Files
test2/source/blender/bmesh/intern/bmesh_query_uv.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

211 lines
6.3 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bmesh
*/
#include "MEM_guardedalloc.h"
#include "BLI_array.hh"
#include "BLI_linklist.h"
#include "BLI_math_geom.h"
#include "BLI_math_vector.h"
#include "BLI_math_vector_types.hh"
#include "BLI_utildefines_stack.h"
#include "BKE_attribute.hh"
#include "BKE_customdata.h"
#include "DNA_meshdata_types.h"
#include "bmesh.h"
#include "intern/bmesh_private.h"
BMUVOffsets BM_uv_map_get_offsets_from_layer(const BMesh *bm, const int layer)
{
using namespace blender;
using namespace blender::bke;
const int layer_index = CustomData_get_layer_index_n(&bm->ldata, CD_PROP_FLOAT2, layer);
if (layer_index == -1) {
return {-1, -1, -1, -1};
}
char const *name = bm->ldata.layers[layer_index].name;
char buffer[MAX_CUSTOMDATA_LAYER_NAME];
BMUVOffsets offsets;
offsets.uv = bm->ldata.layers[layer_index].offset;
offsets.select_vert = CustomData_get_offset_named(
&bm->ldata, CD_PROP_BOOL, BKE_uv_map_vert_select_name_get(name, buffer));
offsets.select_edge = CustomData_get_offset_named(
&bm->ldata, CD_PROP_BOOL, BKE_uv_map_edge_select_name_get(name, buffer));
offsets.pin = CustomData_get_offset_named(
&bm->ldata, CD_PROP_BOOL, BKE_uv_map_pin_name_get(name, buffer));
return offsets;
}
BMUVOffsets BM_uv_map_get_offsets(const BMesh *bm)
{
const int layer = CustomData_get_active_layer(&bm->ldata, CD_PROP_FLOAT2);
return BM_uv_map_get_offsets_from_layer(bm, layer);
}
static void uv_aspect(const BMLoop *l,
const float aspect[2],
const int cd_loop_uv_offset,
float r_uv[2])
{
const float *uv = BM_ELEM_CD_GET_FLOAT_P(l, cd_loop_uv_offset);
r_uv[0] = uv[0] * aspect[0];
r_uv[1] = uv[1] * aspect[1];
}
/**
* Typically we avoid hiding arguments,
* make this an exception since it reads poorly with so many repeated arguments.
*/
#define UV_ASPECT(l, r_uv) uv_aspect(l, aspect, cd_loop_uv_offset, r_uv)
void BM_face_uv_calc_center_median_weighted(const BMFace *f,
const float aspect[2],
const int cd_loop_uv_offset,
float r_cent[2])
{
const BMLoop *l_iter;
const BMLoop *l_first;
float totw = 0.0f;
float w_prev;
zero_v2(r_cent);
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
float uv_prev[2], uv_curr[2];
UV_ASPECT(l_iter->prev, uv_prev);
UV_ASPECT(l_iter, uv_curr);
w_prev = len_v2v2(uv_prev, uv_curr);
do {
float uv_next[2];
UV_ASPECT(l_iter->next, uv_next);
const float w_curr = len_v2v2(uv_curr, uv_next);
const float w = (w_curr + w_prev);
madd_v2_v2fl(r_cent, uv_curr, w);
totw += w;
w_prev = w_curr;
copy_v2_v2(uv_curr, uv_next);
} while ((l_iter = l_iter->next) != l_first);
if (totw != 0.0f) {
mul_v2_fl(r_cent, 1.0f / float(totw));
}
/* Reverse aspect. */
r_cent[0] /= aspect[0];
r_cent[1] /= aspect[1];
}
#undef UV_ASPECT
void BM_face_uv_calc_center_median(const BMFace *f, const int cd_loop_uv_offset, float r_cent[2])
{
const BMLoop *l_iter;
const BMLoop *l_first;
zero_v2(r_cent);
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
const float *luv = BM_ELEM_CD_GET_FLOAT_P(l_iter, cd_loop_uv_offset);
add_v2_v2(r_cent, luv);
} while ((l_iter = l_iter->next) != l_first);
mul_v2_fl(r_cent, 1.0f / float(f->len));
}
float BM_face_uv_calc_cross(const BMFace *f, const int cd_loop_uv_offset)
{
blender::Array<blender::float2, BM_DEFAULT_NGON_STACK_SIZE> uvs(f->len);
const BMLoop *l_iter;
const BMLoop *l_first;
int i = 0;
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
uvs[i++] = BM_ELEM_CD_GET_FLOAT2_P(l_iter, cd_loop_uv_offset);
} while ((l_iter = l_iter->next) != l_first);
return cross_poly_v2(reinterpret_cast<const float(*)[2]>(uvs.data()), f->len);
}
void BM_face_uv_minmax(const BMFace *f, float min[2], float max[2], const int cd_loop_uv_offset)
{
const BMLoop *l_iter;
const BMLoop *l_first;
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
const float *luv = BM_ELEM_CD_GET_FLOAT_P(l_iter, cd_loop_uv_offset);
minmax_v2v2_v2(min, max, luv);
} while ((l_iter = l_iter->next) != l_first);
}
bool BM_loop_uv_share_edge_check(BMLoop *l_a, BMLoop *l_b, const int cd_loop_uv_offset)
{
BLI_assert(l_a->e == l_b->e);
float *luv_a_curr = BM_ELEM_CD_GET_FLOAT_P(l_a, cd_loop_uv_offset);
float *luv_a_next = BM_ELEM_CD_GET_FLOAT_P(l_a->next, cd_loop_uv_offset);
float *luv_b_curr = BM_ELEM_CD_GET_FLOAT_P(l_b, cd_loop_uv_offset);
float *luv_b_next = BM_ELEM_CD_GET_FLOAT_P(l_b->next, cd_loop_uv_offset);
if (l_a->v != l_b->v) {
std::swap(luv_b_curr, luv_b_next);
}
return (equals_v2v2(luv_a_curr, luv_b_curr) && equals_v2v2(luv_a_next, luv_b_next));
}
bool BM_loop_uv_share_vert_check(BMLoop *l_a, BMLoop *l_b, const int cd_loop_uv_offset)
{
BLI_assert(l_a->v == l_b->v);
const float *luv_a = BM_ELEM_CD_GET_FLOAT_P(l_a, cd_loop_uv_offset);
const float *luv_b = BM_ELEM_CD_GET_FLOAT_P(l_b, cd_loop_uv_offset);
if (!equals_v2v2(luv_a, luv_b)) {
return false;
}
return true;
}
bool BM_edge_uv_share_vert_check(BMEdge *e, BMLoop *l_a, BMLoop *l_b, const int cd_loop_uv_offset)
{
BLI_assert(l_a->v == l_b->v);
if (!BM_loop_uv_share_vert_check(l_a, l_b, cd_loop_uv_offset)) {
return false;
}
/* No need for null checks, these will always succeed. */
const BMLoop *l_other_a = BM_loop_other_vert_loop_by_edge(l_a, e);
const BMLoop *l_other_b = BM_loop_other_vert_loop_by_edge(l_b, e);
{
const float *luv_other_a = BM_ELEM_CD_GET_FLOAT_P(l_other_a, cd_loop_uv_offset);
const float *luv_other_b = BM_ELEM_CD_GET_FLOAT_P(l_other_b, cd_loop_uv_offset);
if (!equals_v2v2(luv_other_a, luv_other_b)) {
return false;
}
}
return true;
}
bool BM_face_uv_point_inside_test(const BMFace *f, const float co[2], const int cd_loop_uv_offset)
{
blender::Array<blender::float2, BM_DEFAULT_NGON_STACK_SIZE> projverts(f->len);
BMLoop *l_iter;
int i;
BLI_assert(BM_face_is_normal_valid(f));
for (i = 0, l_iter = BM_FACE_FIRST_LOOP(f); i < f->len; i++, l_iter = l_iter->next) {
projverts[i] = BM_ELEM_CD_GET_FLOAT2_P(l_iter, cd_loop_uv_offset);
}
return isect_point_poly_v2(
co, reinterpret_cast<const float(*)[2]>(projverts.data()), f->len, false);
}