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blender-archive/source/blender/blenkernel/BKE_mesh_sample.hh
Jacques Lucke 1f94b56d77 Curves: support sculpting on deformed curves
Previously, curves sculpt tools only worked on original data. This was
very limiting, because one could effectively only sculpt the curves when
all procedural effects were turned off. This patch adds support for curves
sculpting while looking the result of procedural effects (like deformation
based on the surface mesh). This functionality is also known as "crazy space"
support in Blender.

For more details see D15407.

Differential Revision: https://developer.blender.org/D15407
2022-07-22 15:39:41 +02:00

152 lines
5.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_function_ref.hh"
#include "BLI_generic_virtual_array.hh"
#include "BLI_math_vec_types.hh"
#include "DNA_meshdata_types.h"
#include "BKE_attribute.h"
#include "BKE_attribute.hh"
struct Mesh;
struct BVHTreeFromMesh;
namespace blender {
class RandomNumberGenerator;
}
namespace blender::bke::mesh_surface_sample {
void sample_point_attribute(const Mesh &mesh,
Span<int> looptri_indices,
Span<float3> bary_coords,
const GVArray &data_in,
const IndexMask mask,
GMutableSpan data_out);
void sample_corner_attribute(const Mesh &mesh,
Span<int> looptri_indices,
Span<float3> bary_coords,
const GVArray &data_in,
const IndexMask mask,
GMutableSpan data_out);
void sample_face_attribute(const Mesh &mesh,
Span<int> looptri_indices,
const GVArray &data_in,
const IndexMask mask,
GMutableSpan data_out);
enum class eAttributeMapMode {
INTERPOLATED,
NEAREST,
};
/**
* A utility class that performs attribute interpolation from a source mesh.
*
* The interpolator is only valid as long as the mesh is valid.
* Barycentric weights are needed when interpolating point or corner domain attributes,
* these are computed lazily when needed and re-used.
*/
class MeshAttributeInterpolator {
private:
const Mesh *mesh_;
const IndexMask mask_;
const Span<float3> positions_;
const Span<int> looptri_indices_;
Array<float3> bary_coords_;
Array<float3> nearest_weights_;
public:
MeshAttributeInterpolator(const Mesh *mesh,
const IndexMask mask,
const Span<float3> positions,
const Span<int> looptri_indices);
void sample_data(const GVArray &src,
eAttrDomain domain,
eAttributeMapMode mode,
const GMutableSpan dst);
void sample_attribute(const GAttributeReader &src_attribute,
GSpanAttributeWriter &dst_attribute,
eAttributeMapMode mode);
protected:
Span<float3> ensure_barycentric_coords();
Span<float3> ensure_nearest_weights();
};
/**
* Find randomly distributed points on the surface of a mesh within a 3D sphere. This does not
* sample an exact number of points because it comes with extra overhead to avoid bias that is only
* required in some cases. If an exact number of points is required, that has to be implemented at
* a higher level.
*
* \param approximate_density: Roughly the number of points per unit of area.
* \return The number of added points.
*/
int sample_surface_points_spherical(RandomNumberGenerator &rng,
const Mesh &mesh,
Span<int> looptri_indices_to_sample,
const float3 &sample_pos,
float sample_radius,
float approximate_density,
Vector<float3> &r_bary_coords,
Vector<int> &r_looptri_indices,
Vector<float3> &r_positions);
/**
* Find randomly distributed points on the surface of a mesh within a circle that is projected on
* the mesh. This does not result in an exact number of points because that would come with extra
* overhead and is not always possible. If an exact number of points is required, that has to be
* implemented at a higher level.
*
* \param region_position_to_ray: Function that converts a 2D position into a 3D ray that is used
* to find positions on the mesh.
* \param mesh_bvhtree: BVH tree of the triangles in the mesh. Passed in so that it does not have
* to be retrieved again.
* \param tries_num: Number of 2d positions that are sampled. The maximum
* number of new samples.
* \return The number of added points.
*/
int sample_surface_points_projected(
RandomNumberGenerator &rng,
const Mesh &mesh,
BVHTreeFromMesh &mesh_bvhtree,
const float2 &sample_pos_re,
float sample_radius_re,
FunctionRef<void(const float2 &pos_re, float3 &r_start, float3 &r_end)> region_position_to_ray,
bool front_face_only,
int tries_num,
int max_points,
Vector<float3> &r_bary_coords,
Vector<int> &r_looptri_indices,
Vector<float3> &r_positions);
float3 compute_bary_coord_in_triangle(const Mesh &mesh,
const MLoopTri &looptri,
const float3 &position);
template<typename T>
inline T sample_corner_attrribute_with_bary_coords(const float3 &bary_weights,
const MLoopTri &looptri,
const Span<T> corner_attribute)
{
return attribute_math::mix3(bary_weights,
corner_attribute[looptri.tri[0]],
corner_attribute[looptri.tri[1]],
corner_attribute[looptri.tri[2]]);
}
} // namespace blender::bke::mesh_surface_sample