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:
Bastien Montagne 2016-07-21 16:53:00 +02:00
parent db0c2be55e
commit aedff9dbef
Notes: blender-bot 2023-02-14 07:44:23 +01:00
Referenced by issue #48920, Motion Paths calculate is wrong
4 changed files with 121 additions and 24 deletions

View File

@ -191,13 +191,21 @@ typedef bool (*MeshRemapIslandsCalc)(
/* Above vert/UV mapping stuff does not do what we need here, but does things we do not need here.
* So better keep them separated for now, I think.
*/
bool BKE_mesh_calc_islands_loop_poly_uv(
bool BKE_mesh_calc_islands_loop_poly_edgeseam(
struct MVert *verts, const int totvert,
struct MEdge *edges, const int totedge,
struct MPoly *polys, const int totpoly,
struct MLoop *loops, const int totloop,
MeshIslandStore *r_island_store);
bool BKE_mesh_calc_islands_loop_poly_uvmap(
struct MVert *verts, const int totvert,
struct MEdge *edges, const int totedge,
struct MPoly *polys, const int totpoly,
struct MLoop *loops, const int totloop,
const struct MLoopUV *luvs,
MeshIslandStore *r_island_store);
int *BKE_mesh_calc_smoothgroups(
const struct MEdge *medge, const int totedge,
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,
}
/* Calculate islands connectivity of the UVs. */
BKE_mesh_calc_islands_loop_poly_uv(
BKE_mesh_calc_islands_loop_poly_uvmap(
storage->mvert, dm->getNumVerts(dm),
storage->medge, dm->getNumEdges(dm),
storage->mpoly, dm->getNumPolys(dm),
storage->mloop, dm->getNumLoops(dm),
mloopuv,
&storage->island_store);
/* Here we "weld" duplicated vertices from island to the same UV value.

View File

@ -356,7 +356,7 @@ static MeshRemapIslandsCalc data_transfer_get_loop_islands_generator(const int c
{
switch (cddata_type) {
case CD_FAKE_UV:
return BKE_mesh_calc_islands_loop_poly_uv;
return BKE_mesh_calc_islands_loop_poly_edgeseam;
default:
break;
}

View File

@ -593,12 +593,12 @@ void BKE_mesh_origindex_map_create_looptri(
*/
typedef bool (*MeshRemap_CheckIslandBoundary)(
const struct MPoly *mpoly, const struct MLoop *mloop, const struct MEdge *medge,
const int nbr_egde_users);
const int nbr_egde_users, void *user_data);
static void poly_edge_loop_islands_calc(
const MEdge *medge, const int totedge, const MPoly *mpoly, const int totpoly,
const MLoop *mloop, const int totloop, MeshElemMap *edge_poly_map,
const bool use_bitflags, MeshRemap_CheckIslandBoundary edge_boundary_check,
const bool use_bitflags, MeshRemap_CheckIslandBoundary edge_boundary_check, void *edge_boundary_check_data,
int **r_poly_groups, int *r_totgroup, BLI_bitmap **r_edge_borders, int *r_totedgeborder)
{
int *poly_groups;
@ -680,7 +680,7 @@ static void poly_edge_loop_islands_calc(
const MeshElemMap *map_ele = &edge_poly_map[me_idx];
const int *p = map_ele->indices;
int i = map_ele->count;
if (!edge_boundary_check(mp, ml, me, i)) {
if (!edge_boundary_check(mp, ml, me, i, edge_boundary_check_data)) {
for (; i--; p++) {
/* if we meet other non initialized its a bug */
BLI_assert(ELEM(poly_groups[*p], 0, poly_group_id));
@ -772,7 +772,7 @@ static void poly_edge_loop_islands_calc(
}
static bool poly_is_island_boundary_smooth_cb(
const MPoly *mp, const MLoop *UNUSED(ml), const MEdge *me, const int nbr_egde_users)
const MPoly *mp, const MLoop *UNUSED(ml), const MEdge *me, const int nbr_egde_users, void *UNUSED(user_data))
{
/* Edge is sharp if its poly is sharp, or edge itself is sharp, or edge is not used by exactly two polygons. */
return (!(mp->flag & ME_SMOOTH) || (me->flag & ME_SHARP) || (nbr_egde_users != 2));
@ -795,7 +795,7 @@ int *BKE_mesh_calc_smoothgroups(const MEdge *medge, const int totedge,
poly_edge_loop_islands_calc(
medge, totedge, mpoly, totpoly, mloop, totloop, NULL, use_bitflags,
poly_is_island_boundary_smooth_cb, &poly_groups, r_totgroup, NULL, NULL);
poly_is_island_boundary_smooth_cb, NULL, &poly_groups, r_totgroup, NULL, NULL);
return poly_groups;
}
@ -902,28 +902,59 @@ void BKE_mesh_loop_islands_add(
* Would make things much more complex though, and each UVMap would then need its own mesh mapping,
* not sure we want that at all!
*/
typedef struct MeshCheckIslandBoundaryUv {
const MLoop *loops;
const MLoopUV *luvs;
const MeshElemMap *edge_loop_map;
} MeshCheckIslandBoundaryUv;
static bool mesh_check_island_boundary_uv(
const MPoly *UNUSED(mp), const MLoop *UNUSED(ml), const MEdge *me, const int UNUSED(nbr_egde_users))
const MPoly *UNUSED(mp), const MLoop *ml, const MEdge *me,
const int UNUSED(nbr_egde_users), void *user_data)
{
/* Edge is UV boundary if tagged as seam. */
return (me->flag & ME_SEAM) != 0;
if (user_data) {
const MeshCheckIslandBoundaryUv *data = user_data;
const MLoop *loops = data->loops;
const MLoopUV *luvs = data->luvs;
const MeshElemMap *edge_to_loops = &data->edge_loop_map[ml->e];
BLI_assert(edge_to_loops->count >= 2 && (edge_to_loops->count % 2) == 0);
const unsigned int v1 = loops[edge_to_loops->indices[0]].v;
const unsigned int v2 = loops[edge_to_loops->indices[1]].v;
const float *uvco_v1 = luvs[edge_to_loops->indices[0]].uv;
const float *uvco_v2 = luvs[edge_to_loops->indices[1]].uv;
for (int i = 2; i < edge_to_loops->count; i += 2) {
if (loops[edge_to_loops->indices[i]].v == v1) {
if (!equals_v2v2(uvco_v1, luvs[edge_to_loops->indices[i]].uv) ||
!equals_v2v2(uvco_v2, luvs[edge_to_loops->indices[i + 1]].uv))
{
return true;
}
}
else {
BLI_assert(loops[edge_to_loops->indices[i]].v == v2);
if (!equals_v2v2(uvco_v2, luvs[edge_to_loops->indices[i]].uv) ||
!equals_v2v2(uvco_v1, luvs[edge_to_loops->indices[i + 1]].uv))
{
return true;
}
}
}
return false;
}
else {
/* Edge is UV boundary if tagged as seam. */
return (me->flag & ME_SEAM) != 0;
}
}
/**
* Calculate UV islands.
*
* \note Currently we only consider edges tagges as seams as UV boundaries. This has the advantages of simplicity,
* and being valid/common to all UV maps. However, it means actual UV islands whithout matching UV seams
* will not be handled correctly...
*
* \note All this could be optimized...
* Not sure it would be worth the more complex code, though, those loops are supposed to be really quick to do...
*/
bool BKE_mesh_calc_islands_loop_poly_uv(
static bool mesh_calc_islands_loop_poly_uv(
MVert *UNUSED(verts), const int UNUSED(totvert),
MEdge *edges, const int totedge,
MPoly *polys, const int totpoly,
MLoop *loops, const int totloop,
const MLoopUV *luvs,
MeshIslandStore *r_island_store)
{
int *poly_groups = NULL;
@ -933,6 +964,11 @@ bool BKE_mesh_calc_islands_loop_poly_uv(
MeshElemMap *edge_poly_map;
int *edge_poly_mem;
MeshElemMap *edge_loop_map;
int *edge_loop_mem;
MeshCheckIslandBoundaryUv edge_boundary_check_data;
int *poly_indices;
int *loop_indices;
int num_pidx, num_lidx;
@ -953,9 +989,18 @@ bool BKE_mesh_calc_islands_loop_poly_uv(
BKE_mesh_edge_poly_map_create(&edge_poly_map, &edge_poly_mem,
edges, totedge, polys, totpoly, loops, totloop);
if (luvs) {
BKE_mesh_edge_loop_map_create(&edge_loop_map, &edge_loop_mem,
edges, totedge, polys, totpoly, loops, totloop);
edge_boundary_check_data.loops = loops;
edge_boundary_check_data.luvs = luvs;
edge_boundary_check_data.edge_loop_map = edge_loop_map;
}
poly_edge_loop_islands_calc(
edges, totedge, polys, totpoly, loops, totloop, edge_poly_map, false,
mesh_check_island_boundary_uv, &poly_groups, &num_poly_groups, &edge_borders, &num_edge_borders);
edges, totedge, polys, totpoly, loops, totloop, edge_poly_map, false,
mesh_check_island_boundary_uv, luvs ? &edge_boundary_check_data : NULL,
&poly_groups, &num_poly_groups, &edge_borders, &num_edge_borders);
if (!num_poly_groups) {
/* Should never happen... */
@ -1012,6 +1057,11 @@ bool BKE_mesh_calc_islands_loop_poly_uv(
MEM_freeN(edge_poly_map);
MEM_freeN(edge_poly_mem);
if (luvs) {
MEM_freeN(edge_loop_map);
MEM_freeN(edge_loop_mem);
}
MEM_freeN(poly_indices);
MEM_freeN(loop_indices);
MEM_freeN(poly_groups);
@ -1027,4 +1077,42 @@ bool BKE_mesh_calc_islands_loop_poly_uv(
return true;
}
/**
* Calculate 'generic' UV islands, i.e. based only on actual geometry data (edge seams), not some UV layers coordinates.
*/
bool BKE_mesh_calc_islands_loop_poly_edgeseam(
MVert *verts, const int totvert,
MEdge *edges, const int totedge,
MPoly *polys, const int totpoly,
MLoop *loops, const int totloop,
MeshIslandStore *r_island_store)
{
return mesh_calc_islands_loop_poly_uv(
verts, totvert, edges, totedge, polys, totpoly, loops, totloop, NULL, r_island_store);
}
/**
* Calculate UV islands.
*
* \note If no MLoopUV layer is passed, we only consider edges tagged as seams as UV boundaries.
* This has the advantages of simplicity, and being valid/common to all UV maps.
* However, it means actual UV islands whithout matching UV seams will not be handled correctly...
* If a valid UV layer is passed as \a luvs parameter, UV coordinates are also used to detect islands boundaries.
*
* \note All this could be optimized...
* Not sure it would be worth the more complex code, though, those loops are supposed to be really quick to do...
*/
bool BKE_mesh_calc_islands_loop_poly_uvmap(
MVert *verts, const int totvert,
MEdge *edges, const int totedge,
MPoly *polys, const int totpoly,
MLoop *loops, const int totloop,
const MLoopUV *luvs,
MeshIslandStore *r_island_store)
{
BLI_assert(luvs != NULL);
return mesh_calc_islands_loop_poly_uv(
verts, totvert, edges, totedge, polys, totpoly, loops, totloop, luvs, r_island_store);
}
/** \} */