UV: Migrate UV packing from Editor to bf_geometry. #105212

Merged
Chris Blackbourn merged 4 commits from Chris_Blackbourn/blender:uv-pack-migrate into main 2023-02-27 22:41:22 +01:00
6 changed files with 296 additions and 216 deletions

View File

@ -348,26 +348,6 @@ struct UVMapUDIM_Params {
int grid_shape[2];
};
typedef enum {
ED_UVPACK_MARGIN_SCALED = 0, /* Use scale of existing UVs to multiply margin. */
ED_UVPACK_MARGIN_ADD, /* Just add the margin, ignoring any UV scale. */
ED_UVPACK_MARGIN_FRACTION, /* Specify a precise fraction of final UV output. */
} eUVPackIsland_MarginMethod;
/** See also #UnwrapOptions. */
struct UVPackIsland_Params {
uint rotate : 1;
uint only_selected_uvs : 1;
uint only_selected_faces : 1;
uint use_seams : 1;
uint correct_aspect : 1;
bool ignore_pinned; /* Ignore islands which have any pinned UVs. */
bool pin_unselected; /* Treat unselected UVs as if they were pinned. */
eUVPackIsland_MarginMethod margin_method; /* Which formula to use when scaling island margin. */
float margin; /* Additional space to add around each island. */
float udim_base_offset[2]; /* Additional translation for bottom left corner. */
};
/**
* Returns true if UV coordinates lie on a valid tile in UDIM grid or tiled image.
*/

View File

@ -31,6 +31,8 @@
#include "ED_uvedit.h" /* Own include. */
#include "GEO_uv_pack.hh"
#include "WM_api.h"
#include "WM_types.h"
@ -435,199 +437,6 @@ int bm_mesh_calc_uv_islands(const Scene *scene,
/** \} */
static float pack_islands_scale_margin(const blender::Vector<FaceIsland *> &island_vector,
BoxPack *box_array,
const float scale,
const float margin)
{
for (const int index : island_vector.index_range()) {
FaceIsland *island = island_vector[index];
BoxPack *box = &box_array[index];
box->index = index;
box->w = BLI_rctf_size_x(&island->bounds_rect) * scale + 2 * margin;
box->h = BLI_rctf_size_y(&island->bounds_rect) * scale + 2 * margin;
}
float max_u, max_v;
BLI_box_pack_2d(box_array, island_vector.size(), &max_u, &max_v);
return max_ff(max_u, max_v);
}
static float pack_islands_margin_fraction(const blender::Vector<FaceIsland *> &island_vector,
BoxPack *box_array,
const float margin_fraction)
{
/*
* Root finding using a combined search / modified-secant method.
* First, use a robust search procedure to bracket the root within a factor of 10.
* Then, use a modified-secant method to converge.
*
* This is a specialized solver using domain knowledge to accelerate convergence. */
float scale_low = 0.0f;
float value_low = 0.0f;
float scale_high = 0.0f;
float value_high = 0.0f;
float scale_last = 0.0f;
/* Scaling smaller than `min_scale_roundoff` is unlikely to fit and
* will destroy information in existing UVs. */
float min_scale_roundoff = 1e-5f;
/* Certain inputs might have poor convergence properties.
* Use `max_iteration` to prevent an infinite loop. */
int max_iteration = 25;
for (int iteration = 0; iteration < max_iteration; iteration++) {
float scale = 1.0f;
if (iteration == 0) {
BLI_assert(iteration == 0);
BLI_assert(scale == 1.0f);
BLI_assert(scale_low == 0.0f);
BLI_assert(scale_high == 0.0f);
}
else if (scale_low == 0.0f) {
BLI_assert(scale_high > 0.0f);
/* Search mode, shrink layout until we can find a scale that fits. */
scale = scale_high * 0.1f;
}
else if (scale_high == 0.0f) {
BLI_assert(scale_low > 0.0f);
/* Search mode, grow layout until we can find a scale that doesn't fit. */
scale = scale_low * 10.0f;
}
else {
/* Bracket mode, use modified secant method to find root. */
BLI_assert(scale_low > 0.0f);
BLI_assert(scale_high > 0.0f);
BLI_assert(value_low <= 0.0f);
BLI_assert(value_high >= 0.0f);
if (scale_high < scale_low * 1.0001f) {
/* Convergence. */
break;
}
/* Secant method for area. */
scale = (sqrtf(scale_low) * value_high - sqrtf(scale_high) * value_low) /
(value_high - value_low);
scale = scale * scale;
if (iteration & 1) {
/* Modified binary-search to improve robustness. */
scale = sqrtf(scale * sqrtf(scale_low * scale_high));
}
}
scale = max_ff(scale, min_scale_roundoff);
/* Evaluate our `f`. */
scale_last = scale;
float max_uv = pack_islands_scale_margin(
island_vector, box_array, scale_last, margin_fraction);
float value = sqrtf(max_uv) - 1.0f;
if (value <= 0.0f) {
scale_low = scale;
value_low = value;
}
else {
scale_high = scale;
value_high = value;
if (scale == min_scale_roundoff) {
/* Unable to pack without damaging UVs. */
scale_low = scale;
break;
}
}
}
const bool flush = true;
if (flush) {
/* Write back best pack as a side-effect. First get best pack. */
if (scale_last != scale_low) {
scale_last = scale_low;
float max_uv = pack_islands_scale_margin(
island_vector, box_array, scale_last, margin_fraction);
UNUSED_VARS(max_uv);
/* TODO (?): `if (max_uv < 1.0f) { scale_last /= max_uv; }` */
}
/* Then expand FaceIslands by the correct amount. */
for (const int index : island_vector.index_range()) {
BoxPack *box = &box_array[index];
box->x /= scale_last;
box->y /= scale_last;
FaceIsland *island = island_vector[index];
BLI_rctf_pad(
&island->bounds_rect, margin_fraction / scale_last, margin_fraction / scale_last);
}
}
return scale_last;
}
static float calc_margin_from_aabb_length_sum(const blender::Vector<FaceIsland *> &island_vector,
const struct UVPackIsland_Params &params)
{
/* Logic matches behavior from #GEO_uv_parametrizer_pack.
* Attempt to give predictable results not dependent on current UV scale by using
* `aabb_length_sum` (was "`area`") to multiply the margin by the length (was "area"). */
double aabb_length_sum = 0.0f;
for (FaceIsland *island : island_vector) {
float w = BLI_rctf_size_x(&island->bounds_rect);
float h = BLI_rctf_size_y(&island->bounds_rect);
aabb_length_sum += sqrtf(w * h);
}
return params.margin * aabb_length_sum * 0.1f;
}
static BoxPack *pack_islands_params(const blender::Vector<FaceIsland *> &island_vector,
const struct UVPackIsland_Params &params,
float r_scale[2])
{
BoxPack *box_array = static_cast<BoxPack *>(
MEM_mallocN(sizeof(*box_array) * island_vector.size(), __func__));
if (params.margin == 0.0f) {
/* Special case for zero margin. Margin_method is ignored as all formulas give same result. */
const float max_uv = pack_islands_scale_margin(island_vector, box_array, 1.0f, 0.0f);
r_scale[0] = 1.0f / max_uv;
r_scale[1] = r_scale[0];
return box_array;
}
if (params.margin_method == ED_UVPACK_MARGIN_FRACTION) {
/* Uses a line search on scale. ~10x slower than other method. */
const float scale = pack_islands_margin_fraction(island_vector, box_array, params.margin);
r_scale[0] = scale;
r_scale[1] = scale;
/* pack_islands_margin_fraction will pad FaceIslands, return early. */
return box_array;
}
float margin = params.margin;
switch (params.margin_method) {
case ED_UVPACK_MARGIN_ADD: /* Default for Blender 2.8 and earlier. */
break; /* Nothing to do. */
case ED_UVPACK_MARGIN_SCALED: /* Default for Blender 3.3 and later. */
margin = calc_margin_from_aabb_length_sum(island_vector, params);
break;
case ED_UVPACK_MARGIN_FRACTION: /* Added as an option in Blender 3.4. */
BLI_assert_unreachable(); /* Handled above. */
break;
default:
BLI_assert_unreachable();
}
const float max_uv = pack_islands_scale_margin(island_vector, box_array, 1.0f, margin);
r_scale[0] = 1.0f / max_uv;
r_scale[1] = r_scale[0];
for (int index = 0; index < island_vector.size(); index++) {
FaceIsland *island = island_vector[index];
BLI_rctf_pad(&island->bounds_rect, margin, margin);
}
return box_array;
}
static bool island_has_pins(const Scene *scene,
FaceIsland *island,
const UVPackIsland_Params *params)
@ -664,8 +473,8 @@ void ED_uvedit_pack_islands_multi(const Scene *scene,
Object **objects,
const uint objects_len,
BMesh **bmesh_override,
const struct UVMapUDIM_Params *closest_udim,
const struct UVPackIsland_Params *params)
const UVMapUDIM_Params *closest_udim,
const UVPackIsland_Params *params)
{
blender::Vector<FaceIsland *> island_vector;
@ -751,7 +560,14 @@ void ED_uvedit_pack_islands_multi(const Scene *scene,
}
float scale[2] = {1.0f, 1.0f};
BoxPack *box_array = pack_islands_params(island_vector, *params, scale);
blender::Vector<blender::geometry::PackIsland *> pack_island_vector;
for (int i = 0; i < island_vector.size(); i++) {
FaceIsland *face_island = island_vector[i];
blender::geometry::PackIsland *pack_island = new blender::geometry::PackIsland();
pack_island->bounds_rect = face_island->bounds_rect;
pack_island_vector.append(pack_island);
}
BoxPack *box_array = pack_islands(pack_island_vector, *params, scale);
float base_offset[2] = {0.0f, 0.0f};
copy_v2_v2(base_offset, params->udim_base_offset);
@ -818,6 +634,12 @@ void ED_uvedit_pack_islands_multi(const Scene *scene,
MEM_freeN(island);
}
for (int i = 0; i < pack_island_vector.size(); i++) {
blender::geometry::PackIsland *pack_island = pack_island_vector[i];
pack_island_vector[i] = nullptr;
delete pack_island;
}
MEM_freeN(box_array);
}

View File

@ -47,6 +47,7 @@
#include "DEG_depsgraph.h"
#include "GEO_uv_pack.hh"
#include "GEO_uv_parametrizer.h"
#include "PIL_time.h"

View File

@ -30,6 +30,7 @@ set(SRC
intern/set_curve_type.cc
intern/subdivide_curves.cc
intern/trim_curves.cc
intern/uv_pack.cc
intern/uv_parametrizer.cc
GEO_add_curves_on_mesh.hh
@ -47,6 +48,7 @@ set(SRC
GEO_set_curve_type.hh
GEO_subdivide_curves.hh
GEO_trim_curves.hh
GEO_uv_pack.hh
GEO_uv_parametrizer.h
)

View File

@ -0,0 +1,59 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_boxpack_2d.h"
#include "BLI_span.hh"
#include "DNA_vec_types.h"
#pragma once
/** \file
* \ingroup geo
*/
Chris_Blackbourn marked this conversation as resolved
Review

Like the other public headers in the geometry module, I think this should all be in the blender::geometry namespace. That's what's used here instead of the GEO prefix that would be used for C code. It also means the blender:: namespace doesn't have to be specified every time in the new cc file.

Like the other public headers in the geometry module, I think this should all be in the `blender::geometry` namespace. That's what's used here instead of the `GEO` prefix that would be used for C code. It also means the `blender::` namespace doesn't have to be specified every time in the new cc file.
Chris_Blackbourn marked this conversation as resolved
Review

Typedef typedef isn't necessary in C++, you can just use enum Name {

Typedef `typedef` isn't necessary in C++, you can just use `enum Name {`
/** Workaround to forward-declare C type in C++ header. */
extern "C" {
enum eUVPackIsland_MarginMethod {
ED_UVPACK_MARGIN_SCALED = 0, /* Use scale of existing UVs to multiply margin. */
ED_UVPACK_MARGIN_ADD, /* Just add the margin, ignoring any UV scale. */
ED_UVPACK_MARGIN_FRACTION, /* Specify a precise fraction of final UV output. */
};
Chris_Blackbourn marked this conversation as resolved
Review

I'd put these in the namespace too, for consistency, not a big deal though.

I'd put these in the namespace too, for consistency, not a big deal though.
/** See also #UnwrapOptions. */
struct UVPackIsland_Params {
/** Islands can be rotated to improve packing. */
bool rotate;
/** (In UV Editor) only pack islands which have one or more selected UVs.*/
bool only_selected_uvs;
/** (In 3D Viewport or UV Editor) only pack islands which have selected faces. */
bool only_selected_faces;
/** When determining islands, use Seams as boundary edges. */
bool use_seams;
/** (In 3D Viewport or UV Editor) use aspect ratio from face. */
bool correct_aspect;
/** Ignore islands which have any pinned UVs. */
bool ignore_pinned;
/** Treat unselected UVs as if they were pinned. */
bool pin_unselected;
/** Additional space to add around each island. */
float margin;
/** Which formula to use when scaling island margin. */
eUVPackIsland_MarginMethod margin_method;
/** Additional translation for bottom left corner. */
float udim_base_offset[2];
};
}
Chris_Blackbourn marked this conversation as resolved
Review

Is extern necessary here? I wouldn't think so.

Is `extern` necessary here? I wouldn't think so.
namespace blender::geometry {
Chris_Blackbourn marked this conversation as resolved
Review

Pass a Span rather than a const reference to a vector, so the function doesn't depend on which container the elements are stored in.

Pass a `Span` rather than a const reference to a vector, so the function doesn't depend on which container the elements are stored in.
Chris_Blackbourn marked this conversation as resolved
Review

The struct keyword is unnecessary here

The `struct` keyword is unnecessary here
class PackIsland {
public:
rctf bounds_rect;
};
BoxPack *pack_islands(const Span<PackIsland *> &island_vector,
const UVPackIsland_Params &params,
float r_scale[2]);
} // namespace blender::geometry

View File

@ -0,0 +1,216 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup eduv
*/
#include "GEO_uv_pack.hh"
#include "BLI_boxpack_2d.h"
#include "BLI_convexhull_2d.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "DNA_meshdata_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "MEM_guardedalloc.h"
namespace blender::geometry {
static float pack_islands_scale_margin(const Span<PackIsland *> &island_vector,
BoxPack *box_array,
const float scale,
const float margin)
{
for (const int64_t index : island_vector.index_range()) {
PackIsland *island = island_vector[index];
BoxPack *box = &box_array[index];
box->index = (int)index;
box->w = BLI_rctf_size_x(&island->bounds_rect) * scale + 2 * margin;
box->h = BLI_rctf_size_y(&island->bounds_rect) * scale + 2 * margin;
}
float max_u, max_v;
BLI_box_pack_2d(box_array, (int)island_vector.size(), &max_u, &max_v);
return max_ff(max_u, max_v);
}
static float pack_islands_margin_fraction(const Span<PackIsland *> &island_vector,
BoxPack *box_array,
const float margin_fraction)
{
/*
* Root finding using a combined search / modified-secant method.
* First, use a robust search procedure to bracket the root within a factor of 10.
* Then, use a modified-secant method to converge.
*
* This is a specialized solver using domain knowledge to accelerate convergence. */
float scale_low = 0.0f;
float value_low = 0.0f;
float scale_high = 0.0f;
float value_high = 0.0f;
float scale_last = 0.0f;
/* Scaling smaller than `min_scale_roundoff` is unlikely to fit and
* will destroy information in existing UVs. */
float min_scale_roundoff = 1e-5f;
/* Certain inputs might have poor convergence properties.
* Use `max_iteration` to prevent an infinite loop. */
int max_iteration = 25;
for (int iteration = 0; iteration < max_iteration; iteration++) {
float scale = 1.0f;
if (iteration == 0) {
BLI_assert(iteration == 0);
BLI_assert(scale == 1.0f);
BLI_assert(scale_low == 0.0f);
BLI_assert(scale_high == 0.0f);
}
else if (scale_low == 0.0f) {
BLI_assert(scale_high > 0.0f);
/* Search mode, shrink layout until we can find a scale that fits. */
scale = scale_high * 0.1f;
}
else if (scale_high == 0.0f) {
BLI_assert(scale_low > 0.0f);
/* Search mode, grow layout until we can find a scale that doesn't fit. */
scale = scale_low * 10.0f;
}
else {
/* Bracket mode, use modified secant method to find root. */
BLI_assert(scale_low > 0.0f);
BLI_assert(scale_high > 0.0f);
BLI_assert(value_low <= 0.0f);
BLI_assert(value_high >= 0.0f);
if (scale_high < scale_low * 1.0001f) {
/* Convergence. */
break;
}
/* Secant method for area. */
scale = (sqrtf(scale_low) * value_high - sqrtf(scale_high) * value_low) /
(value_high - value_low);
scale = scale * scale;
if (iteration & 1) {
/* Modified binary-search to improve robustness. */
scale = sqrtf(scale * sqrtf(scale_low * scale_high));
}
}
scale = max_ff(scale, min_scale_roundoff);
/* Evaluate our `f`. */
scale_last = scale;
float max_uv = pack_islands_scale_margin(
island_vector, box_array, scale_last, margin_fraction);
float value = sqrtf(max_uv) - 1.0f;
if (value <= 0.0f) {
scale_low = scale;
value_low = value;
}
else {
scale_high = scale;
value_high = value;
if (scale == min_scale_roundoff) {
/* Unable to pack without damaging UVs. */
scale_low = scale;
break;
}
}
}
const bool flush = true;
if (flush) {
/* Write back best pack as a side-effect. First get best pack. */
if (scale_last != scale_low) {
scale_last = scale_low;
float max_uv = pack_islands_scale_margin(
island_vector, box_array, scale_last, margin_fraction);
UNUSED_VARS(max_uv);
/* TODO (?): `if (max_uv < 1.0f) { scale_last /= max_uv; }` */
}
/* Then expand FaceIslands by the correct amount. */
for (const int64_t index : island_vector.index_range()) {
BoxPack *box = &box_array[index];
box->x /= scale_last;
box->y /= scale_last;
PackIsland *island = island_vector[index];
BLI_rctf_pad(
&island->bounds_rect, margin_fraction / scale_last, margin_fraction / scale_last);
}
}
return scale_last;
}
static float calc_margin_from_aabb_length_sum(const Span<PackIsland *> &island_vector,
const UVPackIsland_Params &params)
{
/* Logic matches behavior from #GEO_uv_parametrizer_pack.
* Attempt to give predictable results not dependent on current UV scale by using
* `aabb_length_sum` (was "`area`") to multiply the margin by the length (was "area"). */
double aabb_length_sum = 0.0f;
for (PackIsland *island : island_vector) {
float w = BLI_rctf_size_x(&island->bounds_rect);
float h = BLI_rctf_size_y(&island->bounds_rect);
aabb_length_sum += sqrtf(w * h);
}
return params.margin * aabb_length_sum * 0.1f;
}
BoxPack *pack_islands(const Span<PackIsland *> &island_vector,
const UVPackIsland_Params &params,
float r_scale[2])
{
BoxPack *box_array = static_cast<BoxPack *>(
MEM_mallocN(sizeof(*box_array) * island_vector.size(), __func__));
if (params.margin == 0.0f) {
/* Special case for zero margin. Margin_method is ignored as all formulas give same result. */
const float max_uv = pack_islands_scale_margin(island_vector, box_array, 1.0f, 0.0f);
r_scale[0] = 1.0f / max_uv;
r_scale[1] = r_scale[0];
return box_array;
}
if (params.margin_method == ED_UVPACK_MARGIN_FRACTION) {
/* Uses a line search on scale. ~10x slower than other method. */
const float scale = pack_islands_margin_fraction(island_vector, box_array, params.margin);
r_scale[0] = scale;
r_scale[1] = scale;
/* pack_islands_margin_fraction will pad FaceIslands, return early. */
return box_array;
}
float margin = params.margin;
switch (params.margin_method) {
case ED_UVPACK_MARGIN_ADD: /* Default for Blender 2.8 and earlier. */
break; /* Nothing to do. */
case ED_UVPACK_MARGIN_SCALED: /* Default for Blender 3.3 and later. */
margin = calc_margin_from_aabb_length_sum(island_vector, params);
break;
case ED_UVPACK_MARGIN_FRACTION: /* Added as an option in Blender 3.4. */
BLI_assert_unreachable(); /* Handled above. */
break;
default:
BLI_assert_unreachable();
}
const float max_uv = pack_islands_scale_margin(island_vector, box_array, 1.0f, margin);
r_scale[0] = 1.0f / max_uv;
r_scale[1] = r_scale[0];
for (int index = 0; index < island_vector.size(); index++) {
PackIsland *island = island_vector[index];
BLI_rctf_pad(&island->bounds_rect, margin, margin);
}
return box_array;
}
} // namespace blender::geometry