops[mpoly->loopstart];
co[0] = subsurfedVerts[face->v1].co;
co[1] = subsurfedVerts[face->v2].co;
co[2] = subsurfedVerts[face->v3].co;
co[3] = subsurfedVerts[face->v4].co;
/* We will not check for v4 here. Subsurfed mfaces always have 4 vertices. */
BLI_assert(mpoly->totloop == 4);
key = (ParamKey)mpoly;
vkeys[0] = (ParamKey)mloop[0].v;
vkeys[1] = (ParamKey)mloop[1].v;
vkeys[2] = (ParamKey)mloop[2].v;
vkeys[3] = (ParamKey)mloop[3].v;
co[0] = subsurfedVerts[mloop[0].v].co;
co[1] = subsurfedVerts[mloop[1].v].co;
co[2] = subsurfedVerts[mloop[2].v].co;
co[3] = subsurfedVerts[mloop[3].v].co;
/* This is where all the magic is done. If the vertex exists in the, we pass the original uv pointer to the solver, thus
* flushing the solution to the edit mesh. */
texface_from_original_index(origFace, origVertIndices[face->v1], &uv[0], &pin[0], &select[0], scene, cd_loop_uv_offset);
texface_from_original_index(origFace, origVertIndices[face->v2], &uv[1], &pin[1], &select[1], scene, cd_loop_uv_offset);
texface_from_original_index(origFace, origVertIndices[face->v3], &uv[2], &pin[2], &select[2], scene, cd_loop_uv_offset);
texface_from_original_index(origFace, origVertIndices[face->v4], &uv[3], &pin[3], &select[3], scene, cd_loop_uv_offset);
texface_from_original_index(origFace, origVertIndices[mloop[0].v], &uv[0], &pin[0], &select[0], scene, cd_loop_uv_offset);
texface_from_original_index(origFace, origVertIndices[mloop[1].v], &uv[1], &pin[1], &select[1], scene, cd_loop_uv_offset);
texface_from_original_index(origFace, origVertIndices[mloop[2].v], &uv[2], &pin[2], &select[2], scene, cd_loop_uv_offset);
texface_from_original_index(origFace, origVertIndices[mloop[3].v], &uv[3], &pin[3], &select[3], scene, cd_loop_uv_offset);
param_face_add(handle, key, 4, vkeys, co, uv, pin, select, NULL);
}