Merge branch 'blender-v2.91-release'

This commit is contained in:
Campbell Barton 2020-11-18 00:27:40 +11:00
commit c12664a37f
4 changed files with 528 additions and 14 deletions

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@ -27,6 +27,7 @@
extern "C" {
#endif
struct ARegion;
struct ARegionType;
struct BMEditMesh;
struct BMFace;
@ -233,6 +234,20 @@ void ED_image_draw_cursor(struct ARegion *region, const float cursor[2]);
/* uvedit_buttons.c */
void ED_uvedit_buttons_register(struct ARegionType *art);
/* uvedit_islands.c */
struct UVPackIsland_Params {
uint rotate : 1;
/** -1 not to align to axis, otherwise 0,1 for X,Y. */
int rotate_align_axis : 2;
uint only_selected_uvs : 1;
uint only_selected_faces : 1;
uint correct_aspect : 1;
};
void ED_uvedit_pack_islands_multi(const Scene *scene,
Object **objects,
const uint objects_len,
const struct UVPackIsland_Params *params);
#ifdef __cplusplus
}
#endif

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@ -39,6 +39,7 @@ set(SRC
uvedit_parametrizer.c
uvedit_path.c
uvedit_rip.c
uvedit_islands.c
uvedit_select.c
uvedit_smart_stitch.c
uvedit_unwrap_ops.c

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@ -0,0 +1,485 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup eduv
*
* Utilities for manipulating UV islands.
*
* \note This is similar to `uvedit_parametrizer.c`,
* however the data structures there don't support arbitrary topology
* such as an edge with 3 or more faces using it.
* This API uses #BMesh data structures and doesn't have limitations for manifold meshes.
*/
#include "MEM_guardedalloc.h"
#include "DNA_meshdata_types.h"
#include "DNA_scene_types.h"
#include "BLI_boxpack_2d.h"
#include "BLI_convexhull_2d.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BKE_editmesh.h"
#include "DEG_depsgraph.h"
#include "ED_uvedit.h" /* Own include. */
#include "WM_api.h"
#include "WM_types.h"
#include "bmesh.h"
/* -------------------------------------------------------------------- */
/** \name UV Face Utilities
* \{ */
static void bm_face_uv_scale_y(BMFace *f, const float scale_y, const int cd_loop_uv_offset)
{
BMLoop *l_iter;
BMLoop *l_first;
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l_iter, cd_loop_uv_offset);
luv->uv[1] *= scale_y;
} while ((l_iter = l_iter->next) != l_first);
}
static void bm_face_uv_translate_and_scale_around_pivot(BMFace *f,
const float offset[2],
const float scale[2],
const float pivot[2],
const int cd_loop_uv_offset)
{
BMLoop *l_iter;
BMLoop *l_first;
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l_iter, cd_loop_uv_offset);
for (int i = 0; i < 2; i++) {
luv->uv[i] = offset[i] + (((luv->uv[i] - pivot[i]) * scale[i]) + pivot[i]);
}
} while ((l_iter = l_iter->next) != l_first);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name UV Face Array Utilities
* \{ */
static void bm_face_array_calc_bounds(BMFace **faces,
int faces_len,
const uint cd_loop_uv_offset,
rctf *r_bounds_rect)
{
float bounds_min[2], bounds_max[2];
INIT_MINMAX2(bounds_min, bounds_max);
for (int i = 0; i < faces_len; i++) {
BMFace *f = faces[i];
BM_face_uv_minmax(f, bounds_min, bounds_max, cd_loop_uv_offset);
}
r_bounds_rect->xmin = bounds_min[0];
r_bounds_rect->ymin = bounds_min[1];
r_bounds_rect->xmax = bounds_max[0];
r_bounds_rect->ymax = bounds_max[1];
}
/**
* Return an array of un-ordered UV coordinates,
* without duplicating coordinates for loops that share a vertex.
*/
static float (*bm_face_array_calc_unique_uv_coords(
BMFace **faces, int faces_len, const uint cd_loop_uv_offset, int *r_coords_len))[2]
{
int coords_len_alloc = 0;
for (int i = 0; i < faces_len; i++) {
BMFace *f = faces[i];
BMLoop *l_iter, *l_first;
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
BM_elem_flag_enable(l_iter, BM_ELEM_TAG);
} while ((l_iter = l_iter->next) != l_first);
coords_len_alloc += f->len;
}
float(*coords)[2] = MEM_mallocN(sizeof(*coords) * coords_len_alloc, __func__);
int coords_len = 0;
for (int i = 0; i < faces_len; i++) {
BMFace *f = faces[i];
BMLoop *l_iter, *l_first;
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
if (!BM_elem_flag_test(l_iter, BM_ELEM_TAG)) {
/* Already walked over, continue. */
continue;
}
BM_elem_flag_disable(l_iter, BM_ELEM_TAG);
const MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l_iter, cd_loop_uv_offset);
copy_v2_v2(coords[coords_len++], luv->uv);
/* Un tag all connected so we don't add them twice.
* Note that we will tag other loops not part of `faces` but this is harmless,
* since we're only turning off a tag. */
BMVert *v_pivot = l_iter->v;
BMEdge *e_first = v_pivot->e;
const BMEdge *e = e_first;
do {
const BMLoop *l_radial = e->l;
do {
if (l_radial->v == l_iter->v) {
if (BM_elem_flag_test(l_radial, BM_ELEM_TAG)) {
const MLoopUV *luv_radial = BM_ELEM_CD_GET_VOID_P(l_radial, cd_loop_uv_offset);
if (equals_v2v2(luv->uv, luv_radial->uv)) {
/* Don't add this UV when met in another face in `faces`. */
BM_elem_flag_disable(l_iter, BM_ELEM_TAG);
}
}
}
} while ((l_radial = l_radial->radial_next) != e->l);
} while ((e = BM_DISK_EDGE_NEXT(e, v_pivot)) != e_first);
} while ((l_iter = l_iter->next) != l_first);
}
coords = MEM_reallocN(coords, sizeof(*coords) * coords_len);
*r_coords_len = coords_len;
return coords;
}
/**
* \param align_to_axis:
* - -1: don't align to an axis.
* - 0: align horizontally.
* - 1: align vertically.
*/
static void bm_face_array_uv_rotate_fit_aabb(BMFace **faces,
int faces_len,
int align_to_axis,
const uint cd_loop_uv_offset)
{
/* Calculate unique coordinates since calculating a convex hull can be an expensive operation. */
int coords_len;
float(*coords)[2] = bm_face_array_calc_unique_uv_coords(
faces, faces_len, cd_loop_uv_offset, &coords_len);
float angle = BLI_convexhull_aabb_fit_points_2d(coords, coords_len);
if (align_to_axis != -1) {
if (angle != 0.0f) {
float matrix[2][2];
angle_to_mat2(matrix, angle);
for (int i = 0; i < coords_len; i++) {
mul_m2_v2(matrix, coords[i]);
}
}
float bounds_min[2], bounds_max[2];
INIT_MINMAX2(bounds_min, bounds_max);
for (int i = 0; i < coords_len; i++) {
minmax_v2v2_v2(bounds_min, bounds_max, coords[i]);
}
float size[2];
sub_v2_v2v2(size, bounds_max, bounds_min);
if (align_to_axis ? (size[1] < size[0]) : (size[0] < size[1])) {
angle += DEG2RAD(90.0);
}
}
MEM_freeN(coords);
if (angle != 0.0f) {
float matrix[2][2];
angle_to_mat2(matrix, angle);
for (int i = 0; i < faces_len; i++) {
BM_face_uv_transform(faces[i], matrix, cd_loop_uv_offset);
}
}
}
static void bm_face_array_uv_scale_y(BMFace **faces,
int faces_len,
const float scale_y,
const uint cd_loop_uv_offset)
{
for (int i = 0; i < faces_len; i++) {
BMFace *f = faces[i];
bm_face_uv_scale_y(f, scale_y, cd_loop_uv_offset);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Calculate UV Islands
*
* \note Currently this is a private API/type, it could be made public.
* \{ */
struct FaceIsland {
struct FaceIsland *next, *prev;
BMFace **faces;
int faces_len;
rctf bounds_rect;
/**
* \note While this is duplicate information,
* it allows islands from multiple meshes to be stored in the same list.
*/
uint cd_loop_uv_offset;
float aspect_y;
};
struct SharedUVLoopData {
uint cd_loop_uv_offset;
};
static bool bm_loop_uv_shared_edge_check(const BMLoop *l_a, const BMLoop *l_b, void *user_data)
{
const struct SharedUVLoopData *data = user_data;
return BM_loop_uv_share_edge_check((BMLoop *)l_a, (BMLoop *)l_b, data->cd_loop_uv_offset);
}
/**
* Calculate islands and add them to \a island_list returning the number of items added.
*/
static int bm_mesh_calc_uv_islands(const Scene *scene,
BMesh *bm,
ListBase *island_list,
const bool only_selected_faces,
const bool only_selected_uvs,
const float aspect_y,
const uint cd_loop_uv_offset)
{
int island_added = 0;
BM_mesh_elem_table_ensure(bm, BM_FACE);
struct SharedUVLoopData user_data = {
.cd_loop_uv_offset = cd_loop_uv_offset,
};
int *groups_array = MEM_mallocN(sizeof(*groups_array) * (size_t)bm->totface, __func__);
int(*group_index)[2];
/* Calculate the tag to use. */
uchar hflag_face_test = 0;
if (only_selected_faces) {
if (only_selected_uvs) {
BMFace *f;
BMIter iter;
BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
bool value = false;
if (BM_elem_flag_test(f, BM_ELEM_SELECT) &&
uvedit_face_select_test(scene, f, cd_loop_uv_offset)) {
value = true;
}
BM_elem_flag_set(f, BM_ELEM_TAG, value);
}
hflag_face_test = BM_ELEM_TAG;
}
else {
hflag_face_test = BM_ELEM_SELECT;
}
}
const int group_len = BM_mesh_calc_face_groups(bm,
groups_array,
&group_index,
NULL,
bm_loop_uv_shared_edge_check,
&user_data,
hflag_face_test,
BM_EDGE);
for (int i = 0; i < group_len; i++) {
const int faces_start = group_index[i][0];
const int faces_len = group_index[i][1];
BMFace **faces = MEM_mallocN(sizeof(*faces) * faces_len, __func__);
float bounds_min[2], bounds_max[2];
INIT_MINMAX2(bounds_min, bounds_max);
for (int j = 0; j < faces_len; j++) {
faces[j] = BM_face_at_index(bm, groups_array[faces_start + j]);
}
struct FaceIsland *island = MEM_callocN(sizeof(*island), __func__);
island->faces = faces;
island->faces_len = faces_len;
island->cd_loop_uv_offset = cd_loop_uv_offset;
island->aspect_y = aspect_y;
BLI_addtail(island_list, island);
island_added += 1;
}
MEM_freeN(groups_array);
MEM_freeN(group_index);
return island_added;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Public UV Island Packing
*
* \note This behavior follows #param_pack.
* \{ */
void ED_uvedit_pack_islands_multi(const Scene *scene,
Object **objects,
const uint objects_len,
const struct UVPackIsland_Params *params)
{
/* Align to the Y axis, could make this configurable. */
const int rotate_align_axis = 1;
ListBase island_list = {NULL};
int island_list_len = 0;
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
Object *obedit = objects[ob_index];
BMEditMesh *em = BKE_editmesh_from_object(obedit);
BMesh *bm = em->bm;
const int cd_loop_uv_offset = CustomData_get_offset(&bm->ldata, CD_MLOOPUV);
if (cd_loop_uv_offset == -1) {
continue;
}
float aspect_y = 1.0f;
if (params->correct_aspect) {
float aspx, aspy;
ED_uvedit_get_aspect(obedit, &aspx, &aspy);
if (aspx != aspy) {
aspect_y = aspx / aspy;
}
}
island_list_len += bm_mesh_calc_uv_islands(scene,
bm,
&island_list,
params->only_selected_faces,
params->only_selected_uvs,
aspect_y,
cd_loop_uv_offset);
}
if (island_list_len == 0) {
return;
}
float margin = scene->toolsettings->uvcalc_margin;
double area = 0.0f;
struct FaceIsland **island_array = MEM_mallocN(sizeof(*island_array) * island_list_len,
__func__);
BoxPack *boxarray = MEM_mallocN(sizeof(*boxarray) * island_list_len, __func__);
int index;
LISTBASE_FOREACH_INDEX (struct FaceIsland *, island, &island_list, index) {
if (params->rotate) {
if (island->aspect_y != 1.0f) {
bm_face_array_uv_scale_y(
island->faces, island->faces_len, 1.0f / island->aspect_y, island->cd_loop_uv_offset);
}
bm_face_array_uv_rotate_fit_aabb(
island->faces, island->faces_len, rotate_align_axis, island->cd_loop_uv_offset);
if (island->aspect_y != 1.0f) {
bm_face_array_uv_scale_y(
island->faces, island->faces_len, island->aspect_y, island->cd_loop_uv_offset);
}
}
bm_face_array_calc_bounds(
island->faces, island->faces_len, island->cd_loop_uv_offset, &island->bounds_rect);
BoxPack *box = &boxarray[index];
box->index = index;
box->x = 0.0f;
box->y = 0.0f;
box->w = BLI_rctf_size_x(&island->bounds_rect);
box->h = BLI_rctf_size_y(&island->bounds_rect);
island_array[index] = island;
if (margin > 0.0f) {
area += (double)sqrtf(box->w * box->h);
}
}
if (margin > 0.0f) {
/* Logic matches behavior from #param_pack,
* use area so multiply the margin by the area to give
* predictable results not dependent on UV scale. */
margin = (margin * (float)area) * 0.1f;
for (int i = 0; i < island_list_len; i++) {
struct FaceIsland *island = island_array[i];
BoxPack *box = &boxarray[i];
BLI_rctf_pad(&island->bounds_rect, margin, margin);
box->w = BLI_rctf_size_x(&island->bounds_rect);
box->h = BLI_rctf_size_y(&island->bounds_rect);
}
}
float boxarray_size[2];
BLI_box_pack_2d(boxarray, island_list_len, &boxarray_size[0], &boxarray_size[1]);
/* Don't change the aspect when scaling. */
boxarray_size[0] = boxarray_size[1] = max_ff(boxarray_size[0], boxarray_size[1]);
const float scale[2] = {1.0f / boxarray_size[0], 1.0f / boxarray_size[1]};
for (int i = 0; i < island_list_len; i++) {
struct FaceIsland *island = island_array[boxarray[i].index];
const float pivot[2] = {
island->bounds_rect.xmin,
island->bounds_rect.ymin,
};
const float offset[2] = {
(boxarray[i].x * scale[0]) - island->bounds_rect.xmin,
(boxarray[i].y * scale[1]) - island->bounds_rect.ymin,
};
for (int j = 0; j < island->faces_len; j++) {
BMFace *efa = island->faces[j];
bm_face_uv_translate_and_scale_around_pivot(
efa, offset, scale, pivot, island->cd_loop_uv_offset);
}
}
for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
Object *obedit = objects[ob_index];
DEG_id_tag_update(obedit->data, ID_RECALC_GEOMETRY);
WM_main_add_notifier(NC_GEOM | ND_DATA, obedit->data);
}
for (int i = 0; i < island_list_len; i++) {
MEM_freeN(island_array[i]->faces);
MEM_freeN(island_array[i]);
}
MEM_freeN(island_array);
MEM_freeN(boxarray);
}
/** \} */

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@ -965,6 +965,12 @@ static void uvedit_pack_islands(const Scene *scene, Object *ob, BMesh *bm)
param_delete(handle);
}
/**
* \warning Since this uses #ParamHandle it doesn't work with non-manifold meshes (see T82637).
* Use #ED_uvedit_pack_islands_multi for a more general solution.
*
* TODO: remove this function, in favor of #ED_uvedit_pack_islands_multi.
*/
static void uvedit_pack_islands_multi(const Scene *scene,
Object **objects,
const uint objects_len,
@ -999,7 +1005,6 @@ static int pack_islands_exec(bContext *C, wmOperator *op)
};
bool rotate = RNA_boolean_get(op->ptr, "rotate");
bool ignore_pinned = false;
uint objects_len = 0;
Object **objects = BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs(
@ -1017,7 +1022,16 @@ static int pack_islands_exec(bContext *C, wmOperator *op)
RNA_float_set(op->ptr, "margin", scene->toolsettings->uvcalc_margin);
}
uvedit_pack_islands_multi(scene, objects, objects_len, &options, rotate, ignore_pinned);
ED_uvedit_pack_islands_multi(scene,
objects,
objects_len,
&(struct UVPackIsland_Params){
.rotate = rotate,
.rotate_align_axis = -1,
.only_selected_uvs = true,
.only_selected_faces = true,
.correct_aspect = true,
});
MEM_freeN(objects);
@ -2149,20 +2163,19 @@ static int smart_project_exec(bContext *C, wmOperator *op)
if (object_changed_len > 0) {
scene->toolsettings->uvcalc_margin = island_margin;
const UnwrapOptions options = {
.topology_from_uvs = true,
/* Even though the islands are defined by UV's,
* split them by seams so users have control over the islands. */
.topology_from_uvs_use_seams = true,
.only_selected_faces = true,
.only_selected_uvs = false,
.fill_holes = true,
.correct_aspect = false,
};
/* Depsgraph refresh functions are called here. */
uvedit_pack_islands_multi(scene, objects_changed, object_changed_len, &options, true, false);
ED_uvedit_pack_islands_multi(scene,
objects_changed,
object_changed_len,
&(struct UVPackIsland_Params){
.rotate = true,
/* We could make this optional. */
.rotate_align_axis = 1,
.only_selected_faces = true,
.correct_aspect = true,
});
uv_map_clip_correct_multi(objects_changed, object_changed_len, op);
}