Commit: e441e21d74f9b1d28a5384ac14386e1465035b35 Author: Chris Blackbourn Date: Sun Aug 7 16:11:47 2022 +1200 Branches: master https://developer.blender.org/rBe441e21d74f9b1d28a5384ac14386e1465035b35
Cleanup: refactoring uvislands to prepare for python api See also: D15598 =================================================================== M source/blender/blenkernel/BKE_mesh_mapping.h M source/blender/editors/mesh/editmesh_utils.c M source/blender/editors/sculpt_paint/sculpt_uv.c M source/blender/editors/uvedit/uvedit_ops.c M source/blender/editors/uvedit/uvedit_smart_stitch.c =================================================================== diff --git a/source/blender/blenkernel/BKE_mesh_mapping.h b/source/blender/blenkernel/BKE_mesh_mapping.h index c58bcbea242..f9dda7f5737 100644 --- a/source/blender/blenkernel/BKE_mesh_mapping.h +++ b/source/blender/blenkernel/BKE_mesh_mapping.h @@ -52,17 +52,24 @@ typedef struct UvElement { unsigned int island; } UvElement; -/* UvElementMap is a container for UvElements of a mesh. It stores some UvElements belonging to the - * same uv island in sequence and the number of uvs per island so it is possible to access all uvs - * belonging to an island directly by iterating through the buffer. +/** UvElementMap is a container for UvElements of a BMesh. + * + * It simplifies access to UV information and ensures the + * different UV selection modes are respected. + * + * If islands are calculated, it also stores UvElements + * belonging to the same uv island in sequence and + * the number of uvs per island. */ typedef struct UvElementMap { /* address UvElements by their vertex */ struct UvElement **vert; /* UvElement Store */ struct UvElement *buf; - /* Total number of UVs in the layer. Useful to know */ - int totalUVs; + /** Total number of UVs. */ + int total_uvs; + /** Total number of unique UVs. */ + int total_unique_uvs; /* Number of Islands in the mesh */ int totalIslands; /* Stores the starting index in buf where each island begins */ diff --git a/source/blender/editors/mesh/editmesh_utils.c b/source/blender/editors/mesh/editmesh_utils.c index ac5530c8ea9..fb7120b19ae 100644 --- a/source/blender/editors/mesh/editmesh_utils.c +++ b/source/blender/editors/mesh/editmesh_utils.c @@ -620,11 +620,11 @@ static int bm_uv_edge_select_build_islands(UvElementMap *element_map, bool uv_selected, int cd_loop_uv_offset) { - int totuv = element_map->totalUVs; + int total_uvs = element_map->total_uvs; /* For each UvElement, locate the "separate" UvElement that precedes it in the linked list. */ - UvElement **head_table = MEM_mallocN(sizeof(*head_table) * totuv, "uv_island_head_table"); - for (int i = 0; i < totuv; i++) { + UvElement **head_table = MEM_mallocN(sizeof(*head_table) * total_uvs, "uv_island_head_table"); + for (int i = 0; i < total_uvs; i++) { UvElement *head = element_map->buf + i; if (head->separate) { UvElement *element = head; @@ -641,11 +641,11 @@ static int bm_uv_edge_select_build_islands(UvElementMap *element_map, /* Depth first search the graph, building islands as we go. */ int nislands = 0; int islandbufsize = 0; - int stack_upper_bound = totuv; + int stack_upper_bound = total_uvs; UvElement **stack_uv = MEM_mallocN(sizeof(*stack_uv) * stack_upper_bound, "uv_island_element_stack"); int stacksize_uv = 0; - for (int i = 0; i < totuv; i++) { + for (int i = 0; i < total_uvs; i++) { UvElement *element = element_map->buf + i; if (element->island != INVALID_ISLAND) { /* Unique UV (element and all it's children) are already part of an island. */ @@ -713,7 +713,7 @@ static int bm_uv_edge_select_build_islands(UvElementMap *element_map, } nislands++; } - BLI_assert(islandbufsize == totuv); + BLI_assert(islandbufsize == total_uvs); MEM_SAFE_FREE(stack_uv); MEM_SAFE_FREE(head_table); @@ -778,7 +778,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm, } element_map = (UvElementMap *)MEM_callocN(sizeof(*element_map), "UvElementMap"); - element_map->totalUVs = totuv; + element_map->total_uvs = totuv; element_map->vert = (UvElement **)MEM_callocN(sizeof(*element_map->vert) * totverts, "UvElementVerts"); buf = element_map->buf = (UvElement *)MEM_callocN(sizeof(*element_map->buf) * totuv, @@ -1006,6 +1006,13 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm, BLI_buffer_free(&tf_uv_buf); + element_map->total_unique_uvs = 0; + for (int i = 0; i < element_map->total_uvs; i++) { + if (element_map->buf[i].separate) { + element_map->total_unique_uvs++; + } + } + return element_map; } diff --git a/source/blender/editors/sculpt_paint/sculpt_uv.c b/source/blender/editors/sculpt_paint/sculpt_uv.c index 52b790ba1ea..8ff7965513b 100644 --- a/source/blender/editors/sculpt_paint/sculpt_uv.c +++ b/source/blender/editors/sculpt_paint/sculpt_uv.c @@ -414,9 +414,8 @@ static void uv_sculpt_stroke_exit(bContext *C, wmOperator *op) if (data->timer) { WM_event_remove_timer(CTX_wm_manager(C), CTX_wm_window(C), data->timer); } - if (data->elementMap) { - BM_uv_element_map_free(data->elementMap); - } + BM_uv_element_map_free(data->elementMap); + data->elementMap = NULL; MEM_SAFE_FREE(data->uv); MEM_SAFE_FREE(data->uvedges); if (data->initial_stroke) { @@ -469,7 +468,6 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm BKE_curvemapping_init(ts->uvsculpt->paint.brush->curve); if (data) { - int counter = 0, i; ARegion *region = CTX_wm_region(C); float co[2]; BMFace *efa; @@ -518,20 +516,24 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm } /* Count 'unique' UV's */ - for (i = 0; i < data->elementMap->totalUVs; i++) { - if (data->elementMap->buf[i].separate && - (!do_island_optimization || data->elementMap->buf[i].island == island_index)) { - counter++; + int unique_uvs = data->elementMap->total_unique_uvs; + if (do_island_optimization) { + unique_uvs = 0; + for (int i = 0; i < data->elementMap->total_uvs; i++) { + if (data->elementMap->buf[i].separate && + (data->elementMap->buf[i].island == island_index)) { + unique_uvs++; + } } } /* Allocate the unique uv buffers */ - data->uv = MEM_mallocN(sizeof(*data->uv) * counter, "uv_brush_unique_uvs"); - uniqueUv = MEM_mallocN(sizeof(*uniqueUv) * data->elementMap->totalUVs, + data->uv = MEM_mallocN(sizeof(*data->uv) * unique_uvs, "uv_brush_unique_uvs"); + uniqueUv = MEM_mallocN(sizeof(*uniqueUv) * data->elementMap->total_uvs, "uv_brush_unique_uv_map"); edgeHash = BLI_ghash_new(uv_edge_hash, uv_edge_compare, "uv_brush_edge_hash"); /* we have at most totalUVs edges */ - edges = MEM_mallocN(sizeof(*edges) * data->elementMap->totalUVs, "uv_brush_all_edges"); + edges = MEM_mallocN(sizeof(*edges) * data->elementMap->total_uvs, "uv_brush_all_edges"); if (!data->uv || !uniqueUv || !edgeHash || !edges) { MEM_SAFE_FREE(edges); MEM_SAFE_FREE(uniqueUv); @@ -542,11 +544,11 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm return NULL; } - data->totalUniqueUvs = counter; - /* So that we can use this as index for the UvElements */ - counter = -1; + data->totalUniqueUvs = unique_uvs; + /* Index for the UvElements. */ + int counter = -1; /* initialize the unique UVs */ - for (i = 0; i < bm->totvert; i++) { + for (int i = 0; i < bm->totvert; i++) { UvElement *element = data->elementMap->vert[i]; for (; element; element = element->next) { if (element->separate) { @@ -627,7 +629,7 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm } /* fill the edges with data */ - i = 0; + int i = 0; GHASH_ITER (gh_iter, edgeHash) { data->uvedges[i++] = *((UvEdge *)BLI_ghashIterator_getKey(&gh_iter)); } @@ -639,7 +641,7 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm /* transfer boundary edge property to UV's */ if (ts->uv_sculpt_settings & UV_SCULPT_LOCK_BORDERS) { - for (i = 0; i < data->totalUvEdges; i++) { + for (int i = 0; i < data->totalUvEdges; i++) { if (!data->uvedges[i].flag) { data->uv[data->uvedges[i].uv1].flag |= MARK_BOUNDARY; data->uv[data->uvedges[i].uv2].flag |= MARK_BOUNDARY; @@ -686,7 +688,7 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm counter = 0; - for (i = 0; i < data->totalUniqueUvs; i++) { + for (int i = 0; i < data->totalUniqueUvs; i++) { float dist, diff[2]; if (data->uv[i].flag & MARK_BOUNDARY) { continue; diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c index 5ebdfcec294..67c80f5bdfd 100644 --- a/source/blender/editors/uvedit/uvedit_ops.c +++ b/source/blender/editors/uvedit/uvedit_ops.c @@ -543,7 +543,7 @@ static bool uvedit_uv_straighten(Scene *scene, BMesh *bm, eUVWeldAlign tool) bool changed = false; /* Loop backwards to simplify logic. */ - int j1 = element_map->totalUVs; + int j1 = element_map->total_uvs; for (int i = element_map->totalIslands - 1; i >= 0; --i) { int j0 = element_map->islandIndices[i]; changed |= uvedit_uv_straighten_elements( diff --git a/source/blender/editors/uvedit/uvedit_smart_stitch.c b/source/blender/editors/uvedit/uvedit_smart_stitch.c index 579674930a6..fb552ffc805 100644 --- a/source/blender/editors/uvedit/uvedit_smart_stitch.c +++ b/source/blender/editors/uvedit/uvedit_smart_stitch.c @@ -290,7 +290,7 @@ static void stitch_update_header(StitchStateContainer *ssc, bContext *C) static int getNumOfIslandUvs(UvElementMap *elementMap, int island) { if (island == elementMap->totalIslands - 1) { - return elementMap->totalUVs - elementMap->islandIndices[island]; + return elementMap->total_uvs - elementMap->islandIndices[island]; } return elementMap->islandIndices[island + 1] - elementMap->islandIndices[island]; } @@ -653,9 +653,8 @@ static void state_delete(StitchState *state) if (state->edges) { MEM_freeN(state->edges); } - if (state->stitch_preview) { - stitch_preview_delete(state->stitch_preview); - } + stitch_preview_delete(state->stitch_preview); + state->stitch_preview = NULL; if (state->edge_hash) { BLI_ghash_free(state->edge_hash, NULL, NULL); } @@ -1263,7 +1262,7 @@ static int stitch_process_data(StitchS @@ 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