forked from bartvdbraak/blender
Port angle stretch code for uvs to bmesh. Also added comment to clarify previous commit.
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@ -163,7 +163,7 @@ static void bm_face_compute_poly_normal_vertex_cos(BMFace *f, float n[3],
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* area of a polygon in the normal
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* plane. This is not an exact method as we can't access the tesselated data.
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*/
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static void compute_poly_center(float center[3], float *r_area, float (* const verts)[3], int nverts, float normal[3])
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static void compute_poly_center(float center[3], float *r_area, float (* const verts)[3], int nverts, float UNUSED(normal[3]))
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{
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int i, j;
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float area = 0.0;
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@ -181,7 +181,7 @@ static void compute_poly_center(float center[3], float *r_area, float (* const v
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}
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mul_v3_fl(center, 1.0/nverts);
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#if 0
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#if 0 /* we are using an approximation anyway so do not project to normal plane. */
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/* project vertices to the normal plane */
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for (j = 0; j < nverts; j++){
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project_v3_plane(verts[j], normal, center);
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@ -172,7 +172,7 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
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BLI_array_declare(tf_uv);
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BLI_array_declare(tf_uvorig);
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float aspx, aspy, col[4], (*tf_uv)[2] = NULL, (*tf_uvorig)[2] = NULL;
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int i;
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int i, j, nverts;
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ED_space_image_uv_aspect(sima, &aspx, &aspy);
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@ -276,150 +276,90 @@ static void draw_uvs_stretch(SpaceImage *sima, Scene *scene, BMEditMesh *em, MTe
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}
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case SI_UVDT_STRETCH_ANGLE:
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{
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#if 0 //BMESH_TODO
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float uvang1,uvang2,uvang3,uvang4;
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float ang1,ang2,ang3,ang4;
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float av1[3], av2[3], av3[3], av4[3]; /* use for 2d and 3d angle vectors */
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float *uvang = NULL;
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float *ang = NULL;
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float (* av)[3] = NULL; /* use for 2d and 3d angle vectors */
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float (* auv)[2] = NULL;
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float a;
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BLI_array_declare(uvang);
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BLI_array_declare(ang);
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BLI_array_declare(av);
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BLI_array_declare(auv);
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col[3] = 0.5; /* hard coded alpha, not that nice */
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glShadeModel(GL_SMOOTH);
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for (efa= em->faces.first; efa; efa= efa->next) {
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tf= CustomData_em_get(&em->fdata, efa->head.data, CD_MTFACE);
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BM_ITER(efa, &iter, em->bm, BM_FACES_OF_MESH, NULL) {
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tf= CustomData_bmesh_get(&em->bm->pdata, efa->head.data, CD_MTEXPOLY);
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if (uvedit_face_visible(scene, ima, efa, tf)) {
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efa->tmp.p = tf;
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uv_copy_aspect(tf->uv, tf_uv, aspx, aspy);
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if (efa->v4) {
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nverts = efa->len;
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BM_elem_flag_enable(efa, BM_ELEM_TAG);
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BLI_array_empty(tf_uv);
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BLI_array_empty(tf_uvorig);
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BLI_array_empty(uvang);
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BLI_array_empty(ang);
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BLI_array_empty(av);
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BLI_array_empty(auv);
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BLI_array_growitems(tf_uv, nverts);
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BLI_array_growitems(tf_uvorig, nverts);
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BLI_array_growitems(uvang, nverts);
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BLI_array_growitems(ang, nverts);
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BLI_array_growitems(av, nverts);
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BLI_array_growitems(auv, nverts);
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#if 0 /* Simple but slow, better reuse normalized vectors */
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BM_ITER_INDEX(l, &liter, em->bm, BM_LOOPS_OF_FACE, efa, i) {
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luv = CustomData_bmesh_get(&em->bm->ldata, l->head.data, CD_MLOOPUV);
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copy_v2_v2(tf_uvorig[i], luv->uv);
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}
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poly_copy_aspect(tf_uvorig, tf_uv, aspx, aspy, nverts);
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j = nverts - 1;
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BM_ITER_INDEX(l, &liter, em->bm, BM_LOOPS_OF_FACE, efa, i) {
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sub_v2_v2v2(auv[i], tf_uv[j], tf_uv[i]); normalize_v2(auv[i]);
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sub_v3_v3v3(av[i], l->prev->v->co, l->v->co); normalize_v3(av[i]);
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j = i;
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}
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for(i = 0; i < nverts; i++) {
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#if 0
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/* Simple but slow, better reuse normalized vectors
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* (Not ported to bmesh, copied for reference) */
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uvang1 = RAD2DEG(angle_v2v2v2(tf_uv[3], tf_uv[0], tf_uv[1]));
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ang1 = RAD2DEG(angle_v3v3v3(efa->v4->co, efa->v1->co, efa->v2->co));
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uvang2 = RAD2DEG(angle_v2v2v2(tf_uv[0], tf_uv[1], tf_uv[2]));
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ang2 = RAD2DEG(angle_v3v3v3(efa->v1->co, efa->v2->co, efa->v3->co));
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uvang3 = RAD2DEG(angle_v2v2v2(tf_uv[1], tf_uv[2], tf_uv[3]));
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ang3 = RAD2DEG(angle_v3v3v3(efa->v2->co, efa->v3->co, efa->v4->co));
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uvang4 = RAD2DEG(angle_v2v2v2(tf_uv[2], tf_uv[3], tf_uv[0]));
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ang4 = RAD2DEG(angle_v3v3v3(efa->v3->co, efa->v4->co, efa->v1->co));
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#endif
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/* uv angles */
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sub_v2_v2v2(av1, tf_uv[3], tf_uv[0]); normalize_v2(av1);
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sub_v2_v2v2(av2, tf_uv[0], tf_uv[1]); normalize_v2(av2);
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sub_v2_v2v2(av3, tf_uv[1], tf_uv[2]); normalize_v2(av3);
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sub_v2_v2v2(av4, tf_uv[2], tf_uv[3]); normalize_v2(av4);
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/* This is the correct angle however we are only comparing angles
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* uvang1 = 90-((angle_normalized_v2v2(av1, av2) * RAD2DEGF(1.0f))-90);*/
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uvang1 = angle_normalized_v2v2(av1, av2);
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uvang2 = angle_normalized_v2v2(av2, av3);
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uvang3 = angle_normalized_v2v2(av3, av4);
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uvang4 = angle_normalized_v2v2(av4, av1);
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/* 3d angles */
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sub_v3_v3v3(av1, efa->v4->co, efa->v1->co); normalize_v3(av1);
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sub_v3_v3v3(av2, efa->v1->co, efa->v2->co); normalize_v3(av2);
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sub_v3_v3v3(av3, efa->v2->co, efa->v3->co); normalize_v3(av3);
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sub_v3_v3v3(av4, efa->v3->co, efa->v4->co); normalize_v3(av4);
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/* This is the correct angle however we are only comparing angles
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* ang1 = 90-((angle_normalized_v3v3(av1, av2) * RAD2DEGF(1.0f))-90);*/
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ang1 = angle_normalized_v3v3(av1, av2);
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ang2 = angle_normalized_v3v3(av2, av3);
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ang3 = angle_normalized_v3v3(av3, av4);
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ang4 = angle_normalized_v3v3(av4, av1);
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glBegin(GL_QUADS);
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/* This simple makes the angles display worse then they really are ;)
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* 1.0-powf((1.0-a), 2) */
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a = fabsf(uvang1-ang1)/(float)M_PI;
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weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
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glColor3fv(col);
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glVertex2fv(tf->uv[0]);
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a = fabsf(uvang2-ang2)/(float)M_PI;
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weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
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glColor3fv(col);
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glVertex2fv(tf->uv[1]);
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a = fabsf(uvang3-ang3)/(float)M_PI;
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weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
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glColor3fv(col);
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glVertex2fv(tf->uv[2]);
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a = fabsf(uvang4-ang4)/(float)M_PI;
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weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
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glColor3fv(col);
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glVertex2fv(tf->uv[3]);
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uvang[i] = angle_normalized_v2v2(auv[i], auv[(i+1)%nverts]);
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ang[i] = angle_normalized_v3v3(av[i], av[(i+1)%nverts]);
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}
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else {
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#if 0 /* Simple but slow, better reuse normalized vectors */
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uvang1 = RAD2DEG(angle_v2v2v2(tf_uv[2], tf_uv[0], tf_uv[1]));
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ang1 = RAD2DEG(angle_v3v3v3(efa->v3->co, efa->v1->co, efa->v2->co));
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uvang2 = RAD2DEG(angle_v2v2v2(tf_uv[0], tf_uv[1], tf_uv[2]));
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ang2 = RAD2DEG(angle_v3v3v3(efa->v1->co, efa->v2->co, efa->v3->co));
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uvang3 = M_PI-(uvang1+uvang2);
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ang3 = M_PI-(ang1+ang2);
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#endif
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/* uv angles */
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sub_v2_v2v2(av1, tf_uv[2], tf_uv[0]); normalize_v2(av1);
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sub_v2_v2v2(av2, tf_uv[0], tf_uv[1]); normalize_v2(av2);
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sub_v2_v2v2(av3, tf_uv[1], tf_uv[2]); normalize_v2(av3);
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/* This is the correct angle however we are only comparing angles
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* uvang1 = 90-((angle_normalized_v2v2(av1, av2) * 180.0/M_PI)-90); */
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uvang1 = angle_normalized_v2v2(av1, av2);
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uvang2 = angle_normalized_v2v2(av2, av3);
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uvang3 = angle_normalized_v2v2(av3, av1);
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/* 3d angles */
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sub_v3_v3v3(av1, efa->v3->co, efa->v1->co); normalize_v3(av1);
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sub_v3_v3v3(av2, efa->v1->co, efa->v2->co); normalize_v3(av2);
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sub_v3_v3v3(av3, efa->v2->co, efa->v3->co); normalize_v3(av3);
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/* This is the correct angle however we are only comparing angles
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* ang1 = 90-((angle_normalized_v3v3(av1, av2) * 180.0/M_PI)-90); */
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ang1 = angle_normalized_v3v3(av1, av2);
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ang2 = angle_normalized_v3v3(av2, av3);
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ang3 = angle_normalized_v3v3(av3, av1);
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/* This simple makes the angles display worse then they really are ;)
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* 1.0f-powf((1.0-a), 2) */
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glBegin(GL_TRIANGLES);
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a = fabsf(uvang1-ang1)/(float)M_PI;
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glBegin(GL_POLYGON);
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BM_ITER_INDEX(l, &liter, em->bm, BM_LOOPS_OF_FACE, efa, i) {
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luv = CustomData_bmesh_get(&em->bm->ldata, l->head.data, CD_MLOOPUV);
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a = fabsf(uvang[i]-ang[i])/(float)M_PI;
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weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
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glColor3fv(col);
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glVertex2fv(tf->uv[0]);
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a = fabsf(uvang2-ang2)/(float)M_PI;
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weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
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glColor3fv(col);
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glVertex2fv(tf->uv[1]);
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a = fabsf(uvang3-ang3)/(float)M_PI;
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weight_to_rgb(col, 1.0f-powf((1.0f-a), 2.0f));
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glColor3fv(col);
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glVertex2fv(tf->uv[2]);
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glVertex2fv(luv->uv);
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}
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glEnd();
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}
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else {
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if (tf == activetf)
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activetf= NULL;
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efa->tmp.p = NULL;
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BM_elem_flag_disable(efa, BM_ELEM_TAG);
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}
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}
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glShadeModel(GL_FLAT);
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break;
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#endif
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BLI_array_free(uvang);
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BLI_array_free(ang);
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BLI_array_free(av);
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BLI_array_free(auv);
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break;
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}
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}
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