Cleanup(UV): Refactor UV Align and UV Straighten (No user visible changes)

Move functionality into uvedit_uv_align_weld and uvedit_uv_straighten.

Prep for D15121
This commit is contained in:
Chris Blackbourn 2022-06-27 14:40:49 +12:00
parent f4a9a3767e
commit 929811df63
1 changed files with 191 additions and 185 deletions

View File

@ -372,6 +372,194 @@ typedef enum eUVWeldAlign {
UV_WELD,
} eUVWeldAlign;
static bool uvedit_uv_align_weld(Scene *scene,
BMesh *bm,
const eUVWeldAlign tool,
const float cent[2])
{
bool changed = false;
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
BMIter iter;
BMFace *efa;
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
if (!uvedit_face_visible_test(scene, efa)) {
continue;
}
BMIter liter;
BMLoop *l;
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
if (!uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
continue;
}
MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
if (ELEM(tool, UV_ALIGN_X, UV_WELD)) {
if (luv->uv[0] != cent[0]) {
luv->uv[0] = cent[0];
changed = true;
}
}
if (ELEM(tool, UV_ALIGN_Y, UV_WELD)) {
if (luv->uv[1] != cent[1]) {
luv->uv[1] = cent[1];
changed = true;
}
}
}
}
return changed;
}
static bool uvedit_uv_straighten(Scene *scene, BMesh *bm, eUVWeldAlign tool)
{
bool changed = false;
BMEdge *eed;
BMLoop *l;
BMVert *eve;
BMVert *eve_start;
BMIter iter, liter, eiter;
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
/* clear tag */
BM_mesh_elem_hflag_disable_all(bm, BM_VERT, BM_ELEM_TAG, false);
/* 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;
}
if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
BM_elem_flag_enable(eve, BM_ELEM_TAG);
break;
}
}
}
/* 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)));
}
/* 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++;
}
}
if (tot_eed_tag == 1) {
eve_start = eve;
break;
}
}
if (!eve_start) {
return false;
}
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);
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;
}
}
}
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;
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]);
}
}
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]);
}
}
/* 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;
}
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;
}
}
}
}
else {
/* error - not a line, needs 3+ points. */
}
MEM_SAFE_FREE(eve_line);
return changed;
}
static void uv_weld_align(bContext *C, eUVWeldAlign tool)
{
Scene *scene = CTX_data_scene(C);
@ -429,194 +617,12 @@ static void uv_weld_align(bContext *C, eUVWeldAlign tool)
continue;
}
const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
if (ELEM(tool, UV_ALIGN_X, UV_WELD)) {
BMIter iter, liter;
BMFace *efa;
BMLoop *l;
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
if (!uvedit_face_visible_test(scene, efa)) {
continue;
}
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
luv->uv[0] = cent[0];
changed = true;
}
}
}
}
if (ELEM(tool, UV_ALIGN_Y, UV_WELD)) {
BMIter iter, liter;
BMFace *efa;
BMLoop *l;
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
if (!uvedit_face_visible_test(scene, efa)) {
continue;
}
BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
luv->uv[1] = cent[1];
changed = true;
}
}
}
if (ELEM(tool, UV_ALIGN_AUTO, UV_ALIGN_X, UV_ALIGN_Y, UV_WELD)) {
changed |= uvedit_uv_align_weld(scene, em->bm, tool, cent);
}
if (ELEM(tool, UV_STRAIGHTEN, UV_STRAIGHTEN_X, UV_STRAIGHTEN_Y)) {
BMEdge *eed;
BMLoop *l;
BMVert *eve;
BMVert *eve_start;
BMIter iter, liter, eiter;
/* clear tag */
BM_mesh_elem_hflag_disable_all(em->bm, BM_VERT, BM_ELEM_TAG, false);
/* tag verts with a selected UV */
BM_ITER_MESH (eve, &iter, em->bm, BM_VERTS_OF_MESH) {
BM_ITER_ELEM (l, &liter, eve, BM_LOOPS_OF_VERT) {
if (!uvedit_face_visible_test(scene, l->f)) {
continue;
}
if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
BM_elem_flag_enable(eve, BM_ELEM_TAG);
break;
}
}
}
/* flush vertex tags to edges */
BM_ITER_MESH (eed, &iter, em->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)));
}
/* find a vertex with only one tagged edge */
eve_start = NULL;
BM_ITER_MESH (eve, &iter, em->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++;
}
}
if (tot_eed_tag == 1) {
eve_start = eve;
break;
}
}
if (eve_start) {
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);
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;
}
}
}
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;
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]);
}
}
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]);
}
}
/* 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;
}
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;
}
}
}
}
else {
/* error - not a line, needs 3+ points. */
}
if (eve_line) {
MEM_freeN(eve_line);
}
}
else {
/* error - can't find an endpoint. */
}
changed |= uvedit_uv_straighten(scene, em->bm, tool);
}
if (changed) {