Commit: 1966924467c901d541bfe3f510d21a20c29842e3
Author: Campbell Barton
Date:   Mon Mar 12 13:46:25 2018 +1100
Branches: master
https://developer.blender.org/rB1966924467c901d541bfe3f510d21a20c29842e3

UV: internal changes to picking

Nothing user visible, only things needed for multi-object support,
making picking functions more flexible too.

- Support passing in an initialized hit-struct,
  so it's possible to do multiple nearest calls on the same hit data.
- Replace manhattan distance w/ squared distance
  so they can be compared.
- Return success to detect changes to a hit-data
  which might already be initialized (also more readable).

===================================================================

M       source/blender/editors/sculpt_paint/sculpt_uv.c
M       source/blender/editors/uvedit/uvedit_intern.h
M       source/blender/editors/uvedit/uvedit_ops.c
M       source/blender/editors/uvedit/uvedit_smart_stitch.c

===================================================================

diff --git a/source/blender/editors/sculpt_paint/sculpt_uv.c 
b/source/blender/editors/sculpt_paint/sculpt_uv.c
index 5ef9d4a6499..7b636530d61 100644
--- a/source/blender/editors/sculpt_paint/sculpt_uv.c
+++ b/source/blender/editors/sculpt_paint/sculpt_uv.c
@@ -650,9 +650,9 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, 
wmOperator *op, const wm
                /* we need to find the active island here */
                if (do_island_optimization) {
                        UvElement *element;
-                       NearestHit hit;
+                       UvNearestHit hit = UV_NEAREST_HIT_INIT;
                        Image *ima = CTX_data_edit_image(C);
-                       uv_find_nearest_vert(scene, ima, em, co, NULL, &hit);
+                       uv_find_nearest_vert(scene, ima, em, co, 0.0f, &hit);
 
                        element = BM_uv_element_get(data->elementMap, hit.efa, 
hit.l);
                        island_index = element->island;
diff --git a/source/blender/editors/uvedit/uvedit_intern.h 
b/source/blender/editors/uvedit/uvedit_intern.h
index e028c08091c..b5ff46e9219 100644
--- a/source/blender/editors/uvedit/uvedit_intern.h
+++ b/source/blender/editors/uvedit/uvedit_intern.h
@@ -51,18 +51,31 @@ void  uv_poly_center(struct BMFace *f, float r_cent[2], 
const int cd_loop_uv_off
 
 /* find nearest */
 
-typedef struct NearestHit {
+typedef struct UvNearestHit {
+       /** Always set if we have a hit. */
        struct BMFace *efa;
        struct MTexPoly *tf;
        struct BMLoop *l;
        struct MLoopUV *luv, *luv_next;
-       int lindex;  /* index of loop within face */
-} NearestHit;
+       /** Index of loop within face. */
+       int lindex;
+       /** Needs to be set before calling nearest functions. */
+       float dist_sq;
+} UvNearestHit;
 
-void uv_find_nearest_vert(struct Scene *scene, struct Image *ima, struct 
BMEditMesh *em,
-                          const float co[2], const float penalty[2], struct 
NearestHit *hit);
-void uv_find_nearest_edge(struct Scene *scene, struct Image *ima, struct 
BMEditMesh *em,
-                          const float co[2], struct NearestHit *hit);
+#define UV_NEAREST_HIT_INIT { .dist_sq = FLT_MAX, }
+
+bool uv_find_nearest_vert(
+        struct Scene *scene, struct Image *ima, struct BMEditMesh *em,
+        const float co[2], const float penalty_dist, struct UvNearestHit 
*hit_final);
+
+bool uv_find_nearest_edge(
+        struct Scene *scene, struct Image *ima, struct BMEditMesh *em,
+        const float co[2], struct UvNearestHit *hit_final);
+
+bool uv_find_nearest_face(
+        struct Scene *scene, struct Image *ima, struct BMEditMesh *em,
+        const float co[2], struct UvNearestHit *hit_final);
 
 /* utility tool functions */
 
diff --git a/source/blender/editors/uvedit/uvedit_ops.c 
b/source/blender/editors/uvedit/uvedit_ops.c
index bf5a06f0a1c..1ee10268be5 100644
--- a/source/blender/editors/uvedit/uvedit_ops.c
+++ b/source/blender/editors/uvedit/uvedit_ops.c
@@ -760,83 +760,93 @@ static bool uvedit_center(Scene *scene, Image *ima, 
Object *obedit, float cent[2
 
 /************************** find nearest ****************************/
 
-void uv_find_nearest_edge(Scene *scene, Image *ima, BMEditMesh *em, const 
float co[2], NearestHit *hit)
+bool uv_find_nearest_edge(
+        Scene *scene, Image *ima, BMEditMesh *em, const float co[2],
+        UvNearestHit *hit)
 {
        MTexPoly *tf;
        BMFace *efa;
        BMLoop *l;
        BMIter iter, liter;
        MLoopUV *luv, *luv_next;
-       float mindist_squared, dist_squared;
        int i;
+       bool found = false;
 
        const int cd_loop_uv_offset  = CustomData_get_offset(&em->bm->ldata, 
CD_MLOOPUV);
        const int cd_poly_tex_offset = CustomData_get_offset(&em->bm->pdata, 
CD_MTEXPOLY);
 
-       mindist_squared = 1e10f;
-       memset(hit, 0, sizeof(*hit));
-
        BM_mesh_elem_index_ensure(em->bm, BM_VERT);
-       
+
        BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
                tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset);
-               if (!uvedit_face_visible_test(scene, ima, efa, tf))
+               if (!uvedit_face_visible_test(scene, ima, efa, tf)) {
                        continue;
-               
+               }
                BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
                        luv      = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
                        luv_next = BM_ELEM_CD_GET_VOID_P(l->next, 
cd_loop_uv_offset);
 
-                       dist_squared = dist_squared_to_line_segment_v2(co, 
luv->uv, luv_next->uv);
+                       const float dist_test_sq = 
dist_squared_to_line_segment_v2(co, luv->uv, luv_next->uv);
 
-                       if (dist_squared < mindist_squared) {
+                       if (dist_test_sq < hit->dist_sq) {
                                hit->tf = tf;
                                hit->efa = efa;
-                               
+
                                hit->l = l;
                                hit->luv = luv;
                                hit->luv_next = luv_next;
                                hit->lindex = i;
 
-                               mindist_squared = dist_squared;
+                               hit->dist_sq = dist_test_sq;
+                               found = true;
                        }
                }
        }
+       return found;
 }
 
-static void uv_find_nearest_face(Scene *scene, Image *ima, BMEditMesh *em, 
const float co[2], NearestHit *hit)
+bool uv_find_nearest_face(
+        Scene *scene, Image *ima, BMEditMesh *em, const float co[2],
+        UvNearestHit *hit_final)
 {
-       MTexPoly *tf;
-       BMFace *efa;
-       BMIter iter;
-       float mindist, dist, cent[2];
+       bool found = false;
 
        const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, 
CD_MLOOPUV);
        const int cd_poly_tex_offset = CustomData_get_offset(&em->bm->pdata, 
CD_MTEXPOLY);
 
-       mindist = 1e10f;
-       memset(hit, 0, sizeof(*hit));
+       /* this will fill in hit.vert1 and hit.vert2 */
+       float dist_sq_init = hit_final->dist_sq;
+       UvNearestHit hit = *hit_final;
+       if (uv_find_nearest_edge(scene, ima, em, co, &hit)) {
+               hit.dist_sq = dist_sq_init;
+               hit.l = NULL;
+               hit.luv = hit.luv_next = NULL;
 
-       /*this will fill in hit.vert1 and hit.vert2*/
-       uv_find_nearest_edge(scene, ima, em, co, hit);
-       hit->l = NULL;
-       hit->luv = hit->luv_next = NULL;
+               BMIter iter;
+               BMFace *efa;
 
-       BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
-               tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset);
-               if (!uvedit_face_visible_test(scene, ima, efa, tf))
-                       continue;
+               BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
+                       MTexPoly *tf = BM_ELEM_CD_GET_VOID_P(efa, 
cd_poly_tex_offset);
+                       if (!uvedit_face_visible_test(scene, ima, efa, tf)) {
+                               continue;
+                       }
 
-               uv_poly_center(efa, cent, cd_loop_uv_offset);
+                       float cent[2];
+                       uv_poly_center(efa, cent, cd_loop_uv_offset);
 
-               dist = len_manhattan_v2v2(co, cent);
+                       const float dist_test_sq = len_squared_v2v2(co, cent);
 
-               if (dist < mindist) {
-                       hit->tf = tf;
-                       hit->efa = efa;
-                       mindist = dist;
+                       if (dist_test_sq < hit.dist_sq) {
+                               hit.efa = efa;
+                               hit.dist_sq = dist_test_sq;
+                               found = true;
+                       }
                }
        }
+       if (found) {
+               *hit_final = hit;
+       }
+       return found;
 }
 
 static bool uv_nearest_between(const BMLoop *l, const float co[2],
@@ -850,60 +860,74 @@ static bool uv_nearest_between(const BMLoop *l, const 
float co[2],
                (line_point_side_v2(uv_next, uv_curr, co) <= 0.0f));
 }
 
-void uv_find_nearest_vert(Scene *scene, Image *ima, BMEditMesh *em,
-                          float const co[2], const float penalty[2], 
NearestHit *hit)
+bool uv_find_nearest_vert(
+        Scene *scene, Image *ima, BMEditMesh *em,
+        float const co[2], const float penalty_dist, UvNearestHit *hit_final)
 {
-       BMFace *efa;
-       BMLoop *l;
-       BMIter iter, liter;
-       MTexPoly *tf;
-       MLoopUV *luv;
-       float mindist, dist;
-       int i;
+       bool found = false;
 
-       const int cd_loop_uv_offset  = CustomData_get_offset(&em->bm->ldata, 
CD_MLOOPUV);
-       const int cd_poly_tex_offset = CustomData_get_offset(&em->bm->pdata, 
CD_MTEXPOLY);
+       /* this will fill in hit.vert1 and hit.vert2 */
+       float dist_sq_init = hit_final->dist_sq;
+       UvNearestHit hit = *hit_final;
+       if (uv_find_nearest_edge(scene, ima, em, co, &hit)) {
+               hit.dist_sq = dist_sq_init;
 
-       /*this will fill in hit.vert1 and hit.vert2*/
-       uv_find_nearest_edge(scene, ima, em, co, hit);
-       hit->l = NULL;
-       hit->luv = hit->luv_next = NULL;
+               hit.l = NULL;
+               hit.luv = hit.luv_next = NULL;
 
-       mindist = 1e10f;
-       memset(hit, 0, sizeof(*hit));
-       
-       BM_mesh_elem_index_ensure(em->bm, BM_VERT);
+               BMFace *efa;
+               BMIter iter;
 
-       BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
-               tf = BM_ELEM_CD_GET_VOID_P(efa, cd_poly_tex_offset);
-               if (!uvedit_face_visible_test(scene, ima, efa, tf))
-                       continue;
+               BM_mesh_elem_index_ensure(em->bm, BM_VERT);
 
-               BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) {
-                       luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
-                       if (penalty && uvedit_uv_select_test(scene, l, 
cd_loop_uv_offset))
-                               dist = len_manhattan_v2v2(co, luv->uv) + 
len_manhattan_v2(penalty);
-                       else
-                               dist = len_manhattan_v2v2(co, luv->uv);
+               const int cd_loop_uv_offset  = 
CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
+               const int cd_poly_tex_offset = 
CustomData_get_offset(&em->bm->pdata, CD_MTEXPOLY);
 
-                       if (dist <= mindist) {
-                               if (dist == mindist) {
-                                       if (!uv_nearest_between(l, co, 
cd_loop_uv_offset)) {
-                                               continue;
-                                       }
+               BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
+                       MTexPoly *tf = BM_ELEM_CD_GET_VOID_P(efa, 
cd_poly_tex_offset);
+                       if (!uvedit_face_visible_test(scene, ima, efa, tf)) {
+                               continue;
+                       }
+
+                       BMIter liter;
+                       BMLoop *l;
+                       int i;
+                       BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, 
i) {
+                               float dist_test_sq;
+                               MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, 
cd_loop_uv_offset);
+                               if (penalty_dist != 0.0f && 
uvedit_uv_select_test(scene, l, cd_loop_uv_offset)) {
+                                       dist_test_sq = len_v2v2(co, luv->uv) + 
penalty_dist;
+                                       dist_test_sq = SQUARE(dist_test_sq);
+                               }
+                               else {
+                                       dist_test_sq = len_squared_v2v2(co, 
luv->uv);
                                }
 
-                               mindist = dist;
+                               if (dist_test_sq <= hit.dist_sq) {
+                                       if (dist_test_sq == hit.dist_sq) {
+                                               if (!uv_nearest_between(l, co, 
cd_loop_uv_offset)) {
+                                                       continue;
+                                               }
+                                       }
 
-                               hit->l = l;
-                               hit->luv = luv;
-                               hit->luv_next = BM_ELEM_CD_GET_VOID_P(l->next, 
cd_loop_uv_offset);
-                               hit->tf = tf;
-                               hit->efa = efa;
-                               hit->lindex = i;
+                                       hit.dist_sq = dist_test_sq;
+
+                                       hit.l = l;
+                                       hit.luv = luv;
+                                       hit.luv_next = 
BM_ELEM_CD_GET_VOID_P(l->next, cd_loop_uv_offset);
+                                       hit.efa = efa;
+                                       hit.lindex = i;
+                                       found = true;
+                               }
                        }
                }
        }
+
+       if (found) {
+               *hit_final = hit;
+       }
+
+       return found;
 }
 
 bool ED_uvedit_nearest_uv(Scene *scene, Object *obedit, Image *ima, const 
float co[2], float r_uv[2])
@@ -1029,8 +1053,9 @@ static bool uv_select_edgeloop_edge_tag_faces(BMEditMes

@@ Diff output truncated at 10240 characters. @@

_______________________________________________
Bf-blender-cvs mailing list
Bf-blender-cvs@blender.org
https://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to