UV Snap: minor uv-nearest optimizations
- Pass in the snap distance (to avoid comparisons in the multi-object version). - Loop directly over BMLoop's (without using the iterator). - Use squared distance instead of manhattan.
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@@ -910,62 +910,53 @@ bool uv_find_nearest_vert_multi(
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return found;
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}
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bool ED_uvedit_nearest_uv(Scene *scene, Object *obedit, Image *ima, const float co[2], float r_uv[2])
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bool ED_uvedit_nearest_uv(
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Scene *scene, Object *obedit, Image *ima, const float co[2],
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float *dist_sq, float r_uv[2])
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{
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BMEditMesh *em = BKE_editmesh_from_object(obedit);
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BMIter iter;
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BMFace *efa;
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BMLoop *l;
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BMIter iter, liter;
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MLoopUV *luv;
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float mindist, dist;
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bool found = false;
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const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
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mindist = 1e10f;
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copy_v2_v2(r_uv, co);
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const float *uv_best = NULL;
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float dist_best = *dist_sq;
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const int cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
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BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
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if (!uvedit_face_visible_test(scene, obedit, ima, efa))
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if (!uvedit_face_visible_test(scene, obedit, ima, efa)) {
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continue;
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BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
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luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
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dist = len_manhattan_v2v2(co, luv->uv);
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if (dist <= mindist) {
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mindist = dist;
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copy_v2_v2(r_uv, luv->uv);
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found = true;
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}
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}
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BMLoop *l_iter, *l_first;
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l_iter = l_first = BM_FACE_FIRST_LOOP(efa);
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do {
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const float *uv = ((const MLoopUV *)BM_ELEM_CD_GET_VOID_P(l_iter, cd_loop_uv_offset))->uv;
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const float dist_test = len_squared_v2v2(co, uv);
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if (dist_best > dist_test) {
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dist_best = dist_test;
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uv_best = uv;
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}
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} while ((l_iter = l_iter->next) != l_first);
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}
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return found;
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if (uv_best != NULL) {
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copy_v2_v2(r_uv, uv_best);
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*dist_sq = dist_best;
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return true;
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}
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else {
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return false;
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}
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}
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bool ED_uvedit_nearest_uv_multi(
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struct Scene *scene, struct Image *ima, struct Object **objects_edit,
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const uint objects_len, const float co[2], float r_uv[2])
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Scene *scene, Image *ima, Object **objects, const uint objects_len, const float co[2],
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float *dist_sq, float r_uv[2])
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{
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bool found = false;
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float mindist = FLT_MAX;
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float uv_nearest[2];
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for (uint ob_index = 0; ob_index < objects_len; ob_index++) {
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Object *obedit = objects_edit[ob_index];
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if (ED_uvedit_nearest_uv(scene, obedit, ima, co, uv_nearest)) {
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float dist = len_manhattan_v2v2(co, uv_nearest);
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if (dist < mindist) {
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mindist = dist;
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copy_v2_v2(r_uv, uv_nearest);
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found = true;
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}
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Object *obedit = objects[ob_index];
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if (ED_uvedit_nearest_uv(scene, obedit, ima, co, dist_sq, r_uv)) {
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found = true;
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}
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}
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return found;
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}
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