fix #30668 and the rest of #30638.

Port angle stretch code for uvs to bmesh.

Also added comment to clarify previous commit.
This commit is contained in:
Antony Riakiotakis 2012-03-25 21:18:44 +00:00
parent 8c6fc392c2
commit c379b78d8a
2 changed files with 63 additions and 123 deletions

View File

@ -163,7 +163,7 @@ static void bm_face_compute_poly_normal_vertex_cos(BMFace *f, float n[3],
* area of a polygon in the normal
* plane. This is not an exact method as we can't access the tesselated data.
*/
static void compute_poly_center(float center[3], float *r_area, float (* const verts)[3], int nverts, float normal[3])
static void compute_poly_center(float center[3], float *r_area, float (* const verts)[3], int nverts, float UNUSED(normal[3]))
{
int i, j;
float area = 0.0;
@ -181,7 +181,7 @@ static void compute_poly_center(float center[3], float *r_area, float (* const v
}
mul_v3_fl(center, 1.0/nverts);
#if 0
#if 0 /* we are using an approximation anyway so do not project to normal plane. */
/* project vertices to the normal plane */
for (j = 0; j < nverts; j++){
project_v3_plane(verts[j], normal, center);

View File

@ -172,7 +172,7 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
BLI_array_declare(tf_uv);
BLI_array_declare(tf_uvorig);
float aspx, aspy, col[4], (*tf_uv)[2] = NULL, (*tf_uvorig)[2] = NULL;
int i;
int i, j, nverts;
ED_space_image_uv_aspect(sima, &aspx, &aspy);
@ -276,150 +276,90 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
}
case SI_UVDT_STRETCH_ANGLE:
{
#if 0 //BMESH_TODO
float uvang1,uvang2,uvang3,uvang4;
float ang1,ang2,ang3,ang4;
float av1[3], av2[3], av3[3], av4[3]; /* use for 2d and 3d angle vectors */
float *uvang = NULL;
float *ang = NULL;
float (* av)[3] = NULL; /* use for 2d and 3d angle vectors */
float (* auv)[2] = NULL;
float a;
BLI_array_declare(uvang);
BLI_array_declare(ang);
BLI_array_declare(av);
BLI_array_declare(auv);
col[3] = 0.5; /* hard coded alpha, not that nice */
glShadeModel(GL_SMOOTH);
for (efa= em->faces.first; efa; efa= efa->next) {
tf= CustomData_em_get(&em->fdata, efa->head.data, CD_MTFACE);
BM_ITER(efa, &iter, em->bm, BM_FACES_OF_MESH, NULL) {
tf= CustomData_bmesh_get(&em->bm->pdata, efa->head.data, CD_MTEXPOLY);
if (uvedit_face_visible(scene, ima, efa, tf)) {
efa->tmp.p = tf;
uv_copy_aspect(tf->uv, tf_uv, aspx, aspy);
if (efa->v4) {
#if 0 /* Simple but slow, better reuse normalized vectors */
nverts = efa->len;
BM_elem_flag_enable(efa, BM_ELEM_TAG);
BLI_array_empty(tf_uv);
BLI_array_empty(tf_uvorig);
BLI_array_empty(uvang);
BLI_array_empty(ang);
BLI_array_empty(av);
BLI_array_empty(auv);
BLI_array_growitems(tf_uv, nverts);
BLI_array_growitems(tf_uvorig, nverts);
BLI_array_growitems(uvang, nverts);
BLI_array_growitems(ang, nverts);
BLI_array_growitems(av, nverts);
BLI_array_growitems(auv, nverts);
BM_ITER_INDEX(l, &liter, em->bm, BM_LOOPS_OF_FACE, efa, i) {
luv = CustomData_bmesh_get(&em->bm->ldata, l->head.data, CD_MLOOPUV);
copy_v2_v2(tf_uvorig[i], luv->uv);
}
poly_copy_aspect(tf_uvorig, tf_uv, aspx, aspy, nverts);
j = nverts - 1;
BM_ITER_INDEX(l, &liter, em->bm, BM_LOOPS_OF_FACE, efa, i) {
sub_v2_v2v2(auv[i], tf_uv[j], tf_uv[i]); normalize_v2(auv[i]);
sub_v3_v3v3(av[i], l->prev->v->co, l->v->co); normalize_v3(av[i]);
j = i;
}
for(i = 0; i < nverts; i++) {
#if 0
/* Simple but slow, better reuse normalized vectors
* (Not ported to bmesh, copied for reference) */
uvang1 = RAD2DEG(angle_v2v2v2(tf_uv[3], tf_uv[0], tf_uv[1]));
ang1 = RAD2DEG(angle_v3v3v3(efa->v4->co, efa->v1->co, efa->v2->co));
uvang2 = RAD2DEG(angle_v2v2v2(tf_uv[0], tf_uv[1], tf_uv[2]));
ang2 = RAD2DEG(angle_v3v3v3(efa->v1->co, efa->v2->co, efa->v3->co));
uvang3 = RAD2DEG(angle_v2v2v2(tf_uv[1], tf_uv[2], tf_uv[3]));
ang3 = RAD2DEG(angle_v3v3v3(efa->v2->co, efa->v3->co, efa->v4->co));
uvang4 = RAD2DEG(angle_v2v2v2(tf_uv[2], tf_uv[3], tf_uv[0]));
ang4 = RAD2DEG(angle_v3v3v3(efa->v3->co, efa->v4->co, efa->v1->co));
#endif
/* uv angles */
sub_v2_v2v2(av1, tf_uv[3], tf_uv[0]); normalize_v2(av1);
sub_v2_v2v2(av2, tf_uv[0], tf_uv[1]); normalize_v2(av2);
sub_v2_v2v2(av3, tf_uv[1], tf_uv[2]); normalize_v2(av3);
sub_v2_v2v2(av4, tf_uv[2], tf_uv[3]); normalize_v2(av4);
/* This is the correct angle however we are only comparing angles
* uvang1 = 90-((angle_normalized_v2v2(av1, av2) * RAD2DEGF(1.0f))-90);*/
uvang1 = angle_normalized_v2v2(av1, av2);
uvang2 = angle_normalized_v2v2(av2, av3);
uvang3 = angle_normalized_v2v2(av3, av4);
uvang4 = angle_normalized_v2v2(av4, av1);
/* 3d angles */
sub_v3_v3v3(av1, efa->v4->co, efa->v1->co); normalize_v3(av1);
sub_v3_v3v3(av2, efa->v1->co, efa->v2->co); normalize_v3(av2);
sub_v3_v3v3(av3, efa->v2->co, efa->v3->co); normalize_v3(av3);
sub_v3_v3v3(av4, efa->v3->co, efa->v4->co); normalize_v3(av4);
/* This is the correct angle however we are only comparing angles
* ang1 = 90-((angle_normalized_v3v3(av1, av2) * RAD2DEGF(1.0f))-90);*/
ang1 = angle_normalized_v3v3(av1, av2);
ang2 = angle_normalized_v3v3(av2, av3);
ang3 = angle_normalized_v3v3(av3, av4);
ang4 = angle_normalized_v3v3(av4, av1);
glBegin(GL_QUADS);
/* This simple makes the angles display worse then they really are ;)
* 1.0-powf((1.0-a), 2) */
a = fabsf(uvang1-ang1)/(float)M_PI;
weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
glColor3fv(col);
glVertex2fv(tf->uv[0]);
a = fabsf(uvang2-ang2)/(float)M_PI;
weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
glColor3fv(col);
glVertex2fv(tf->uv[1]);
a = fabsf(uvang3-ang3)/(float)M_PI;
weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
glColor3fv(col);
glVertex2fv(tf->uv[2]);
a = fabsf(uvang4-ang4)/(float)M_PI;
weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
glColor3fv(col);
glVertex2fv(tf->uv[3]);
uvang[i] = angle_normalized_v2v2(auv[i], auv[(i+1)%nverts]);
ang[i] = angle_normalized_v3v3(av[i], av[(i+1)%nverts]);
}
else {
#if 0 /* Simple but slow, better reuse normalized vectors */
uvang1 = RAD2DEG(angle_v2v2v2(tf_uv[2], tf_uv[0], tf_uv[1]));
ang1 = RAD2DEG(angle_v3v3v3(efa->v3->co, efa->v1->co, efa->v2->co));
uvang2 = RAD2DEG(angle_v2v2v2(tf_uv[0], tf_uv[1], tf_uv[2]));
ang2 = RAD2DEG(angle_v3v3v3(efa->v1->co, efa->v2->co, efa->v3->co));
uvang3 = M_PI-(uvang1+uvang2);
ang3 = M_PI-(ang1+ang2);
#endif
/* uv angles */
sub_v2_v2v2(av1, tf_uv[2], tf_uv[0]); normalize_v2(av1);
sub_v2_v2v2(av2, tf_uv[0], tf_uv[1]); normalize_v2(av2);
sub_v2_v2v2(av3, tf_uv[1], tf_uv[2]); normalize_v2(av3);
/* This is the correct angle however we are only comparing angles
* uvang1 = 90-((angle_normalized_v2v2(av1, av2) * 180.0/M_PI)-90); */
uvang1 = angle_normalized_v2v2(av1, av2);
uvang2 = angle_normalized_v2v2(av2, av3);
uvang3 = angle_normalized_v2v2(av3, av1);
/* 3d angles */
sub_v3_v3v3(av1, efa->v3->co, efa->v1->co); normalize_v3(av1);
sub_v3_v3v3(av2, efa->v1->co, efa->v2->co); normalize_v3(av2);
sub_v3_v3v3(av3, efa->v2->co, efa->v3->co); normalize_v3(av3);
/* This is the correct angle however we are only comparing angles
* ang1 = 90-((angle_normalized_v3v3(av1, av2) * 180.0/M_PI)-90); */
ang1 = angle_normalized_v3v3(av1, av2);
ang2 = angle_normalized_v3v3(av2, av3);
ang3 = angle_normalized_v3v3(av3, av1);
/* This simple makes the angles display worse then they really are ;)
* 1.0f-powf((1.0-a), 2) */
glBegin(GL_TRIANGLES);
a = fabsf(uvang1-ang1)/(float)M_PI;
glBegin(GL_POLYGON);
BM_ITER_INDEX(l, &liter, em->bm, BM_LOOPS_OF_FACE, efa, i) {
luv = CustomData_bmesh_get(&em->bm->ldata, l->head.data, CD_MLOOPUV);
a = fabsf(uvang[i]-ang[i])/(float)M_PI;
weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
glColor3fv(col);
glVertex2fv(tf->uv[0]);
a = fabsf(uvang2-ang2)/(float)M_PI;
weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
glColor3fv(col);
glVertex2fv(tf->uv[1]);
a = fabsf(uvang3-ang3)/(float)M_PI;
weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
glColor3fv(col);
glVertex2fv(tf->uv[2]);
glVertex2fv(luv->uv);
}
glEnd();
}
else {
if (tf == activetf)
activetf= NULL;
efa->tmp.p = NULL;
BM_elem_flag_disable(efa, BM_ELEM_TAG);
}
}
glShadeModel(GL_FLAT);
break;
#endif
BLI_array_free(uvang);
BLI_array_free(ang);
BLI_array_free(av);
BLI_array_free(auv);
break;
}
}