Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is accessible from RNA and C code. The second is implemented with `GeometryComponent` and is only accessible in C++ code. The second is widely used, but only being accessible through the `GeometrySet` API makes it awkward to use, and even impossible for types that don't correspond directly to a geometry component like `CurvesGeometry`. This patch adds a new attribute API, designed to replace the `GeometryComponent` attribute API now, and to eventually replace or be the basis of the other one. The basic idea is that there is an `AttributeAccessor` class that allows code to interact with a set of attributes owned by some geometry. The accessor itself has no ownership. `AttributeAccessor` is a simple type that can be passed around by value. That makes it easy to return it from functions and to store it in containers. For const-correctness, there is also a `MutableAttributeAccessor` that allows changing individual and can add or remove attributes. Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer to the owner of the attribute data. The second is a pointer to a struct with function pointers, that is similar to a virtual function table. The functions know how to access attributes on the owner. The actual attribute access for geometries is still implemented with the `AttributeProvider` pattern, which makes it easy to support different sources of attributes on a geometry and simplifies dealing with built-in attributes. There are different ways to get an attribute accessor for a geometry: * `GeometryComponent.attributes()` * `CurvesGeometry.attributes()` * `bke::mesh_attributes(const Mesh &)` * `bke::pointcloud_attributes(const PointCloud &)` All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`. Differential Revision: https://developer.blender.org/D15280
141 lines
4.9 KiB
C++
141 lines
4.9 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#include "BLI_function_ref.hh"
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#include "BLI_generic_virtual_array.hh"
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#include "BLI_math_vec_types.hh"
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#include "DNA_meshdata_types.h"
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#include "BKE_attribute.h"
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#include "BKE_attribute.hh"
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struct Mesh;
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struct BVHTreeFromMesh;
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namespace blender {
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class RandomNumberGenerator;
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}
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namespace blender::bke::mesh_surface_sample {
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void sample_point_attribute(const Mesh &mesh,
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Span<int> looptri_indices,
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Span<float3> bary_coords,
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const GVArray &data_in,
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const IndexMask mask,
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GMutableSpan data_out);
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void sample_corner_attribute(const Mesh &mesh,
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Span<int> looptri_indices,
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Span<float3> bary_coords,
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const GVArray &data_in,
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const IndexMask mask,
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GMutableSpan data_out);
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void sample_face_attribute(const Mesh &mesh,
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Span<int> looptri_indices,
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const GVArray &data_in,
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const IndexMask mask,
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GMutableSpan data_out);
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enum class eAttributeMapMode {
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INTERPOLATED,
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NEAREST,
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};
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/**
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* A utility class that performs attribute interpolation from a source mesh.
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*
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* The interpolator is only valid as long as the mesh is valid.
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* Barycentric weights are needed when interpolating point or corner domain attributes,
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* these are computed lazily when needed and re-used.
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*/
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class MeshAttributeInterpolator {
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private:
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const Mesh *mesh_;
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const IndexMask mask_;
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const Span<float3> positions_;
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const Span<int> looptri_indices_;
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Array<float3> bary_coords_;
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Array<float3> nearest_weights_;
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public:
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MeshAttributeInterpolator(const Mesh *mesh,
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const IndexMask mask,
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const Span<float3> positions,
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const Span<int> looptri_indices);
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void sample_data(const GVArray &src,
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eAttrDomain domain,
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eAttributeMapMode mode,
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const GMutableSpan dst);
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void sample_attribute(const GAttributeReader &src_attribute,
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GSpanAttributeWriter &dst_attribute,
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eAttributeMapMode mode);
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protected:
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Span<float3> ensure_barycentric_coords();
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Span<float3> ensure_nearest_weights();
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};
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/**
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* Find randomly distributed points on the surface of a mesh within a 3D sphere. This does not
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* sample an exact number of points because it comes with extra overhead to avoid bias that is only
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* required in some cases. If an exact number of points is required, that has to be implemented at
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* a higher level.
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*
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* \param approximate_density: Roughly the number of points per unit of area.
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* \return The number of added points.
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*/
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int sample_surface_points_spherical(RandomNumberGenerator &rng,
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const Mesh &mesh,
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Span<int> looptri_indices_to_sample,
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const float3 &sample_pos,
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float sample_radius,
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float approximate_density,
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Vector<float3> &r_bary_coords,
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Vector<int> &r_looptri_indices,
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Vector<float3> &r_positions);
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/**
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* Find randomly distributed points on the surface of a mesh within a circle that is projected on
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* the mesh. This does not result in an exact number of points because that would come with extra
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* overhead and is not always possible. If an exact number of points is required, that has to be
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* implemented at a higher level.
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*
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* \param region_position_to_ray: Function that converts a 2D position into a 3D ray that is used
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* to find positions on the mesh.
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* \param mesh_bvhtree: BVH tree of the triangles in the mesh. Passed in so that it does not have
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* to be retrieved again.
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* \param tries_num: Number of 2d positions that are sampled. The maximum
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* number of new samples.
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* \return The number of added points.
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*/
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int sample_surface_points_projected(
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RandomNumberGenerator &rng,
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const Mesh &mesh,
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BVHTreeFromMesh &mesh_bvhtree,
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const float2 &sample_pos_re,
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float sample_radius_re,
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FunctionRef<void(const float2 &pos_re, float3 &r_start, float3 &r_end)> region_position_to_ray,
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bool front_face_only,
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int tries_num,
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int max_points,
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Vector<float3> &r_bary_coords,
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Vector<int> &r_looptri_indices,
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Vector<float3> &r_positions);
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float3 compute_bary_coord_in_triangle(const Mesh &mesh,
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const MLoopTri &looptri,
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const float3 &position);
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} // namespace blender::bke::mesh_surface_sample
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