Often you need to copy a spline to do an operation, but don't want to manually copy over all of the settings. I've already forgotten to do it once anyway. These functions copy a spline's "settings" into a new spline, but not the data. I tried to avoid duplicating any copying so this is easier to extend in the future. Differential Revision: https://developer.blender.org/D11463
125 lines
2.9 KiB
C++
125 lines
2.9 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "BLI_span.hh"
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#include "BLI_virtual_array.hh"
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#include "BKE_spline.hh"
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using blender::float3;
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using blender::MutableSpan;
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using blender::Span;
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SplinePtr PolySpline::copy() const
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{
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return std::make_unique<PolySpline>(*this);
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}
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SplinePtr PolySpline::copy_settings() const
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{
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std::unique_ptr<PolySpline> copy = std::make_unique<PolySpline>();
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copy_base_settings(*this, *copy);
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return copy;
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}
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int PolySpline::size() const
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{
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const int size = positions_.size();
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BLI_assert(size == radii_.size());
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BLI_assert(size == tilts_.size());
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return size;
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}
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/**
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* \warning Call #reallocate on the spline's attributes after adding all points.
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*/
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void PolySpline::add_point(const float3 position, const float radius, const float tilt)
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{
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positions_.append(position);
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radii_.append(radius);
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tilts_.append(tilt);
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this->mark_cache_invalid();
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}
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void PolySpline::resize(const int size)
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{
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positions_.resize(size);
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radii_.resize(size);
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tilts_.resize(size);
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this->mark_cache_invalid();
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attributes.reallocate(size);
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}
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MutableSpan<float3> PolySpline::positions()
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{
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return positions_;
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}
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Span<float3> PolySpline::positions() const
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{
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return positions_;
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}
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MutableSpan<float> PolySpline::radii()
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{
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return radii_;
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}
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Span<float> PolySpline::radii() const
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{
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return radii_;
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}
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MutableSpan<float> PolySpline::tilts()
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{
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return tilts_;
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}
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Span<float> PolySpline::tilts() const
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{
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return tilts_;
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}
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void PolySpline::mark_cache_invalid()
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{
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tangent_cache_dirty_ = true;
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normal_cache_dirty_ = true;
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length_cache_dirty_ = true;
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}
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int PolySpline::evaluated_points_size() const
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{
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return this->size();
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}
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void PolySpline::correct_end_tangents() const
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{
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}
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Span<float3> PolySpline::evaluated_positions() const
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{
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return this->positions();
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}
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/**
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* Poly spline interpolation from control points to evaluated points is a special case, since
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* the result data is the same as the input data. This function returns a GVArray that points to
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* the original data. Therefore the lifetime of the returned virtual array must not be longer than
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* the source data.
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*/
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blender::fn::GVArrayPtr PolySpline::interpolate_to_evaluated_points(
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const blender::fn::GVArray &source_data) const
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{
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BLI_assert(source_data.size() == this->size());
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return source_data.shallow_copy();
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}
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