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