UV: Improve UV Straighten operator

Improves UV Straighten in several ways:
- Operate on entire selection.
- One straighten for each selected island.
- Prefers pins to anchor the endpoints of the resulting line.

Differential Revision: D15121
Resolves: T78553
This commit is contained in:
Chris Blackbourn 2022-07-01 14:21:48 +12:00
parent 929811df63
commit 9dd27a2c87
1 changed files with 118 additions and 118 deletions

View File

@ -411,152 +411,152 @@ static bool uvedit_uv_align_weld(Scene *scene,
return changed;
}
static bool uvedit_uv_straighten(Scene *scene, BMesh *bm, eUVWeldAlign tool)
/* Bitwise-or together, then choose MLoopUV with highest value. */
typedef enum eUVEndPointPrecedence {
UVEP_INVALID = 0,
UVEP_SELECTED = (1 << 0),
UVEP_PINNED = (1 << 1), /* i.e. Pinned verts are preferred to selected. */
} eUVEndPointPrecedence;
static eUVEndPointPrecedence uvedit_line_update_get_precedence(const MLoopUV *luv)
{
bool changed = false;
BMEdge *eed;
BMLoop *l;
BMVert *eve;
BMVert *eve_start;
BMIter iter, liter, eiter;
eUVEndPointPrecedence precedence = UVEP_SELECTED;
if (luv->flag & MLOOPUV_PINNED) {
precedence |= UVEP_PINNED;
}
return precedence;
}
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
/* Helper to find two endpoints (`a` and `b`) which have higher precedence, and are far apart.
* Note that is only a heuristic and won't always find the best two endpoints.
*/
static bool uvedit_line_update_endpoint(const MLoopUV *luv,
float uv_a[2],
eUVEndPointPrecedence *prec_a,
float uv_b[2],
eUVEndPointPrecedence *prec_b)
{
eUVEndPointPrecedence flags = uvedit_line_update_get_precedence(luv);
/* clear tag */
BM_mesh_elem_hflag_disable_all(bm, BM_VERT, BM_ELEM_TAG, false);
float len_sq_a = len_squared_v2v2(uv_a, luv->uv);
float len_sq_b = len_squared_v2v2(uv_b, luv->uv);
/* 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;
}
/* Caching the value of `len_sq_ab` is unlikely to be faster than recalculating.
* Profile before optmizing. */
float len_sq_ab = len_squared_v2v2(uv_a, uv_b);
if (uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
BM_elem_flag_enable(eve, BM_ELEM_TAG);
break;
}
}
if ((*prec_a < flags && 0.0f < len_sq_b) || (*prec_a == flags && len_sq_ab < len_sq_b)) {
*prec_a = flags;
copy_v2_v2(uv_a, luv->uv);
return true;
}
/* 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)));
if ((*prec_b < flags && 0.0f < len_sq_a) || (*prec_b == flags && len_sq_ab < len_sq_a)) {
*prec_b = flags;
copy_v2_v2(uv_b, luv->uv);
return true;
}
/* 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++;
}
}
return false;
}
if (tot_eed_tag == 1) {
eve_start = eve;
/* Find two end extreme points to specify a line, then straighten `len` elements
* by moving UVs on the X-axis, Y-axis, or the closest point on the line segment.
*/
static bool uvedit_uv_straighten_elements(const UvElement *element,
const int len,
const int cd_loop_uv_offset,
const eUVWeldAlign tool)
{
float uv_start[2];
float uv_end[2];
eUVEndPointPrecedence prec_start = UVEP_INVALID;
eUVEndPointPrecedence prec_end = UVEP_INVALID;
/* Find start and end of line. */
for (int i = 0; i < 10; i++) { /* Heuristic to prevent infinite loop. */
bool update = false;
for (int j = 0; j < len; j++) {
MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(element[j].l, cd_loop_uv_offset);
update |= uvedit_line_update_endpoint(luv, uv_start, &prec_start, uv_end, &prec_end);
}
if (!update) {
break;
}
}
if (!eve_start) {
return false;
if (prec_start == UVEP_INVALID || prec_end == UVEP_INVALID) {
return false; /* Unable to find two endpoints. */
}
BMVert **eve_line = NULL;
BMVert *eve_next = NULL;
BLI_array_declare(eve_line);
int i;
eve = eve_start;
float a = 0.0f; /* Similar to "slope". */
eUVWeldAlign tool_local = tool;
/* 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;
}
}
if (tool_local == UV_STRAIGHTEN_X) {
if (uv_start[1] == uv_end[1]) {
/* Caution, different behavior outside line segment. */
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]) {
/* Caution, different behavior outside line segment. */
tool_local = UV_STRAIGHTEN;
}
else {
a = (uv_end[1] - uv_start[1]) / (uv_end[0] - uv_start[0]);
}
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;
bool changed = false;
for (int j = 0; j < len; j++) {
MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(element[j].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) {
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]);
}
luv->uv[0] = a * (luv->uv[1] - uv_start[1]) + uv_start[0];
}
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]);
}
luv->uv[1] = a * (luv->uv[0] - uv_start[0]) + uv_start[1];
}
/* 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 {
closest_to_line_segment_v2(luv->uv, luv->uv, uv_start, uv_end);
}
changed = true; /* TODO: Did the UV actually move? */
}
else {
/* error - not a line, needs 3+ points. */
return changed;
}
/* Group selected UVs into islands, then apply uvedit_uv_straighten_elements to each island. */
static bool uvedit_uv_straighten(Scene *scene, BMesh *bm, eUVWeldAlign tool)
{
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
if (cd_loop_uv_offset == -1) {
return false;
}
MEM_SAFE_FREE(eve_line);
UvElementMap *element_map = BM_uv_element_map_create(bm, scene, false, true, false, true);
if (element_map == NULL) {
return false;
}
bool changed = false;
/* Loop backwards to simplify logic. */
int j1 = element_map->totalUVs;
for (int i = element_map->totalIslands - 1; i >= 0; --i) {
int j0 = element_map->islandIndices[i];
changed |= uvedit_uv_straighten_elements(
element_map->buf + j0, j1 - j0, cd_loop_uv_offset, tool);
j1 = j0;
}
BM_uv_element_map_free(element_map);
return changed;
}