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
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@ -372,6 +372,194 @@ typedef enum eUVWeldAlign {
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UV_WELD,
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} eUVWeldAlign;
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static bool uvedit_uv_align_weld(Scene *scene,
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BMesh *bm,
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const eUVWeldAlign tool,
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const float cent[2])
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{
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bool changed = false;
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const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
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BMIter iter;
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BMFace *efa;
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BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
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if (!uvedit_face_visible_test(scene, efa)) {
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continue;
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}
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BMIter liter;
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BMLoop *l;
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BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
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if (!uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
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continue;
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}
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MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
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if (ELEM(tool, UV_ALIGN_X, UV_WELD)) {
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if (luv->uv[0] != cent[0]) {
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luv->uv[0] = cent[0];
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changed = true;
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}
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}
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if (ELEM(tool, UV_ALIGN_Y, UV_WELD)) {
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if (luv->uv[1] != cent[1]) {
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luv->uv[1] = cent[1];
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changed = true;
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}
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}
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}
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}
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return changed;
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}
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static bool uvedit_uv_straighten(Scene *scene, BMesh *bm, eUVWeldAlign tool)
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{
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bool changed = false;
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BMEdge *eed;
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BMLoop *l;
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BMVert *eve;
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BMVert *eve_start;
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BMIter iter, liter, eiter;
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const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
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/* clear tag */
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BM_mesh_elem_hflag_disable_all(bm, BM_VERT, BM_ELEM_TAG, false);
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/* tag verts with a selected UV */
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BM_ITER_MESH (eve, &iter, bm, BM_VERTS_OF_MESH) {
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BM_ITER_ELEM (l, &liter, eve, BM_LOOPS_OF_VERT) {
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if (!uvedit_face_visible_test(scene, l->f)) {
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continue;
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}
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if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
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BM_elem_flag_enable(eve, BM_ELEM_TAG);
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break;
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}
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}
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}
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/* flush vertex tags to edges */
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BM_ITER_MESH (eed, &iter, bm, BM_EDGES_OF_MESH) {
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BM_elem_flag_set(
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eed,
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BM_ELEM_TAG,
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(BM_elem_flag_test(eed->v1, BM_ELEM_TAG) && BM_elem_flag_test(eed->v2, BM_ELEM_TAG)));
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}
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/* find a vertex with only one tagged edge */
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eve_start = NULL;
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BM_ITER_MESH (eve, &iter, bm, BM_VERTS_OF_MESH) {
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int tot_eed_tag = 0;
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BM_ITER_ELEM (eed, &eiter, eve, BM_EDGES_OF_VERT) {
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if (BM_elem_flag_test(eed, BM_ELEM_TAG)) {
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tot_eed_tag++;
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}
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}
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if (tot_eed_tag == 1) {
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eve_start = eve;
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break;
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}
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}
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if (!eve_start) {
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return false;
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}
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BMVert **eve_line = NULL;
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BMVert *eve_next = NULL;
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BLI_array_declare(eve_line);
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int i;
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eve = eve_start;
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/* walk over edges, building an array of verts in a line */
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while (eve) {
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BLI_array_append(eve_line, eve);
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/* don't touch again */
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BM_elem_flag_disable(eve, BM_ELEM_TAG);
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eve_next = NULL;
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/* find next eve */
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BM_ITER_ELEM (eed, &eiter, eve, BM_EDGES_OF_VERT) {
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if (BM_elem_flag_test(eed, BM_ELEM_TAG)) {
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BMVert *eve_other = BM_edge_other_vert(eed, eve);
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if (BM_elem_flag_test(eve_other, BM_ELEM_TAG)) {
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/* this is a tagged vert we didn't walk over yet, step onto it */
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eve_next = eve_other;
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break;
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}
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}
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}
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eve = eve_next;
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}
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/* now we have all verts, make into a line */
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if (BLI_array_len(eve_line) > 2) {
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/* we know the returns from these must be valid */
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const float *uv_start = uvedit_first_selected_uv_from_vertex(
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scene, eve_line[0], cd_loop_uv_offset);
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const float *uv_end = uvedit_first_selected_uv_from_vertex(
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scene, eve_line[BLI_array_len(eve_line) - 1], cd_loop_uv_offset);
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/* For UV_STRAIGHTEN_X & UV_STRAIGHTEN_Y modes */
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float a = 0.0f;
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eUVWeldAlign tool_local = tool;
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if (tool_local == UV_STRAIGHTEN_X) {
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if (uv_start[1] == uv_end[1]) {
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tool_local = UV_STRAIGHTEN;
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}
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else {
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a = (uv_end[0] - uv_start[0]) / (uv_end[1] - uv_start[1]);
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}
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}
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else if (tool_local == UV_STRAIGHTEN_Y) {
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if (uv_start[0] == uv_end[0]) {
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tool_local = UV_STRAIGHTEN;
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}
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else {
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a = (uv_end[1] - uv_start[1]) / (uv_end[0] - uv_start[0]);
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}
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}
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/* go over all verts except for endpoints */
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for (i = 0; i < BLI_array_len(eve_line); i++) {
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BM_ITER_ELEM (l, &liter, eve_line[i], BM_LOOPS_OF_VERT) {
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if (!uvedit_face_visible_test(scene, l->f)) {
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continue;
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}
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if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
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MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
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/* Projection of point (x, y) over line (x1, y1, x2, y2) along X axis:
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* new_y = (y2 - y1) / (x2 - x1) * (x - x1) + y1
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* Maybe this should be a BLI func? Or is it already existing?
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* Could use interp_v2_v2v2, but not sure it's worth it here. */
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if (tool_local == UV_STRAIGHTEN_X) {
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luv->uv[0] = a * (luv->uv[1] - uv_start[1]) + uv_start[0];
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}
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else if (tool_local == UV_STRAIGHTEN_Y) {
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luv->uv[1] = a * (luv->uv[0] - uv_start[0]) + uv_start[1];
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}
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else {
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closest_to_line_segment_v2(luv->uv, luv->uv, uv_start, uv_end);
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}
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changed = true;
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}
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}
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}
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}
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else {
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/* error - not a line, needs 3+ points. */
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}
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MEM_SAFE_FREE(eve_line);
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return changed;
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}
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static void uv_weld_align(bContext *C, eUVWeldAlign tool)
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{
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Scene *scene = CTX_data_scene(C);
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@ -429,194 +617,12 @@ static void uv_weld_align(bContext *C, eUVWeldAlign tool)
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continue;
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}
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const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
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if (ELEM(tool, UV_ALIGN_X, UV_WELD)) {
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BMIter iter, liter;
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BMFace *efa;
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BMLoop *l;
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BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
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if (!uvedit_face_visible_test(scene, efa)) {
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continue;
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}
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BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
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if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
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MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
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luv->uv[0] = cent[0];
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changed = true;
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}
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}
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}
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}
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if (ELEM(tool, UV_ALIGN_Y, UV_WELD)) {
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BMIter iter, liter;
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BMFace *efa;
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BMLoop *l;
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BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
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if (!uvedit_face_visible_test(scene, efa)) {
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continue;
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}
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BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
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if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
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MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
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luv->uv[1] = cent[1];
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changed = true;
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}
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}
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}
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if (ELEM(tool, UV_ALIGN_AUTO, UV_ALIGN_X, UV_ALIGN_Y, UV_WELD)) {
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changed |= uvedit_uv_align_weld(scene, em->bm, tool, cent);
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}
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if (ELEM(tool, UV_STRAIGHTEN, UV_STRAIGHTEN_X, UV_STRAIGHTEN_Y)) {
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BMEdge *eed;
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BMLoop *l;
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BMVert *eve;
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BMVert *eve_start;
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BMIter iter, liter, eiter;
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/* clear tag */
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BM_mesh_elem_hflag_disable_all(em->bm, BM_VERT, BM_ELEM_TAG, false);
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/* tag verts with a selected UV */
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BM_ITER_MESH (eve, &iter, em->bm, BM_VERTS_OF_MESH) {
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BM_ITER_ELEM (l, &liter, eve, BM_LOOPS_OF_VERT) {
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if (!uvedit_face_visible_test(scene, l->f)) {
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continue;
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}
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if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
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BM_elem_flag_enable(eve, BM_ELEM_TAG);
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break;
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}
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}
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}
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/* flush vertex tags to edges */
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BM_ITER_MESH (eed, &iter, em->bm, BM_EDGES_OF_MESH) {
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BM_elem_flag_set(
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eed,
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BM_ELEM_TAG,
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(BM_elem_flag_test(eed->v1, BM_ELEM_TAG) && BM_elem_flag_test(eed->v2, BM_ELEM_TAG)));
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}
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/* find a vertex with only one tagged edge */
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eve_start = NULL;
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BM_ITER_MESH (eve, &iter, em->bm, BM_VERTS_OF_MESH) {
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int tot_eed_tag = 0;
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BM_ITER_ELEM (eed, &eiter, eve, BM_EDGES_OF_VERT) {
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if (BM_elem_flag_test(eed, BM_ELEM_TAG)) {
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tot_eed_tag++;
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}
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}
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if (tot_eed_tag == 1) {
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eve_start = eve;
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break;
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}
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}
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if (eve_start) {
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BMVert **eve_line = NULL;
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BMVert *eve_next = NULL;
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BLI_array_declare(eve_line);
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int i;
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eve = eve_start;
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/* walk over edges, building an array of verts in a line */
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while (eve) {
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BLI_array_append(eve_line, eve);
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/* don't touch again */
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BM_elem_flag_disable(eve, BM_ELEM_TAG);
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eve_next = NULL;
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/* find next eve */
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BM_ITER_ELEM (eed, &eiter, eve, BM_EDGES_OF_VERT) {
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if (BM_elem_flag_test(eed, BM_ELEM_TAG)) {
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BMVert *eve_other = BM_edge_other_vert(eed, eve);
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if (BM_elem_flag_test(eve_other, BM_ELEM_TAG)) {
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/* this is a tagged vert we didn't walk over yet, step onto it */
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eve_next = eve_other;
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break;
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}
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}
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}
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eve = eve_next;
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}
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/* now we have all verts, make into a line */
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if (BLI_array_len(eve_line) > 2) {
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/* we know the returns from these must be valid */
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const float *uv_start = uvedit_first_selected_uv_from_vertex(
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scene, eve_line[0], cd_loop_uv_offset);
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const float *uv_end = uvedit_first_selected_uv_from_vertex(
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scene, eve_line[BLI_array_len(eve_line) - 1], cd_loop_uv_offset);
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/* For UV_STRAIGHTEN_X & UV_STRAIGHTEN_Y modes */
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float a = 0.0f;
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eUVWeldAlign tool_local = tool;
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if (tool_local == UV_STRAIGHTEN_X) {
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if (uv_start[1] == uv_end[1]) {
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tool_local = UV_STRAIGHTEN;
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}
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else {
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a = (uv_end[0] - uv_start[0]) / (uv_end[1] - uv_start[1]);
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}
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}
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else if (tool_local == UV_STRAIGHTEN_Y) {
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if (uv_start[0] == uv_end[0]) {
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tool_local = UV_STRAIGHTEN;
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}
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else {
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a = (uv_end[1] - uv_start[1]) / (uv_end[0] - uv_start[0]);
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}
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}
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/* go over all verts except for endpoints */
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for (i = 0; i < BLI_array_len(eve_line); i++) {
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BM_ITER_ELEM (l, &liter, eve_line[i], BM_LOOPS_OF_VERT) {
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if (!uvedit_face_visible_test(scene, l->f)) {
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continue;
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}
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if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
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MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
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/* Projection of point (x, y) over line (x1, y1, x2, y2) along X axis:
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* new_y = (y2 - y1) / (x2 - x1) * (x - x1) + y1
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* Maybe this should be a BLI func? Or is it already existing?
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* Could use interp_v2_v2v2, but not sure it's worth it here. */
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if (tool_local == UV_STRAIGHTEN_X) {
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luv->uv[0] = a * (luv->uv[1] - uv_start[1]) + uv_start[0];
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}
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else if (tool_local == UV_STRAIGHTEN_Y) {
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luv->uv[1] = a * (luv->uv[0] - uv_start[0]) + uv_start[1];
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}
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else {
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closest_to_line_segment_v2(luv->uv, luv->uv, uv_start, uv_end);
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}
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changed = true;
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}
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}
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}
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}
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else {
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/* error - not a line, needs 3+ points. */
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}
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if (eve_line) {
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MEM_freeN(eve_line);
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}
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}
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else {
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/* error - can't find an endpoint. */
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}
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changed |= uvedit_uv_straighten(scene, em->bm, tool);
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}
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if (changed) {
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