Add BKE_mesh_calc_islands_loop_poly_uvmap and use it in new OSD UV subdiv.
Also renamed BKE_mesh_calc_islands_loop_poly_uv to BKE_mesh_calc_islands_loop_poly_edgeseam, to avoid confusion...
This commit is contained in:
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Notes:
blender-bot
2023-02-14 07:44:23 +01:00
Referenced by issue #48920, Motion Paths calculate is wrong
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@ -191,13 +191,21 @@ typedef bool (*MeshRemapIslandsCalc)(
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/* Above vert/UV mapping stuff does not do what we need here, but does things we do not need here.
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* So better keep them separated for now, I think.
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*/
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bool BKE_mesh_calc_islands_loop_poly_uv(
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bool BKE_mesh_calc_islands_loop_poly_edgeseam(
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struct MVert *verts, const int totvert,
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struct MEdge *edges, const int totedge,
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struct MPoly *polys, const int totpoly,
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struct MLoop *loops, const int totloop,
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MeshIslandStore *r_island_store);
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bool BKE_mesh_calc_islands_loop_poly_uvmap(
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struct MVert *verts, const int totvert,
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struct MEdge *edges, const int totedge,
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struct MPoly *polys, const int totpoly,
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struct MLoop *loops, const int totloop,
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const struct MLoopUV *luvs,
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MeshIslandStore *r_island_store);
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int *BKE_mesh_calc_smoothgroups(
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const struct MEdge *medge, const int totedge,
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const struct MPoly *mpoly, const int totpoly,
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@ -322,11 +322,12 @@ static void conv_dm_precalc_uv_layer(const OpenSubdiv_Converter *converter,
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}
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/* Calculate islands connectivity of the UVs. */
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BKE_mesh_calc_islands_loop_poly_uv(
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BKE_mesh_calc_islands_loop_poly_uvmap(
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storage->mvert, dm->getNumVerts(dm),
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storage->medge, dm->getNumEdges(dm),
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storage->mpoly, dm->getNumPolys(dm),
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storage->mloop, dm->getNumLoops(dm),
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mloopuv,
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&storage->island_store);
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/* Here we "weld" duplicated vertices from island to the same UV value.
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@ -356,7 +356,7 @@ static MeshRemapIslandsCalc data_transfer_get_loop_islands_generator(const int c
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{
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switch (cddata_type) {
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case CD_FAKE_UV:
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return BKE_mesh_calc_islands_loop_poly_uv;
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return BKE_mesh_calc_islands_loop_poly_edgeseam;
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default:
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break;
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}
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@ -593,12 +593,12 @@ void BKE_mesh_origindex_map_create_looptri(
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*/
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typedef bool (*MeshRemap_CheckIslandBoundary)(
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const struct MPoly *mpoly, const struct MLoop *mloop, const struct MEdge *medge,
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const int nbr_egde_users);
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const int nbr_egde_users, void *user_data);
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static void poly_edge_loop_islands_calc(
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const MEdge *medge, const int totedge, const MPoly *mpoly, const int totpoly,
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const MLoop *mloop, const int totloop, MeshElemMap *edge_poly_map,
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const bool use_bitflags, MeshRemap_CheckIslandBoundary edge_boundary_check,
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const bool use_bitflags, MeshRemap_CheckIslandBoundary edge_boundary_check, void *edge_boundary_check_data,
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int **r_poly_groups, int *r_totgroup, BLI_bitmap **r_edge_borders, int *r_totedgeborder)
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{
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int *poly_groups;
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@ -680,7 +680,7 @@ static void poly_edge_loop_islands_calc(
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const MeshElemMap *map_ele = &edge_poly_map[me_idx];
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const int *p = map_ele->indices;
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int i = map_ele->count;
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if (!edge_boundary_check(mp, ml, me, i)) {
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if (!edge_boundary_check(mp, ml, me, i, edge_boundary_check_data)) {
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for (; i--; p++) {
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/* if we meet other non initialized its a bug */
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BLI_assert(ELEM(poly_groups[*p], 0, poly_group_id));
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@ -772,7 +772,7 @@ static void poly_edge_loop_islands_calc(
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}
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static bool poly_is_island_boundary_smooth_cb(
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const MPoly *mp, const MLoop *UNUSED(ml), const MEdge *me, const int nbr_egde_users)
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const MPoly *mp, const MLoop *UNUSED(ml), const MEdge *me, const int nbr_egde_users, void *UNUSED(user_data))
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{
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/* Edge is sharp if its poly is sharp, or edge itself is sharp, or edge is not used by exactly two polygons. */
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return (!(mp->flag & ME_SMOOTH) || (me->flag & ME_SHARP) || (nbr_egde_users != 2));
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@ -795,7 +795,7 @@ int *BKE_mesh_calc_smoothgroups(const MEdge *medge, const int totedge,
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poly_edge_loop_islands_calc(
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medge, totedge, mpoly, totpoly, mloop, totloop, NULL, use_bitflags,
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poly_is_island_boundary_smooth_cb, &poly_groups, r_totgroup, NULL, NULL);
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poly_is_island_boundary_smooth_cb, NULL, &poly_groups, r_totgroup, NULL, NULL);
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return poly_groups;
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}
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@ -902,28 +902,59 @@ void BKE_mesh_loop_islands_add(
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* Would make things much more complex though, and each UVMap would then need its own mesh mapping,
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* not sure we want that at all!
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*/
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typedef struct MeshCheckIslandBoundaryUv {
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const MLoop *loops;
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const MLoopUV *luvs;
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const MeshElemMap *edge_loop_map;
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} MeshCheckIslandBoundaryUv;
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static bool mesh_check_island_boundary_uv(
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const MPoly *UNUSED(mp), const MLoop *UNUSED(ml), const MEdge *me, const int UNUSED(nbr_egde_users))
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const MPoly *UNUSED(mp), const MLoop *ml, const MEdge *me,
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const int UNUSED(nbr_egde_users), void *user_data)
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{
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/* Edge is UV boundary if tagged as seam. */
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return (me->flag & ME_SEAM) != 0;
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if (user_data) {
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const MeshCheckIslandBoundaryUv *data = user_data;
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const MLoop *loops = data->loops;
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const MLoopUV *luvs = data->luvs;
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const MeshElemMap *edge_to_loops = &data->edge_loop_map[ml->e];
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BLI_assert(edge_to_loops->count >= 2 && (edge_to_loops->count % 2) == 0);
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const unsigned int v1 = loops[edge_to_loops->indices[0]].v;
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const unsigned int v2 = loops[edge_to_loops->indices[1]].v;
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const float *uvco_v1 = luvs[edge_to_loops->indices[0]].uv;
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const float *uvco_v2 = luvs[edge_to_loops->indices[1]].uv;
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for (int i = 2; i < edge_to_loops->count; i += 2) {
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if (loops[edge_to_loops->indices[i]].v == v1) {
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if (!equals_v2v2(uvco_v1, luvs[edge_to_loops->indices[i]].uv) ||
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!equals_v2v2(uvco_v2, luvs[edge_to_loops->indices[i + 1]].uv))
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{
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return true;
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}
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}
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else {
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BLI_assert(loops[edge_to_loops->indices[i]].v == v2);
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if (!equals_v2v2(uvco_v2, luvs[edge_to_loops->indices[i]].uv) ||
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!equals_v2v2(uvco_v1, luvs[edge_to_loops->indices[i + 1]].uv))
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{
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return true;
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}
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}
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}
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return false;
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}
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else {
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/* Edge is UV boundary if tagged as seam. */
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return (me->flag & ME_SEAM) != 0;
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}
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}
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/**
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* Calculate UV islands.
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*
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* \note Currently we only consider edges tagges as seams as UV boundaries. This has the advantages of simplicity,
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* and being valid/common to all UV maps. However, it means actual UV islands whithout matching UV seams
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* will not be handled correctly...
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*
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* \note All this could be optimized...
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* Not sure it would be worth the more complex code, though, those loops are supposed to be really quick to do...
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*/
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bool BKE_mesh_calc_islands_loop_poly_uv(
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static bool mesh_calc_islands_loop_poly_uv(
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MVert *UNUSED(verts), const int UNUSED(totvert),
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MEdge *edges, const int totedge,
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MPoly *polys, const int totpoly,
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MLoop *loops, const int totloop,
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const MLoopUV *luvs,
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MeshIslandStore *r_island_store)
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{
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int *poly_groups = NULL;
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@ -933,6 +964,11 @@ bool BKE_mesh_calc_islands_loop_poly_uv(
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MeshElemMap *edge_poly_map;
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int *edge_poly_mem;
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MeshElemMap *edge_loop_map;
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int *edge_loop_mem;
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MeshCheckIslandBoundaryUv edge_boundary_check_data;
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int *poly_indices;
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int *loop_indices;
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int num_pidx, num_lidx;
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@ -953,9 +989,18 @@ bool BKE_mesh_calc_islands_loop_poly_uv(
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BKE_mesh_edge_poly_map_create(&edge_poly_map, &edge_poly_mem,
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edges, totedge, polys, totpoly, loops, totloop);
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if (luvs) {
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BKE_mesh_edge_loop_map_create(&edge_loop_map, &edge_loop_mem,
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edges, totedge, polys, totpoly, loops, totloop);
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edge_boundary_check_data.loops = loops;
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edge_boundary_check_data.luvs = luvs;
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edge_boundary_check_data.edge_loop_map = edge_loop_map;
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}
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poly_edge_loop_islands_calc(
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edges, totedge, polys, totpoly, loops, totloop, edge_poly_map, false,
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mesh_check_island_boundary_uv, &poly_groups, &num_poly_groups, &edge_borders, &num_edge_borders);
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edges, totedge, polys, totpoly, loops, totloop, edge_poly_map, false,
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mesh_check_island_boundary_uv, luvs ? &edge_boundary_check_data : NULL,
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&poly_groups, &num_poly_groups, &edge_borders, &num_edge_borders);
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if (!num_poly_groups) {
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/* Should never happen... */
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@ -1012,6 +1057,11 @@ bool BKE_mesh_calc_islands_loop_poly_uv(
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MEM_freeN(edge_poly_map);
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MEM_freeN(edge_poly_mem);
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if (luvs) {
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MEM_freeN(edge_loop_map);
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MEM_freeN(edge_loop_mem);
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}
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MEM_freeN(poly_indices);
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MEM_freeN(loop_indices);
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MEM_freeN(poly_groups);
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@ -1027,4 +1077,42 @@ bool BKE_mesh_calc_islands_loop_poly_uv(
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return true;
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}
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/**
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* Calculate 'generic' UV islands, i.e. based only on actual geometry data (edge seams), not some UV layers coordinates.
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*/
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bool BKE_mesh_calc_islands_loop_poly_edgeseam(
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MVert *verts, const int totvert,
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MEdge *edges, const int totedge,
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MPoly *polys, const int totpoly,
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MLoop *loops, const int totloop,
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MeshIslandStore *r_island_store)
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{
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return mesh_calc_islands_loop_poly_uv(
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verts, totvert, edges, totedge, polys, totpoly, loops, totloop, NULL, r_island_store);
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}
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/**
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* Calculate UV islands.
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*
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* \note If no MLoopUV layer is passed, we only consider edges tagged as seams as UV boundaries.
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* This has the advantages of simplicity, and being valid/common to all UV maps.
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* However, it means actual UV islands whithout matching UV seams will not be handled correctly...
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* If a valid UV layer is passed as \a luvs parameter, UV coordinates are also used to detect islands boundaries.
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*
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* \note All this could be optimized...
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* Not sure it would be worth the more complex code, though, those loops are supposed to be really quick to do...
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*/
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bool BKE_mesh_calc_islands_loop_poly_uvmap(
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MVert *verts, const int totvert,
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MEdge *edges, const int totedge,
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MPoly *polys, const int totpoly,
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MLoop *loops, const int totloop,
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const MLoopUV *luvs,
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MeshIslandStore *r_island_store)
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{
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BLI_assert(luvs != NULL);
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return mesh_calc_islands_loop_poly_uv(
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verts, totvert, edges, totedge, polys, totpoly, loops, totloop, luvs, r_island_store);
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}
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/** \} */
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