Commit: 280502e630e99a6723861a9cae156fabd53a7eb1 Author: Chris Blackbourn Date: Fri Jan 6 17:10:28 2023 +1300 Branches: master https://developer.blender.org/rB280502e630e99a6723861a9cae156fabd53a7eb1
Fix T103469: improve uv cylinder projection and uv sphere projection Multiple improvements to UV Cylinder and UV Sphere projection including: * New option "Pinch" or "Fan" to improve unwrap of faces at the poles. * Support for "Polar ZY" option on "View On Equator" and "Align To Object" * Better handling of inputs with round-off error. * Improved handling of faces touching the unit square border. * Improved handling of very wide quads spanning the right hand border. * Improved accuracy near to (0, 0). * Code cleanup and simplification. Differential Revision: https://developer.blender.org/D16869 =================================================================== M source/blender/blenlib/BLI_math_geom.h M source/blender/blenlib/intern/math_geom.c M source/blender/editors/uvedit/uvedit_unwrap_ops.c =================================================================== diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h index d056c42e019..e24f3c3bde8 100644 --- a/source/blender/blenlib/BLI_math_geom.h +++ b/source/blender/blenlib/BLI_math_geom.h @@ -1164,8 +1164,8 @@ void box_minmax_bounds_m4(float min[3], float max[3], float boundbox[2][3], floa /** \name Mapping * \{ */ -void map_to_tube(float *r_u, float *r_v, float x, float y, float z); -void map_to_sphere(float *r_u, float *r_v, float x, float y, float z); +bool map_to_tube(float *r_u, float *r_v, float x, float y, float z); +bool map_to_sphere(float *r_u, float *r_v, float x, float y, float z); void map_to_plane_v2_v3v3(float r_co[2], const float co[3], const float no[3]); void map_to_plane_axis_angle_v2_v3v3fl(float r_co[2], const float co[3], diff --git a/source/blender/blenlib/intern/math_geom.c b/source/blender/blenlib/intern/math_geom.c index 08152976f7d..415e21cd272 100644 --- a/source/blender/blenlib/intern/math_geom.c +++ b/source/blender/blenlib/intern/math_geom.c @@ -4914,39 +4914,59 @@ void box_minmax_bounds_m4(float min[3], float max[3], float boundbox[2][3], floa /********************************** Mapping **********************************/ -void map_to_tube(float *r_u, float *r_v, const float x, const float y, const float z) +static float snap_coordinate(float u) { - float len; - - *r_v = (z + 1.0f) / 2.0f; + /* Adjust a coordinate value `u` to obtain a value inside the (closed) unit interval. + * i.e. 0.0 <= snap_coordinate(u) <= 1.0. + * Due to round-off errors, it is possible that the value of `u` may be close to the boundary of + * the unit interval, but not exactly on it. In order to handle these cases, `snap_coordinate` + * checks whether `u` is within `epsilon` of the boundary, and if so, it snaps the return value + * to the boundary. */ + if (u < 0.0f) { + u += 1.0f; /* Get back into the unit interval. */ + } + BLI_assert(0.0f <= u); + BLI_assert(u <= 1.0f); + const float epsilon = 0.25f / 65536.0f; /* i.e. Quarter of a texel on a 65536 x 65536 texture. */ + if (u < epsilon) { + return 0.0f; /* `u` is close to 0, just return 0. */ + } + if (1.0f - epsilon < u) { + return 1.0f; /* `u` is close to 1, just return 1. */ + } + return u; +} - len = sqrtf(x * x + y * y); - if (len > 0.0f) { - *r_u = (1.0f - (atan2f(x / len, y / len) / (float)M_PI)) / 2.0f; +bool map_to_tube(float *r_u, float *r_v, const float x, const float y, const float z) +{ + bool regular = true; + if (x * x + y * y < 1e-6f * 1e-6f) { + regular = false; /* We're too close to the cylinder's axis. */ + *r_u = 0.5f; } else { - *r_v = *r_u = 0.0f; /* to avoid un-initialized variables */ + /* The "Regular" case, just compute the coordinate. */ + *r_u = snap_coordinate(atan2f(x, -y) / (float)(2.0f * M_PI)); } + *r_v = (z + 1.0f) / 2.0f; + return regular; } -void map_to_sphere(float *r_u, float *r_v, const float x, const float y, const float z) +bool map_to_sphere(float *r_u, float *r_v, const float x, const float y, const float z) { - float len; - - len = sqrtf(x * x + y * y + z * z); - if (len > 0.0f) { - if (UNLIKELY(x == 0.0f && y == 0.0f)) { - *r_u = 0.0f; /* Otherwise domain error. */ - } - else { - *r_u = (1.0f - atan2f(x, y) / (float)M_PI) / 2.0f; - } - - *r_v = 1.0f - saacos(z / len) / (float)M_PI; + bool regular = true; + const float epsilon = 0.25f / 65536.0f; /* i.e. Quarter of a texel on a 65536 x 65536 texture. */ + const float len_xy = sqrtf(x * x + y * y); + if (len_xy <= fabsf(z) * epsilon) { + regular = false; /* We're on the line that runs through the north and south poles. */ + *r_u = 0.5f; } else { - *r_v = *r_u = 0.0f; /* to avoid un-initialized variables */ + /* The "Regular" case, just compute the coordinate. */ + *r_u = snap_coordinate(atan2f(x, -y) / (float)(2.0f * M_PI)); } + *r_v = snap_coordinate(atan2f(len_xy, -z) / (float)M_PI); + return regular; } void map_to_plane_v2_v3v3(float r_co[2], const float co[3], const float no[3]) diff --git a/source/blender/editors/uvedit/uvedit_unwrap_ops.c b/source/blender/editors/uvedit/uvedit_unwrap_ops.c index 18e920c55f4..0f8830a4521 100644 --- a/source/blender/editors/uvedit/uvedit_unwrap_ops.c +++ b/source/blender/editors/uvedit/uvedit_unwrap_ops.c @@ -1318,6 +1318,9 @@ void ED_uvedit_live_unwrap_end(short cancel) #define POLAR_ZX 0 #define POLAR_ZY 1 +#define PINCH 0 +#define FAN 1 + static void uv_map_transform_calc_bounds(BMEditMesh *em, float r_min[3], float r_max[3]) { BMFace *efa; @@ -1457,50 +1460,37 @@ static void uv_map_rotation_matrix_ex(float result[4][4], mul_m4_series(result, rotup, rotside, viewmatrix, rotobj); } -static void uv_map_rotation_matrix(float result[4][4], - RegionView3D *rv3d, - Object *ob, - float upangledeg, - float sideangledeg, - float radius) -{ - const float offset[4] = {0}; - uv_map_rotation_matrix_ex(result, rv3d, ob, upangledeg, sideangledeg, radius, offset); -} - -static void uv_map_transform(bContext *C, wmOperator *op, float rotmat[4][4]) +static void uv_map_transform(bContext *C, wmOperator *op, float rotmat[3][3]) { - /* context checks are messy here, making it work in both 3d view and uv editor */ Object *obedit = CTX_data_edit_object(C); RegionView3D *rv3d = CTX_wm_region_view3d(C); - /* common operator properties */ - int align = RNA_enum_get(op->ptr, "align"); - int direction = RNA_enum_get(op->ptr, "direction"); - float radius = RNA_struct_find_property(op->ptr, "radius") ? RNA_float_get(op->ptr, "radius") : - 1.0f; - float upangledeg, sideangledeg; - if (direction == VIEW_ON_EQUATOR) { - upangledeg = 90.0f; - sideangledeg = 0.0f; - } - else { - upangledeg = 0.0f; + const int align = RNA_enum_get(op->ptr, "align"); + const int direction = RNA_enum_get(op->ptr, "direction"); + const float radius = RNA_struct_find_property(op->ptr, "radius") ? + RNA_float_get(op->ptr, "radius") : + 1.0f; + + /* Be compatible to the "old" sphere/cylinder mode. */ + if (direction == ALIGN_TO_OBJECT) { + unit_m3(rotmat); + if (align == POLAR_ZY) { - sideangledeg = 0.0f; - } - else { - sideangledeg = 90.0f; + rotmat[0][0] = 0.0f; + rotmat[0][1] = 1.0f; + rotmat[1][0] = -1.0f; + rotmat[1][1] = 0.0f; } + return; } - /* be compatible to the "old" sphere/cylinder mode */ - if (direction == ALIGN_TO_OBJECT) { - unit_m4(rotmat); - } - else { - uv_map_rotation_matrix(rotmat, rv3d, obedit, upangledeg, sideangledeg, radius); - } + const float up_angle_deg = (direction == VIEW_ON_EQUATOR) ? 90.0f : 0.0f; + const float side_angle_deg = (align == POLAR_ZY) == (direction == VIEW_ON_EQUATOR) ? 90.0f : + 0.0f; + const float offset[4] = {0}; + float rotmat4[4][4]; + uv_map_rotation_matrix_ex(rotmat4, rv3d, obedit, up_angle_deg, side_angle_deg, radius, offset); + copy_m3_m4(rotmat, rotmat4); } static void uv_transform_properties(wmOperatorType *ot, int radius) @@ -1521,6 +1511,12 @@ static void uv_transform_properties(wmOperatorType *ot, int radius) {0, NULL, 0, NULL, NULL}, }; + static const EnumPropertyItem pole_items[] = { + {PINCH, "PINCH", 0, "Pinch", "UVs are pinched at the poles"}, + {FAN, "FAN", 0, "Fan", "UVs are fanned at the poles"}, + {0, NULL, 0, NULL, NULL}, + }; + RNA_def_enum(ot->srna, "direction", direction_items, @@ -1530,9 +1526,10 @@ static void uv_transform_properties(wmOperatorType *ot, int radius) RNA_def_enum(ot->srna, "align", align_items, - VIEW_ON_EQUATOR, + POLAR_ZX, "Align", "How to determine rotation around the pole"); + RNA_def_enum(ot->srna, "pole", pole_items, PINCH, "Pole", "How to handle faces at the poles"); if (radius) { RNA_def_float(ot->srna, "radius", @@ -2730,55 +2727,120 @@ void UV_OT_reset(wmOperatorType *ot) /** \name Sphere UV Project Operator * \{ */ -static void uv_sphere_project(float target[2], - const float source[3], - const float center[3], - const float rotmat[4][4]) -{ - float pv[3]; - - sub_v3_v3v3(pv, source, center); - mul_m4_v3(rotmat, pv); - - map_to_sphere(&target[0], &target[1], pv[0], pv[1], pv[2]); - - /* split line is always zero */ - if (target[0] >= 1.0f) { - target[0] -= 1.0f; - } -} +static void uv_map_mirror(BMFace *efa, + const bool *regular, + const bool fan, + const int cd_loop_uv_offset) +{ + /* A heuristic to improve alignment of faces near the seam. + * In simple terms, we're looking for faces which span more + * than 0.5 units in the *u* coordinate. + * If we find such a face, we try and improve the unwrapping + * by adding (1.0, 0.0) onto some of the face's UVs. + + * Note that this is only a heuristic. The property we're + * attempting to maintain is that the winding of the face + * in UV space corresponds with the handedness of the face + * in 3D space w.r.t to the unwrapping. Even for triangles, + * that property is somewhat complicated to evaluate. + */ -static void uv_map_mirror(BMEditMesh *em, BMFace *efa) -{ + float right_u = -1.0e30f; BMLoop *l; BMIter liter; - MLoopUV *luv; float **uvs = BLI_array_alloca(uvs, efa->len); - float dx; - int i, mi; - - const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV); - - BM_ITER_ELEM_INDEX (l, &liter, efa, BM_LOOPS_OF_FACE, i) { - luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset); - uvs[i] = luv->uv; + int j; + BM_ITER_ELEM_INDEX (l, &liter, @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org List details, subscription details or unsubscribe: https://lists.blender.org/mailman/listinfo/bf-blender-cvs