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blender-archive/source/blender/blenkernel/intern/mesh_normals.cc
Bastien Montagne a8819481cb Merge branch 'blender-v3.5-release'
Conflicts:
	source/blender/modifiers/intern/MOD_array.cc
2023-03-09 16:53:06 +01:00

2005 lines
74 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
/** \file
* \ingroup bke
*
* Mesh normal calculation functions.
*
* \see bmesh_mesh_normals.c for the equivalent #BMesh functionality.
*/
#include <climits>
#include "MEM_guardedalloc.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BLI_alloca.h"
#include "BLI_bit_vector.hh"
#include "BLI_linklist.h"
#include "BLI_linklist_stack.h"
#include "BLI_math.h"
#include "BLI_math_vector_types.hh"
#include "BLI_memarena.h"
#include "BLI_span.hh"
#include "BLI_stack.h"
#include "BLI_task.h"
#include "BLI_task.hh"
#include "BLI_timeit.hh"
#include "BLI_utildefines.h"
#include "BKE_attribute.hh"
#include "BKE_customdata.h"
#include "BKE_editmesh_cache.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_mesh_mapping.h"
#include "atomic_ops.h"
using blender::BitVector;
using blender::float3;
using blender::int2;
using blender::MutableBitSpan;
using blender::MutableSpan;
using blender::short2;
using blender::Span;
using blender::VArray;
// #define DEBUG_TIME
#ifdef DEBUG_TIME
# include "BLI_timeit.hh"
#endif
/* -------------------------------------------------------------------- */
/** \name Private Utility Functions
* \{ */
/**
* A thread-safe version of #add_v3_v3 that uses a spin-lock.
*
* \note Avoid using this when the chance of contention is high.
*/
static void add_v3_v3_atomic(float r[3], const float a[3])
{
#define FLT_EQ_NONAN(_fa, _fb) (*((const uint32_t *)&_fa) == *((const uint32_t *)&_fb))
float virtual_lock = r[0];
while (true) {
/* This loops until following conditions are met:
* - `r[0]` has same value as virtual_lock (i.e. it did not change since last try).
* - `r[0]` was not `FLT_MAX`, i.e. it was not locked by another thread. */
const float test_lock = atomic_cas_float(&r[0], virtual_lock, FLT_MAX);
if (_ATOMIC_LIKELY(FLT_EQ_NONAN(test_lock, virtual_lock) && (test_lock != FLT_MAX))) {
break;
}
virtual_lock = test_lock;
}
virtual_lock += a[0];
r[1] += a[1];
r[2] += a[2];
/* Second atomic operation to 'release'
* our lock on that vector and set its first scalar value. */
/* Note that we do not need to loop here, since we 'locked' `r[0]`,
* nobody should have changed it in the mean time. */
virtual_lock = atomic_cas_float(&r[0], FLT_MAX, virtual_lock);
BLI_assert(virtual_lock == FLT_MAX);
#undef FLT_EQ_NONAN
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Public Utility Functions
*
* Related to managing normals but not directly related to calculating normals.
* \{ */
void BKE_mesh_normals_tag_dirty(Mesh *mesh)
{
mesh->runtime->vert_normals_dirty = true;
mesh->runtime->poly_normals_dirty = true;
}
float (*BKE_mesh_vert_normals_for_write(Mesh *mesh))[3]
{
if (mesh->runtime->vert_normals == nullptr) {
mesh->runtime->vert_normals = (float(*)[3])MEM_malloc_arrayN(
mesh->totvert, sizeof(float[3]), __func__);
}
BLI_assert(MEM_allocN_len(mesh->runtime->vert_normals) >= sizeof(float[3]) * mesh->totvert);
return mesh->runtime->vert_normals;
}
float (*BKE_mesh_poly_normals_for_write(Mesh *mesh))[3]
{
if (mesh->runtime->poly_normals == nullptr) {
mesh->runtime->poly_normals = (float(*)[3])MEM_malloc_arrayN(
mesh->totpoly, sizeof(float[3]), __func__);
}
BLI_assert(MEM_allocN_len(mesh->runtime->poly_normals) >= sizeof(float[3]) * mesh->totpoly);
return mesh->runtime->poly_normals;
}
void BKE_mesh_vert_normals_clear_dirty(Mesh *mesh)
{
mesh->runtime->vert_normals_dirty = false;
BLI_assert(mesh->runtime->vert_normals || mesh->totvert == 0);
}
void BKE_mesh_poly_normals_clear_dirty(Mesh *mesh)
{
mesh->runtime->poly_normals_dirty = false;
BLI_assert(mesh->runtime->poly_normals || mesh->totpoly == 0);
}
bool BKE_mesh_vert_normals_are_dirty(const Mesh *mesh)
{
return mesh->runtime->vert_normals_dirty;
}
bool BKE_mesh_poly_normals_are_dirty(const Mesh *mesh)
{
return mesh->runtime->poly_normals_dirty;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Mesh Normal Calculation (Polygons)
* \{ */
/*
* COMPUTE POLY NORMAL
*
* Computes the normal of a planar
* polygon See Graphics Gems for
* computing newell normal.
*/
static void mesh_calc_ngon_normal(const MPoly *poly,
const MLoop *loopstart,
const float (*positions)[3],
float r_normal[3])
{
const int nverts = poly->totloop;
const float *v_prev = positions[loopstart[nverts - 1].v];
const float *v_curr;
zero_v3(r_normal);
/* Newell's Method */
for (int i = 0; i < nverts; i++) {
v_curr = positions[loopstart[i].v];
add_newell_cross_v3_v3v3(r_normal, v_prev, v_curr);
v_prev = v_curr;
}
if (UNLIKELY(normalize_v3(r_normal) == 0.0f)) {
r_normal[2] = 1.0f; /* other axis set to 0.0 */
}
}
void BKE_mesh_calc_poly_normal(const MPoly *poly,
const MLoop *loopstart,
const float (*vert_positions)[3],
float r_no[3])
{
if (poly->totloop > 4) {
mesh_calc_ngon_normal(poly, loopstart, vert_positions, r_no);
}
else if (poly->totloop == 3) {
normal_tri_v3(r_no,
vert_positions[loopstart[0].v],
vert_positions[loopstart[1].v],
vert_positions[loopstart[2].v]);
}
else if (poly->totloop == 4) {
normal_quad_v3(r_no,
vert_positions[loopstart[0].v],
vert_positions[loopstart[1].v],
vert_positions[loopstart[2].v],
vert_positions[loopstart[3].v]);
}
else { /* horrible, two sided face! */
r_no[0] = 0.0;
r_no[1] = 0.0;
r_no[2] = 1.0;
}
}
static void calculate_normals_poly(const Span<float3> positions,
const Span<MPoly> polys,
const Span<MLoop> loops,
MutableSpan<float3> poly_normals)
{
using namespace blender;
threading::parallel_for(polys.index_range(), 1024, [&](const IndexRange range) {
for (const int poly_i : range) {
const MPoly &poly = polys[poly_i];
BKE_mesh_calc_poly_normal(&poly,
&loops[poly.loopstart],
reinterpret_cast<const float(*)[3]>(positions.data()),
poly_normals[poly_i]);
}
});
}
void BKE_mesh_calc_normals_poly(const float (*vert_positions)[3],
const int verts_num,
const MLoop *mloop,
const int mloop_len,
const MPoly *polys,
int polys_len,
float (*r_poly_normals)[3])
{
calculate_normals_poly({reinterpret_cast<const float3 *>(vert_positions), verts_num},
{polys, polys_len},
{mloop, mloop_len},
{reinterpret_cast<float3 *>(r_poly_normals), polys_len});
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Mesh Normal Calculation (Polygons & Vertices)
*
* Take care making optimizations to this function as improvements to low-poly
* meshes can slow down high-poly meshes. For details on performance, see D11993.
* \{ */
static void calculate_normals_poly_and_vert(const Span<float3> positions,
const Span<MPoly> polys,
const Span<MLoop> loops,
MutableSpan<float3> poly_normals,
MutableSpan<float3> vert_normals)
{
using namespace blender;
/* Zero the vertex normal array for accumulation. */
{
memset(vert_normals.data(), 0, vert_normals.as_span().size_in_bytes());
}
/* Compute poly normals, accumulating them into vertex normals. */
{
threading::parallel_for(polys.index_range(), 1024, [&](const IndexRange range) {
for (const int poly_i : range) {
const MPoly &poly = polys[poly_i];
const Span<MLoop> poly_loops = loops.slice(poly.loopstart, poly.totloop);
float3 &pnor = poly_normals[poly_i];
const int i_end = poly.totloop - 1;
/* Polygon Normal and edge-vector. */
/* Inline version of #BKE_mesh_calc_poly_normal, also does edge-vectors. */
{
zero_v3(pnor);
/* Newell's Method */
const float *v_curr = positions[poly_loops[i_end].v];
for (int i_next = 0; i_next <= i_end; i_next++) {
const float *v_next = positions[poly_loops[i_next].v];
add_newell_cross_v3_v3v3(pnor, v_curr, v_next);
v_curr = v_next;
}
if (UNLIKELY(normalize_v3(pnor) == 0.0f)) {
pnor[2] = 1.0f; /* Other axes set to zero. */
}
}
/* Accumulate angle weighted face normal into the vertex normal. */
/* Inline version of #accumulate_vertex_normals_poly_v3. */
{
float edvec_prev[3], edvec_next[3], edvec_end[3];
const float *v_curr = positions[poly_loops[i_end].v];
sub_v3_v3v3(edvec_prev, positions[poly_loops[i_end - 1].v], v_curr);
normalize_v3(edvec_prev);
copy_v3_v3(edvec_end, edvec_prev);
for (int i_next = 0, i_curr = i_end; i_next <= i_end; i_curr = i_next++) {
const float *v_next = positions[poly_loops[i_next].v];
/* Skip an extra normalization by reusing the first calculated edge. */
if (i_next != i_end) {
sub_v3_v3v3(edvec_next, v_curr, v_next);
normalize_v3(edvec_next);
}
else {
copy_v3_v3(edvec_next, edvec_end);
}
/* Calculate angle between the two poly edges incident on this vertex. */
const float fac = saacos(-dot_v3v3(edvec_prev, edvec_next));
const float vnor_add[3] = {pnor[0] * fac, pnor[1] * fac, pnor[2] * fac};
float *vnor = vert_normals[poly_loops[i_curr].v];
add_v3_v3_atomic(vnor, vnor_add);
v_curr = v_next;
copy_v3_v3(edvec_prev, edvec_next);
}
}
}
});
}
/* Normalize and validate computed vertex normals. */
{
threading::parallel_for(positions.index_range(), 1024, [&](const IndexRange range) {
for (const int vert_i : range) {
float *no = vert_normals[vert_i];
if (UNLIKELY(normalize_v3(no) == 0.0f)) {
/* Following Mesh convention; we use vertex coordinate itself for normal in this case. */
normalize_v3_v3(no, positions[vert_i]);
}
}
});
}
}
void BKE_mesh_calc_normals_poly_and_vertex(const float (*vert_positions)[3],
const int mvert_len,
const MLoop *mloop,
const int mloop_len,
const MPoly *polys,
const int polys_len,
float (*r_poly_normals)[3],
float (*r_vert_normals)[3])
{
calculate_normals_poly_and_vert({reinterpret_cast<const float3 *>(vert_positions), mvert_len},
{polys, polys_len},
{mloop, mloop_len},
{reinterpret_cast<float3 *>(r_poly_normals), polys_len},
{reinterpret_cast<float3 *>(r_vert_normals), mvert_len});
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Mesh Normal Calculation
* \{ */
const float (*BKE_mesh_vert_normals_ensure(const Mesh *mesh))[3]
{
if (!BKE_mesh_vert_normals_are_dirty(mesh)) {
BLI_assert(mesh->runtime->vert_normals != nullptr || mesh->totvert == 0);
return mesh->runtime->vert_normals;
}
if (mesh->totvert == 0) {
return nullptr;
}
std::lock_guard lock{mesh->runtime->normals_mutex};
if (!BKE_mesh_vert_normals_are_dirty(mesh)) {
BLI_assert(mesh->runtime->vert_normals != nullptr);
return mesh->runtime->vert_normals;
}
float(*vert_normals)[3];
float(*poly_normals)[3];
/* Isolate task because a mutex is locked and computing normals is multi-threaded. */
blender::threading::isolate_task([&]() {
Mesh &mesh_mutable = *const_cast<Mesh *>(mesh);
const Span<float3> positions = mesh_mutable.vert_positions();
const Span<MPoly> polys = mesh_mutable.polys();
const Span<MLoop> loops = mesh_mutable.loops();
vert_normals = BKE_mesh_vert_normals_for_write(&mesh_mutable);
poly_normals = BKE_mesh_poly_normals_for_write(&mesh_mutable);
BKE_mesh_calc_normals_poly_and_vertex(reinterpret_cast<const float(*)[3]>(positions.data()),
positions.size(),
loops.data(),
loops.size(),
polys.data(),
polys.size(),
poly_normals,
vert_normals);
BKE_mesh_vert_normals_clear_dirty(&mesh_mutable);
BKE_mesh_poly_normals_clear_dirty(&mesh_mutable);
});
return vert_normals;
}
const float (*BKE_mesh_poly_normals_ensure(const Mesh *mesh))[3]
{
if (!BKE_mesh_poly_normals_are_dirty(mesh)) {
BLI_assert(mesh->runtime->poly_normals != nullptr || mesh->totpoly == 0);
return mesh->runtime->poly_normals;
}
if (mesh->totpoly == 0) {
return nullptr;
}
std::lock_guard lock{mesh->runtime->normals_mutex};
if (!BKE_mesh_poly_normals_are_dirty(mesh)) {
BLI_assert(mesh->runtime->poly_normals != nullptr);
return mesh->runtime->poly_normals;
}
float(*poly_normals)[3];
/* Isolate task because a mutex is locked and computing normals is multi-threaded. */
blender::threading::isolate_task([&]() {
Mesh &mesh_mutable = *const_cast<Mesh *>(mesh);
const Span<float3> positions = mesh_mutable.vert_positions();
const Span<MPoly> polys = mesh_mutable.polys();
const Span<MLoop> loops = mesh_mutable.loops();
poly_normals = BKE_mesh_poly_normals_for_write(&mesh_mutable);
BKE_mesh_calc_normals_poly(reinterpret_cast<const float(*)[3]>(positions.data()),
positions.size(),
loops.data(),
loops.size(),
polys.data(),
polys.size(),
poly_normals);
BKE_mesh_poly_normals_clear_dirty(&mesh_mutable);
});
return poly_normals;
}
void BKE_mesh_ensure_normals_for_display(Mesh *mesh)
{
switch (mesh->runtime->wrapper_type) {
case ME_WRAPPER_TYPE_SUBD:
case ME_WRAPPER_TYPE_MDATA:
BKE_mesh_vert_normals_ensure(mesh);
BKE_mesh_poly_normals_ensure(mesh);
break;
case ME_WRAPPER_TYPE_BMESH: {
BMEditMesh *em = mesh->edit_mesh;
EditMeshData *emd = mesh->runtime->edit_data;
if (emd->vertexCos) {
BKE_editmesh_cache_ensure_vert_normals(em, emd);
BKE_editmesh_cache_ensure_poly_normals(em, emd);
}
return;
}
}
}
void BKE_lnor_spacearr_init(MLoopNorSpaceArray *lnors_spacearr,
const int numLoops,
const char data_type)
{
if (!(lnors_spacearr->lspacearr && lnors_spacearr->loops_pool)) {
MemArena *mem;
if (!lnors_spacearr->mem) {
lnors_spacearr->mem = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, __func__);
}
mem = lnors_spacearr->mem;
if (numLoops > 0) {
lnors_spacearr->lspacearr = (MLoopNorSpace **)BLI_memarena_calloc(
mem, sizeof(MLoopNorSpace *) * size_t(numLoops));
lnors_spacearr->loops_pool = (LinkNode *)BLI_memarena_alloc(
mem, sizeof(LinkNode) * size_t(numLoops));
}
else {
lnors_spacearr->lspacearr = nullptr;
lnors_spacearr->loops_pool = nullptr;
}
lnors_spacearr->spaces_num = 0;
}
BLI_assert(ELEM(data_type, MLNOR_SPACEARR_BMLOOP_PTR, MLNOR_SPACEARR_LOOP_INDEX));
lnors_spacearr->data_type = data_type;
}
void BKE_lnor_spacearr_tls_init(MLoopNorSpaceArray *lnors_spacearr,
MLoopNorSpaceArray *lnors_spacearr_tls)
{
*lnors_spacearr_tls = *lnors_spacearr;
lnors_spacearr_tls->mem = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, __func__);
}
void BKE_lnor_spacearr_tls_join(MLoopNorSpaceArray *lnors_spacearr,
MLoopNorSpaceArray *lnors_spacearr_tls)
{
BLI_assert(lnors_spacearr->data_type == lnors_spacearr_tls->data_type);
BLI_assert(lnors_spacearr->mem != lnors_spacearr_tls->mem);
lnors_spacearr->spaces_num += lnors_spacearr_tls->spaces_num;
BLI_memarena_merge(lnors_spacearr->mem, lnors_spacearr_tls->mem);
BLI_memarena_free(lnors_spacearr_tls->mem);
lnors_spacearr_tls->mem = nullptr;
BKE_lnor_spacearr_clear(lnors_spacearr_tls);
}
void BKE_lnor_spacearr_clear(MLoopNorSpaceArray *lnors_spacearr)
{
lnors_spacearr->spaces_num = 0;
lnors_spacearr->lspacearr = nullptr;
lnors_spacearr->loops_pool = nullptr;
if (lnors_spacearr->mem != nullptr) {
BLI_memarena_clear(lnors_spacearr->mem);
}
}
void BKE_lnor_spacearr_free(MLoopNorSpaceArray *lnors_spacearr)
{
lnors_spacearr->spaces_num = 0;
lnors_spacearr->lspacearr = nullptr;
lnors_spacearr->loops_pool = nullptr;
BLI_memarena_free(lnors_spacearr->mem);
lnors_spacearr->mem = nullptr;
}
MLoopNorSpace *BKE_lnor_space_create(MLoopNorSpaceArray *lnors_spacearr)
{
lnors_spacearr->spaces_num++;
return (MLoopNorSpace *)BLI_memarena_calloc(lnors_spacearr->mem, sizeof(MLoopNorSpace));
}
/* This threshold is a bit touchy (usual float precision issue), this value seems OK. */
#define LNOR_SPACE_TRIGO_THRESHOLD (1.0f - 1e-4f)
void BKE_lnor_space_define(MLoopNorSpace *lnor_space,
const float lnor[3],
float vec_ref[3],
float vec_other[3],
BLI_Stack *edge_vectors)
{
const float pi2 = float(M_PI) * 2.0f;
float tvec[3], dtp;
const float dtp_ref = dot_v3v3(vec_ref, lnor);
const float dtp_other = dot_v3v3(vec_other, lnor);
if (UNLIKELY(fabsf(dtp_ref) >= LNOR_SPACE_TRIGO_THRESHOLD ||
fabsf(dtp_other) >= LNOR_SPACE_TRIGO_THRESHOLD)) {
/* If vec_ref or vec_other are too much aligned with lnor, we can't build lnor space,
* tag it as invalid and abort. */
lnor_space->ref_alpha = lnor_space->ref_beta = 0.0f;
if (edge_vectors) {
BLI_stack_clear(edge_vectors);
}
return;
}
copy_v3_v3(lnor_space->vec_lnor, lnor);
/* Compute ref alpha, average angle of all available edge vectors to lnor. */
if (edge_vectors) {
float alpha = 0.0f;
int count = 0;
while (!BLI_stack_is_empty(edge_vectors)) {
const float *vec = (const float *)BLI_stack_peek(edge_vectors);
alpha += saacosf(dot_v3v3(vec, lnor));
BLI_stack_discard(edge_vectors);
count++;
}
/* NOTE: In theory, this could be `count > 2`,
* but there is one case where we only have two edges for two loops:
* a smooth vertex with only two edges and two faces (our Monkey's nose has that, e.g.).
*/
BLI_assert(count >= 2); /* This piece of code shall only be called for more than one loop. */
lnor_space->ref_alpha = alpha / float(count);
}
else {
lnor_space->ref_alpha = (saacosf(dot_v3v3(vec_ref, lnor)) +
saacosf(dot_v3v3(vec_other, lnor))) /
2.0f;
}
/* Project vec_ref on lnor's ortho plane. */
mul_v3_v3fl(tvec, lnor, dtp_ref);
sub_v3_v3(vec_ref, tvec);
normalize_v3_v3(lnor_space->vec_ref, vec_ref);
cross_v3_v3v3(tvec, lnor, lnor_space->vec_ref);
normalize_v3_v3(lnor_space->vec_ortho, tvec);
/* Project vec_other on lnor's ortho plane. */
mul_v3_v3fl(tvec, lnor, dtp_other);
sub_v3_v3(vec_other, tvec);
normalize_v3(vec_other);
/* Beta is angle between ref_vec and other_vec, around lnor. */
dtp = dot_v3v3(lnor_space->vec_ref, vec_other);
if (LIKELY(dtp < LNOR_SPACE_TRIGO_THRESHOLD)) {
const float beta = saacos(dtp);
lnor_space->ref_beta = (dot_v3v3(lnor_space->vec_ortho, vec_other) < 0.0f) ? pi2 - beta : beta;
}
else {
lnor_space->ref_beta = pi2;
}
}
void BKE_lnor_space_add_loop(MLoopNorSpaceArray *lnors_spacearr,
MLoopNorSpace *lnor_space,
const int ml_index,
void *bm_loop,
const bool is_single)
{
BLI_assert((lnors_spacearr->data_type == MLNOR_SPACEARR_LOOP_INDEX && bm_loop == nullptr) ||
(lnors_spacearr->data_type == MLNOR_SPACEARR_BMLOOP_PTR && bm_loop != nullptr));
lnors_spacearr->lspacearr[ml_index] = lnor_space;
if (bm_loop == nullptr) {
bm_loop = POINTER_FROM_INT(ml_index);
}
if (is_single) {
BLI_assert(lnor_space->loops == nullptr);
lnor_space->flags |= MLNOR_SPACE_IS_SINGLE;
lnor_space->loops = (LinkNode *)bm_loop;
}
else {
BLI_assert((lnor_space->flags & MLNOR_SPACE_IS_SINGLE) == 0);
BLI_linklist_prepend_nlink(&lnor_space->loops, bm_loop, &lnors_spacearr->loops_pool[ml_index]);
}
}
MINLINE float unit_short_to_float(const short val)
{
return float(val) / float(SHRT_MAX);
}
MINLINE short unit_float_to_short(const float val)
{
/* Rounding. */
return short(floorf(val * float(SHRT_MAX) + 0.5f));
}
void BKE_lnor_space_custom_data_to_normal(const MLoopNorSpace *lnor_space,
const short clnor_data[2],
float r_custom_lnor[3])
{
/* NOP custom normal data or invalid lnor space, return. */
if (clnor_data[0] == 0 || lnor_space->ref_alpha == 0.0f || lnor_space->ref_beta == 0.0f) {
copy_v3_v3(r_custom_lnor, lnor_space->vec_lnor);
return;
}
{
/* TODO: Check whether using #sincosf() gives any noticeable benefit
* (could not even get it working under linux though)! */
const float pi2 = float(M_PI * 2.0);
const float alphafac = unit_short_to_float(clnor_data[0]);
const float alpha = (alphafac > 0.0f ? lnor_space->ref_alpha : pi2 - lnor_space->ref_alpha) *
alphafac;
const float betafac = unit_short_to_float(clnor_data[1]);
mul_v3_v3fl(r_custom_lnor, lnor_space->vec_lnor, cosf(alpha));
if (betafac == 0.0f) {
madd_v3_v3fl(r_custom_lnor, lnor_space->vec_ref, sinf(alpha));
}
else {
const float sinalpha = sinf(alpha);
const float beta = (betafac > 0.0f ? lnor_space->ref_beta : pi2 - lnor_space->ref_beta) *
betafac;
madd_v3_v3fl(r_custom_lnor, lnor_space->vec_ref, sinalpha * cosf(beta));
madd_v3_v3fl(r_custom_lnor, lnor_space->vec_ortho, sinalpha * sinf(beta));
}
}
}
void BKE_lnor_space_custom_normal_to_data(const MLoopNorSpace *lnor_space,
const float custom_lnor[3],
short r_clnor_data[2])
{
/* We use nullptr vector as NOP custom normal (can be simpler than giving auto-computed `lnor`).
*/
if (is_zero_v3(custom_lnor) || compare_v3v3(lnor_space->vec_lnor, custom_lnor, 1e-4f)) {
r_clnor_data[0] = r_clnor_data[1] = 0;
return;
}
{
const float pi2 = float(M_PI * 2.0);
const float cos_alpha = dot_v3v3(lnor_space->vec_lnor, custom_lnor);
float vec[3], cos_beta;
float alpha;
alpha = saacosf(cos_alpha);
if (alpha > lnor_space->ref_alpha) {
/* Note we could stick to [0, pi] range here,
* but makes decoding more complex, not worth it. */
r_clnor_data[0] = unit_float_to_short(-(pi2 - alpha) / (pi2 - lnor_space->ref_alpha));
}
else {
r_clnor_data[0] = unit_float_to_short(alpha / lnor_space->ref_alpha);
}
/* Project custom lnor on (vec_ref, vec_ortho) plane. */
mul_v3_v3fl(vec, lnor_space->vec_lnor, -cos_alpha);
add_v3_v3(vec, custom_lnor);
normalize_v3(vec);
cos_beta = dot_v3v3(lnor_space->vec_ref, vec);
if (cos_beta < LNOR_SPACE_TRIGO_THRESHOLD) {
float beta = saacosf(cos_beta);
if (dot_v3v3(lnor_space->vec_ortho, vec) < 0.0f) {
beta = pi2 - beta;
}
if (beta > lnor_space->ref_beta) {
r_clnor_data[1] = unit_float_to_short(-(pi2 - beta) / (pi2 - lnor_space->ref_beta));
}
else {
r_clnor_data[1] = unit_float_to_short(beta / lnor_space->ref_beta);
}
}
else {
r_clnor_data[1] = 0;
}
}
}
#define LOOP_SPLIT_TASK_BLOCK_SIZE 1024
struct LoopSplitTaskData {
enum class Type : int8_t {
BlockEnd = 0, /* Set implicitly by calloc. */
Fan = 1,
Single = 2,
};
/** We have to create those outside of tasks, since #MemArena is not thread-safe. */
MLoopNorSpace *lnor_space;
int ml_curr_index;
/** Also used a flag to switch between single or fan process! */
int ml_prev_index;
int poly_index;
Type flag;
};
struct LoopSplitTaskDataCommon {
/* Read/write.
* Note we do not need to protect it, though, since two different tasks will *always* affect
* different elements in the arrays. */
MLoopNorSpaceArray *lnors_spacearr;
MutableSpan<float3> loop_normals;
MutableSpan<short2> clnors_data;
/* Read-only. */
Span<float3> positions;
Span<MEdge> edges;
Span<MLoop> loops;
Span<MPoly> polys;
Span<int2> edge_to_loops;
Span<int> loop_to_poly;
Span<float3> poly_normals;
Span<float3> vert_normals;
};
#define INDEX_UNSET INT_MIN
#define INDEX_INVALID -1
/* See comment about edge_to_loops below. */
#define IS_EDGE_SHARP(_e2l) ELEM((_e2l)[1], INDEX_UNSET, INDEX_INVALID)
static void mesh_edges_sharp_tag(const Span<MPoly> polys,
const Span<MLoop> loops,
const Span<int> loop_to_poly_map,
const Span<float3> poly_normals,
const Span<bool> sharp_faces,
const Span<bool> sharp_edges,
const bool check_angle,
const float split_angle,
MutableSpan<int2> edge_to_loops,
MutableSpan<bool> r_sharp_edges)
{
using namespace blender;
const float split_angle_cos = check_angle ? cosf(split_angle) : -1.0f;
auto poly_is_smooth = [&](const int poly_i) {
return sharp_faces.is_empty() || !sharp_faces[poly_i];
};
for (const int poly_i : polys.index_range()) {
const MPoly &poly = polys[poly_i];
for (const int loop_index : IndexRange(poly.loopstart, poly.totloop)) {
const int vert_i = loops[loop_index].v;
const int edge_i = loops[loop_index].e;
int2 &e2l = edge_to_loops[edge_i];
/* Check whether current edge might be smooth or sharp */
if ((e2l[0] | e2l[1]) == 0) {
/* 'Empty' edge until now, set e2l[0] (and e2l[1] to INDEX_UNSET to tag it as unset). */
e2l[0] = loop_index;
/* We have to check this here too, else we might miss some flat faces!!! */
e2l[1] = (poly_is_smooth(poly_i)) ? INDEX_UNSET : INDEX_INVALID;
}
else if (e2l[1] == INDEX_UNSET) {
const bool is_angle_sharp = (check_angle &&
dot_v3v3(poly_normals[loop_to_poly_map[e2l[0]]],
poly_normals[poly_i]) < split_angle_cos);
/* Second loop using this edge, time to test its sharpness.
* An edge is sharp if it is tagged as such, or its face is not smooth,
* or both poly have opposed (flipped) normals, i.e. both loops on the same edge share the
* same vertex, or angle between both its polys' normals is above split_angle value.
*/
if (!poly_is_smooth(poly_i) || (!sharp_edges.is_empty() && sharp_edges[edge_i]) ||
vert_i == loops[e2l[0]].v || is_angle_sharp) {
/* NOTE: we are sure that loop != 0 here ;). */
e2l[1] = INDEX_INVALID;
/* We want to avoid tagging edges as sharp when it is already defined as such by
* other causes than angle threshold. */
if (!r_sharp_edges.is_empty() && is_angle_sharp) {
r_sharp_edges[edge_i] = true;
}
}
else {
e2l[1] = loop_index;
}
}
else if (!IS_EDGE_SHARP(e2l)) {
/* More than two loops using this edge, tag as sharp if not yet done. */
e2l[1] = INDEX_INVALID;
/* We want to avoid tagging edges as sharp when it is already defined as such by
* other causes than angle threshold. */
if (!r_sharp_edges.is_empty()) {
r_sharp_edges[edge_i] = false;
}
}
/* Else, edge is already 'disqualified' (i.e. sharp)! */
}
}
}
void BKE_edges_sharp_from_angle_set(const int numEdges,
const MLoop *mloops,
const int numLoops,
const MPoly *polys,
const float (*poly_normals)[3],
const bool *sharp_faces,
const int numPolys,
const float split_angle,
bool *sharp_edges)
{
using namespace blender;
using namespace blender::bke;
if (split_angle >= float(M_PI)) {
/* Nothing to do! */
return;
}
/* Mapping edge -> loops. See #BKE_mesh_normals_loop_split for details. */
Array<int2> edge_to_loops(numEdges, int2(0));
/* Simple mapping from a loop to its polygon index. */
const Array<int> loop_to_poly = mesh_topology::build_loop_to_poly_map({polys, numPolys},
numLoops);
mesh_edges_sharp_tag({polys, numPolys},
{mloops, numLoops},
loop_to_poly,
{reinterpret_cast<const float3 *>(poly_normals), numPolys},
Span<bool>(sharp_faces, sharp_faces ? numPolys : 0),
Span<bool>(sharp_edges, numEdges),
true,
split_angle,
edge_to_loops,
{sharp_edges, numEdges});
}
static void loop_manifold_fan_around_vert_next(const Span<MLoop> loops,
const Span<MPoly> polys,
const Span<int> loop_to_poly,
const int *e2lfan_curr,
const uint mv_pivot_index,
int *r_mlfan_curr_index,
int *r_mlfan_vert_index,
int *r_mpfan_curr_index)
{
const int mlfan_curr_orig = *r_mlfan_curr_index;
const uint vert_fan_orig = loops[mlfan_curr_orig].v;
/* WARNING: This is rather complex!
* We have to find our next edge around the vertex (fan mode).
* First we find the next loop, which is either previous or next to mlfan_curr_index, depending
* whether both loops using current edge are in the same direction or not, and whether
* mlfan_curr_index actually uses the vertex we are fanning around!
* mlfan_curr_index is the index of mlfan_next here, and mlfan_next is not the real next one
* (i.e. not the future `mlfan_curr`). */
*r_mlfan_curr_index = (e2lfan_curr[0] == *r_mlfan_curr_index) ? e2lfan_curr[1] : e2lfan_curr[0];
*r_mpfan_curr_index = loop_to_poly[*r_mlfan_curr_index];
BLI_assert(*r_mlfan_curr_index >= 0);
BLI_assert(*r_mpfan_curr_index >= 0);
const uint vert_fan_next = loops[*r_mlfan_curr_index].v;
const MPoly &mpfan_next = polys[*r_mpfan_curr_index];
if ((vert_fan_orig == vert_fan_next && vert_fan_orig == mv_pivot_index) ||
!ELEM(vert_fan_orig, vert_fan_next, mv_pivot_index)) {
/* We need the previous loop, but current one is our vertex's loop. */
*r_mlfan_vert_index = *r_mlfan_curr_index;
if (--(*r_mlfan_curr_index) < mpfan_next.loopstart) {
*r_mlfan_curr_index = mpfan_next.loopstart + mpfan_next.totloop - 1;
}
}
else {
/* We need the next loop, which is also our vertex's loop. */
if (++(*r_mlfan_curr_index) >= mpfan_next.loopstart + mpfan_next.totloop) {
*r_mlfan_curr_index = mpfan_next.loopstart;
}
*r_mlfan_vert_index = *r_mlfan_curr_index;
}
}
static void split_loop_nor_single_do(LoopSplitTaskDataCommon *common_data, LoopSplitTaskData *data)
{
MLoopNorSpaceArray *lnors_spacearr = common_data->lnors_spacearr;
const Span<short2> clnors_data = common_data->clnors_data;
const Span<float3> positions = common_data->positions;
const Span<MEdge> edges = common_data->edges;
const Span<MLoop> loops = common_data->loops;
const Span<float3> poly_normals = common_data->poly_normals;
MutableSpan<float3> loop_normals = common_data->loop_normals;
MLoopNorSpace *lnor_space = data->lnor_space;
const int ml_curr_index = data->ml_curr_index;
const int ml_prev_index = data->ml_prev_index;
const int poly_index = data->poly_index;
/* Simple case (both edges around that vertex are sharp in current polygon),
* this loop just takes its poly normal.
*/
loop_normals[ml_curr_index] = poly_normals[poly_index];
#if 0
printf("BASIC: handling loop %d / edge %d / vert %d / poly %d\n",
ml_curr_index,
loops[ml_curr_index].e,
loops[ml_curr_index].v,
poly_index);
#endif
/* If needed, generate this (simple!) lnor space. */
if (lnors_spacearr) {
float vec_curr[3], vec_prev[3];
const uint mv_pivot_index = loops[ml_curr_index].v; /* The vertex we are "fanning" around! */
const MEdge *me_curr = &edges[loops[ml_curr_index].e];
const int vert_2 = me_curr->v1 == mv_pivot_index ? me_curr->v2 : me_curr->v1;
const MEdge *me_prev = &edges[loops[ml_prev_index].e];
const int vert_3 = me_prev->v1 == mv_pivot_index ? me_prev->v2 : me_prev->v1;
sub_v3_v3v3(vec_curr, positions[vert_2], positions[mv_pivot_index]);
normalize_v3(vec_curr);
sub_v3_v3v3(vec_prev, positions[vert_3], positions[mv_pivot_index]);
normalize_v3(vec_prev);
BKE_lnor_space_define(lnor_space, loop_normals[ml_curr_index], vec_curr, vec_prev, nullptr);
/* We know there is only one loop in this space, no need to create a link-list in this case. */
BKE_lnor_space_add_loop(lnors_spacearr, lnor_space, ml_curr_index, nullptr, true);
if (!clnors_data.is_empty()) {
BKE_lnor_space_custom_data_to_normal(
lnor_space, clnors_data[ml_curr_index], loop_normals[ml_curr_index]);
}
}
}
static void split_loop_nor_fan_do(LoopSplitTaskDataCommon *common_data,
LoopSplitTaskData *data,
BLI_Stack *edge_vectors)
{
MLoopNorSpaceArray *lnors_spacearr = common_data->lnors_spacearr;
MutableSpan<float3> loop_normals = common_data->loop_normals;
MutableSpan<short2> clnors_data = common_data->clnors_data;
const Span<float3> positions = common_data->positions;
const Span<MEdge> edges = common_data->edges;
const Span<MPoly> polys = common_data->polys;
const Span<MLoop> loops = common_data->loops;
const Span<int2> edge_to_loops = common_data->edge_to_loops;
const Span<int> loop_to_poly = common_data->loop_to_poly;
const Span<float3> poly_normals = common_data->poly_normals;
MLoopNorSpace *lnor_space = data->lnor_space;
#if 0 /* Not needed for 'fan' loops. */
float(*lnor)[3] = data->lnor;
#endif
const int ml_curr_index = data->ml_curr_index;
const int ml_prev_index = data->ml_prev_index;
const int poly_index = data->poly_index;
/* Sigh! we have to fan around current vertex, until we find the other non-smooth edge,
* and accumulate face normals into the vertex!
* Note in case this vertex has only one sharp edges, this is a waste because the normal is the
* same as the vertex normal, but I do not see any easy way to detect that (would need to count
* number of sharp edges per vertex, I doubt the additional memory usage would be worth it,
* especially as it should not be a common case in real-life meshes anyway). */
const uint mv_pivot_index = loops[ml_curr_index].v; /* The vertex we are "fanning" around! */
/* `ml_curr_index` would be mlfan_prev if we needed that one. */
const MEdge *me_org = &edges[loops[ml_curr_index].e];
float vec_curr[3], vec_prev[3], vec_org[3];
float lnor[3] = {0.0f, 0.0f, 0.0f};
/* We validate clnors data on the fly - cheapest way to do! */
int clnors_avg[2] = {0, 0};
short2 *clnor_ref = nullptr;
int clnors_count = 0;
bool clnors_invalid = false;
/* Temp loop normal stack. */
BLI_SMALLSTACK_DECLARE(normal, float *);
/* Temp clnors stack. */
BLI_SMALLSTACK_DECLARE(clnors, short *);
/* `mlfan_vert_index` the loop of our current edge might not be the loop of our current vertex!
*/
int mlfan_curr_index = ml_prev_index;
int mlfan_vert_index = ml_curr_index;
int mpfan_curr_index = poly_index;
BLI_assert(mlfan_curr_index >= 0);
BLI_assert(mlfan_vert_index >= 0);
BLI_assert(mpfan_curr_index >= 0);
/* Only need to compute previous edge's vector once, then we can just reuse old current one! */
{
const float3 &mv_2 = (me_org->v1 == mv_pivot_index) ? positions[me_org->v2] :
positions[me_org->v1];
sub_v3_v3v3(vec_org, mv_2, positions[mv_pivot_index]);
normalize_v3(vec_org);
copy_v3_v3(vec_prev, vec_org);
if (lnors_spacearr) {
BLI_stack_push(edge_vectors, vec_org);
}
}
// printf("FAN: vert %d, start edge %d\n", mv_pivot_index, ml_curr->e);
while (true) {
const MEdge *me_curr = &edges[loops[mlfan_curr_index].e];
/* Compute edge vectors.
* NOTE: We could pre-compute those into an array, in the first iteration, instead of computing
* them twice (or more) here. However, time gained is not worth memory and time lost,
* given the fact that this code should not be called that much in real-life meshes.
*/
{
const float3 &mv_2 = (me_curr->v1 == mv_pivot_index) ? positions[me_curr->v2] :
positions[me_curr->v1];
sub_v3_v3v3(vec_curr, mv_2, positions[mv_pivot_index]);
normalize_v3(vec_curr);
}
// printf("\thandling edge %d / loop %d\n", loops[mlfan_curr_index].e, mlfan_curr_index);
{
/* Code similar to accumulate_vertex_normals_poly_v3. */
/* Calculate angle between the two poly edges incident on this vertex. */
const float fac = saacos(dot_v3v3(vec_curr, vec_prev));
/* Accumulate */
madd_v3_v3fl(lnor, poly_normals[mpfan_curr_index], fac);
if (!clnors_data.is_empty()) {
/* Accumulate all clnors, if they are not all equal we have to fix that! */
short2 *clnor = &clnors_data[mlfan_vert_index];
if (clnors_count) {
clnors_invalid |= ((*clnor_ref)[0] != (*clnor)[0] || (*clnor_ref)[1] != (*clnor)[1]);
}
else {
clnor_ref = clnor;
}
clnors_avg[0] += (*clnor)[0];
clnors_avg[1] += (*clnor)[1];
clnors_count++;
/* We store here a pointer to all custom loop_normals processed. */
BLI_SMALLSTACK_PUSH(clnors, (short *)*clnor);
}
}
/* We store here a pointer to all loop-normals processed. */
BLI_SMALLSTACK_PUSH(normal, (float *)(loop_normals[mlfan_vert_index]));
if (lnors_spacearr) {
/* Assign current lnor space to current 'vertex' loop. */
BKE_lnor_space_add_loop(lnors_spacearr, lnor_space, mlfan_vert_index, nullptr, false);
if (me_curr != me_org) {
/* We store here all edges-normalized vectors processed. */
BLI_stack_push(edge_vectors, vec_curr);
}
}
if (IS_EDGE_SHARP(edge_to_loops[loops[mlfan_curr_index].e]) || (me_curr == me_org)) {
/* Current edge is sharp and we have finished with this fan of faces around this vert,
* or this vert is smooth, and we have completed a full turn around it. */
// printf("FAN: Finished!\n");
break;
}
copy_v3_v3(vec_prev, vec_curr);
/* Find next loop of the smooth fan. */
loop_manifold_fan_around_vert_next(loops,
polys,
loop_to_poly,
edge_to_loops[loops[mlfan_curr_index].e],
mv_pivot_index,
&mlfan_curr_index,
&mlfan_vert_index,
&mpfan_curr_index);
}
{
float lnor_len = normalize_v3(lnor);
/* If we are generating lnor spacearr, we can now define the one for this fan,
* and optionally compute final lnor from custom data too!
*/
if (lnors_spacearr) {
if (UNLIKELY(lnor_len == 0.0f)) {
/* Use vertex normal as fallback! */
copy_v3_v3(lnor, loop_normals[mlfan_vert_index]);
lnor_len = 1.0f;
}
BKE_lnor_space_define(lnor_space, lnor, vec_org, vec_curr, edge_vectors);
if (!clnors_data.is_empty()) {
if (clnors_invalid) {
short *clnor;
clnors_avg[0] /= clnors_count;
clnors_avg[1] /= clnors_count;
/* Fix/update all clnors of this fan with computed average value. */
if (G.debug & G_DEBUG) {
printf("Invalid clnors in this fan!\n");
}
while ((clnor = (short *)BLI_SMALLSTACK_POP(clnors))) {
// print_v2("org clnor", clnor);
clnor[0] = short(clnors_avg[0]);
clnor[1] = short(clnors_avg[1]);
}
// print_v2("new clnors", clnors_avg);
}
/* Extra bonus: since small-stack is local to this function,
* no more need to empty it at all cost! */
BKE_lnor_space_custom_data_to_normal(lnor_space, *clnor_ref, lnor);
}
}
/* In case we get a zero normal here, just use vertex normal already set! */
if (LIKELY(lnor_len != 0.0f)) {
/* Copy back the final computed normal into all related loop-normals. */
float *nor;
while ((nor = (float *)BLI_SMALLSTACK_POP(normal))) {
copy_v3_v3(nor, lnor);
}
}
/* Extra bonus: since small-stack is local to this function,
* no more need to empty it at all cost! */
}
}
static void loop_split_worker_do(LoopSplitTaskDataCommon *common_data,
LoopSplitTaskData *data,
BLI_Stack *edge_vectors)
{
if (data->flag == LoopSplitTaskData::Type::Fan) {
BLI_assert((edge_vectors == nullptr) || BLI_stack_is_empty(edge_vectors));
split_loop_nor_fan_do(common_data, data, edge_vectors);
}
else {
/* No need for edge_vectors for 'single' case! */
split_loop_nor_single_do(common_data, data);
}
}
static void loop_split_worker(TaskPool *__restrict pool, void *taskdata)
{
LoopSplitTaskDataCommon *common_data = (LoopSplitTaskDataCommon *)BLI_task_pool_user_data(pool);
LoopSplitTaskData *data = (LoopSplitTaskData *)taskdata;
/* Temp edge vectors stack, only used when computing lnor spacearr. */
BLI_Stack *edge_vectors = common_data->lnors_spacearr ?
BLI_stack_new(sizeof(float[3]), __func__) :
nullptr;
for (int i = 0; i < LOOP_SPLIT_TASK_BLOCK_SIZE; i++, data++) {
if (data->flag == LoopSplitTaskData::Type::BlockEnd) {
break;
}
loop_split_worker_do(common_data, data, edge_vectors);
}
if (edge_vectors) {
BLI_stack_free(edge_vectors);
}
}
/**
* Check whether given loop is part of an unknown-so-far cyclic smooth fan, or not.
* Needed because cyclic smooth fans have no obvious 'entry point',
* and yet we need to walk them once, and only once.
*/
static bool loop_split_generator_check_cyclic_smooth_fan(const Span<MLoop> mloops,
const Span<MPoly> polys,
const Span<int2> edge_to_loops,
const Span<int> loop_to_poly,
const int *e2l_prev,
MutableBitSpan skip_loops,
const int ml_curr_index,
const int ml_prev_index,
const int mp_curr_index)
{
const uint mv_pivot_index = mloops[ml_curr_index].v; /* The vertex we are "fanning" around! */
const int *e2lfan_curr = e2l_prev;
if (IS_EDGE_SHARP(e2lfan_curr)) {
/* Sharp loop, so not a cyclic smooth fan. */
return false;
}
/* `mlfan_vert_index` the loop of our current edge might not be the loop of our current vertex!
*/
int mlfan_curr_index = ml_prev_index;
int mlfan_vert_index = ml_curr_index;
int mpfan_curr_index = mp_curr_index;
BLI_assert(mlfan_curr_index >= 0);
BLI_assert(mlfan_vert_index >= 0);
BLI_assert(mpfan_curr_index >= 0);
BLI_assert(!skip_loops[mlfan_vert_index]);
skip_loops[mlfan_vert_index].set();
while (true) {
/* Find next loop of the smooth fan. */
loop_manifold_fan_around_vert_next(mloops,
polys,
loop_to_poly,
e2lfan_curr,
mv_pivot_index,
&mlfan_curr_index,
&mlfan_vert_index,
&mpfan_curr_index);
e2lfan_curr = edge_to_loops[mloops[mlfan_curr_index].e];
if (IS_EDGE_SHARP(e2lfan_curr)) {
/* Sharp loop/edge, so not a cyclic smooth fan. */
return false;
}
/* Smooth loop/edge. */
if (skip_loops[mlfan_vert_index]) {
if (mlfan_vert_index == ml_curr_index) {
/* We walked around a whole cyclic smooth fan without finding any already-processed loop,
* means we can use initial current / previous edge as start for this smooth fan. */
return true;
}
/* Already checked in some previous looping, we can abort. */
return false;
}
/* We can skip it in future, and keep checking the smooth fan. */
skip_loops[mlfan_vert_index].set();
}
}
static void loop_split_generator(TaskPool *pool, LoopSplitTaskDataCommon *common_data)
{
using namespace blender;
using namespace blender::bke;
MLoopNorSpaceArray *lnors_spacearr = common_data->lnors_spacearr;
const Span<MLoop> loops = common_data->loops;
const Span<MPoly> polys = common_data->polys;
const Span<int> loop_to_poly = common_data->loop_to_poly;
const Span<int2> edge_to_loops = common_data->edge_to_loops;
BitVector<> skip_loops(loops.size(), false);
LoopSplitTaskData *data_buff = nullptr;
int data_idx = 0;
/* Temp edge vectors stack, only used when computing lnor spacearr
* (and we are not multi-threading). */
BLI_Stack *edge_vectors = nullptr;
#ifdef DEBUG_TIME
SCOPED_TIMER_AVERAGED(__func__);
#endif
if (!pool) {
if (lnors_spacearr) {
edge_vectors = BLI_stack_new(sizeof(float[3]), __func__);
}
}
/* We now know edges that can be smoothed (with their vector, and their two loops),
* and edges that will be hard! Now, time to generate the normals.
*/
for (const int poly_index : polys.index_range()) {
const MPoly &poly = polys[poly_index];
for (const int ml_curr_index : IndexRange(poly.loopstart, poly.totloop)) {
const int ml_prev_index = mesh_topology::poly_loop_prev(poly, ml_curr_index);
#if 0
printf("Checking loop %d / edge %u / vert %u (sharp edge: %d, skiploop: %d)",
ml_curr_index,
loops[ml_curr_index].e,
loops[ml_curr_index].v,
IS_EDGE_SHARP(edge_to_loops[loops[ml_curr_index].e]),
skip_loops[ml_curr_index]);
#endif
/* A smooth edge, we have to check for cyclic smooth fan case.
* If we find a new, never-processed cyclic smooth fan, we can do it now using that loop/edge
* as 'entry point', otherwise we can skip it. */
/* NOTE: In theory, we could make #loop_split_generator_check_cyclic_smooth_fan() store
* mlfan_vert_index'es and edge indexes in two stacks, to avoid having to fan again around
* the vert during actual computation of `clnor` & `clnorspace`.
* However, this would complicate the code, add more memory usage, and despite its logical
* complexity, #loop_manifold_fan_around_vert_next() is quite cheap in term of CPU cycles,
* so really think it's not worth it. */
if (!IS_EDGE_SHARP(edge_to_loops[loops[ml_curr_index].e]) &&
(skip_loops[ml_curr_index] ||
!loop_split_generator_check_cyclic_smooth_fan(loops,
polys,
edge_to_loops,
loop_to_poly,
edge_to_loops[loops[ml_prev_index].e],
skip_loops,
ml_curr_index,
ml_prev_index,
poly_index))) {
// printf("SKIPPING!\n");
}
else {
LoopSplitTaskData *data, data_local;
// printf("PROCESSING!\n");
if (pool) {
if (data_idx == 0) {
data_buff = (LoopSplitTaskData *)MEM_calloc_arrayN(
LOOP_SPLIT_TASK_BLOCK_SIZE, sizeof(*data_buff), __func__);
}
data = &data_buff[data_idx];
}
else {
data = &data_local;
memset(data, 0, sizeof(*data));
}
if (IS_EDGE_SHARP(edge_to_loops[loops[ml_curr_index].e]) &&
IS_EDGE_SHARP(edge_to_loops[loops[ml_prev_index].e])) {
data->ml_curr_index = ml_curr_index;
data->ml_prev_index = ml_prev_index;
data->flag = LoopSplitTaskData::Type::Single;
data->poly_index = poly_index;
if (lnors_spacearr) {
data->lnor_space = BKE_lnor_space_create(lnors_spacearr);
}
}
else {
/* We do not need to check/tag loops as already computed. Due to the fact that a loop
* only points to one of its two edges, the same fan will never be walked more than once.
* Since we consider edges that have neighbor polys with inverted (flipped) normals as
* sharp, we are sure that no fan will be skipped, even only considering the case (sharp
* current edge, smooth previous edge), and not the alternative (smooth current edge,
* sharp previous edge). All this due/thanks to the link between normals and loop
* ordering (i.e. winding). */
data->ml_curr_index = ml_curr_index;
data->ml_prev_index = ml_prev_index;
data->flag = LoopSplitTaskData::Type::Fan;
data->poly_index = poly_index;
if (lnors_spacearr) {
data->lnor_space = BKE_lnor_space_create(lnors_spacearr);
}
}
if (pool) {
data_idx++;
if (data_idx == LOOP_SPLIT_TASK_BLOCK_SIZE) {
BLI_task_pool_push(pool, loop_split_worker, data_buff, true, nullptr);
data_idx = 0;
}
}
else {
loop_split_worker_do(common_data, data, edge_vectors);
}
}
}
}
if (pool && data_idx) {
BLI_task_pool_push(pool, loop_split_worker, data_buff, true, nullptr);
}
if (edge_vectors) {
BLI_stack_free(edge_vectors);
}
}
void BKE_mesh_normals_loop_split(const float (*vert_positions)[3],
const float (*vert_normals)[3],
const int numVerts,
const MEdge *edges,
const int numEdges,
const MLoop *mloops,
float (*r_loop_normals)[3],
const int numLoops,
const MPoly *polys,
const float (*poly_normals)[3],
const int numPolys,
const bool use_split_normals,
const float split_angle,
const bool *sharp_edges,
const bool *sharp_faces,
const int *loop_to_poly_map,
MLoopNorSpaceArray *r_lnors_spacearr,
short (*clnors_data)[2])
{
using namespace blender;
using namespace blender::bke;
/* For now this is not supported.
* If we do not use split normals, we do not generate anything fancy! */
BLI_assert(use_split_normals || !(r_lnors_spacearr));
if (!use_split_normals) {
/* In this case, simply fill `r_loop_normals` with `vert_normals`
* (or `poly_normals` for flat faces), quite simple!
* Note this is done here to keep some logic and consistency in this quite complex code,
* since we may want to use loop_normals even when mesh's 'autosmooth' is disabled
* (see e.g. mesh mapping code). As usual, we could handle that on case-by-case basis,
* but simpler to keep it well confined here. */
int poly_index;
for (poly_index = 0; poly_index < numPolys; poly_index++) {
const MPoly &poly = polys[poly_index];
int ml_index = poly.loopstart;
const int ml_index_end = ml_index + poly.totloop;
const bool is_poly_flat = sharp_faces && sharp_faces[poly_index];
for (; ml_index < ml_index_end; ml_index++) {
if (is_poly_flat) {
copy_v3_v3(r_loop_normals[ml_index], poly_normals[poly_index]);
}
else {
copy_v3_v3(r_loop_normals[ml_index], vert_normals[mloops[ml_index].v]);
}
}
}
return;
}
/**
* Mapping edge -> loops.
* If that edge is used by more than two loops (polys),
* it is always sharp (and tagged as such, see below).
* We also use the second loop index as a kind of flag:
*
* - smooth edge: > 0.
* - sharp edge: < 0 (INDEX_INVALID || INDEX_UNSET).
* - unset: INDEX_UNSET.
*
* Note that currently we only have two values for second loop of sharp edges.
* However, if needed, we can store the negated value of loop index instead of INDEX_INVALID
* to retrieve the real value later in code).
* Note also that loose edges always have both values set to 0! */
Array<int2> edge_to_loops(numEdges, int2(0));
/* Simple mapping from a loop to its polygon index. */
Span<int> loop_to_poly;
Array<int> local_loop_to_poly_map;
if (loop_to_poly_map) {
loop_to_poly = {loop_to_poly_map, numLoops};
}
else {
local_loop_to_poly_map = mesh_topology::build_loop_to_poly_map({polys, numPolys}, numLoops);
loop_to_poly = local_loop_to_poly_map;
}
/* When using custom loop normals, disable the angle feature! */
const bool check_angle = (split_angle < float(M_PI)) && (clnors_data == nullptr);
MLoopNorSpaceArray _lnors_spacearr = {nullptr};
#ifdef DEBUG_TIME
SCOPED_TIMER_AVERAGED(__func__);
#endif
if (!r_lnors_spacearr && clnors_data) {
/* We need to compute lnor spacearr if some custom lnor data are given to us! */
r_lnors_spacearr = &_lnors_spacearr;
}
if (r_lnors_spacearr) {
BKE_lnor_spacearr_init(r_lnors_spacearr, numLoops, MLNOR_SPACEARR_LOOP_INDEX);
}
const Span<MLoop> loops(mloops, numLoops);
/* Init data common to all tasks. */
LoopSplitTaskDataCommon common_data;
common_data.lnors_spacearr = r_lnors_spacearr;
common_data.loop_normals = {reinterpret_cast<float3 *>(r_loop_normals), numLoops};
common_data.clnors_data = {reinterpret_cast<short2 *>(clnors_data), clnors_data ? numLoops : 0};
common_data.positions = {reinterpret_cast<const float3 *>(vert_positions), numVerts};
common_data.edges = {edges, numEdges};
common_data.polys = {polys, numPolys};
common_data.loops = loops;
common_data.edge_to_loops = edge_to_loops;
common_data.loop_to_poly = loop_to_poly;
common_data.poly_normals = {reinterpret_cast<const float3 *>(poly_normals), numPolys};
common_data.vert_normals = {reinterpret_cast<const float3 *>(vert_normals), numVerts};
/* Pre-populate all loop normals as if their verts were all smooth.
* This way we don't have to compute those later! */
threading::parallel_for(IndexRange(numPolys), 1024, [&](const IndexRange range) {
for (const int poly_i : range) {
const MPoly &poly = polys[poly_i];
for (const int loop_i : IndexRange(poly.loopstart, poly.totloop)) {
copy_v3_v3(r_loop_normals[loop_i], vert_normals[loops[loop_i].v]);
}
}
});
/* This first loop check which edges are actually smooth, and compute edge vectors. */
mesh_edges_sharp_tag({polys, numPolys},
loops,
loop_to_poly,
{reinterpret_cast<const float3 *>(poly_normals), numPolys},
Span<bool>(sharp_faces, sharp_faces ? numPolys : 0),
Span<bool>(sharp_edges, sharp_edges ? numEdges : 0),
check_angle,
split_angle,
edge_to_loops,
{});
if (numLoops < LOOP_SPLIT_TASK_BLOCK_SIZE * 8) {
/* Not enough loops to be worth the whole threading overhead. */
loop_split_generator(nullptr, &common_data);
}
else {
TaskPool *task_pool = BLI_task_pool_create(&common_data, TASK_PRIORITY_HIGH);
loop_split_generator(task_pool, &common_data);
BLI_task_pool_work_and_wait(task_pool);
BLI_task_pool_free(task_pool);
}
if (r_lnors_spacearr) {
if (r_lnors_spacearr == &_lnors_spacearr) {
BKE_lnor_spacearr_free(r_lnors_spacearr);
}
}
}
#undef INDEX_UNSET
#undef INDEX_INVALID
#undef IS_EDGE_SHARP
/**
* Compute internal representation of given custom normals (as an array of float[2]).
* It also makes sure the mesh matches those custom normals, by setting sharp edges flag as needed
* to get a same custom lnor for all loops sharing a same smooth fan.
* If use_vertices if true, r_custom_loop_normals is assumed to be per-vertex, not per-loop
* (this allows to set whole vert's normals at once, useful in some cases).
* r_custom_loop_normals is expected to have normalized normals, or zero ones,
* in which case they will be replaced by default loop/vertex normal.
*/
static void mesh_normals_loop_custom_set(const float (*positions)[3],
const float (*vert_normals)[3],
const int numVerts,
const MEdge *edges,
const int numEdges,
const MLoop *mloops,
float (*r_custom_loop_normals)[3],
const int numLoops,
const MPoly *polys,
const float (*poly_normals)[3],
const bool *sharp_faces,
const int numPolys,
MutableSpan<bool> sharp_edges,
short (*r_clnors_data)[2],
const bool use_vertices)
{
using namespace blender;
using namespace blender::bke;
/* We *may* make that poor #BKE_mesh_normals_loop_split() even more complex by making it handling
* that feature too, would probably be more efficient in absolute.
* However, this function *is not* performance-critical, since it is mostly expected to be called
* by io add-ons when importing custom normals, and modifier
* (and perhaps from some editing tools later?).
* So better to keep some simplicity here, and just call #BKE_mesh_normals_loop_split() twice! */
MLoopNorSpaceArray lnors_spacearr = {nullptr};
BitVector<> done_loops(numLoops, false);
float(*loop_normals)[3] = (float(*)[3])MEM_calloc_arrayN(
size_t(numLoops), sizeof(*loop_normals), __func__);
const Array<int> loop_to_poly = mesh_topology::build_loop_to_poly_map({polys, numPolys},
numLoops);
/* In this case we always consider split nors as ON,
* and do not want to use angle to define smooth fans! */
const bool use_split_normals = true;
const float split_angle = float(M_PI);
BLI_SMALLSTACK_DECLARE(clnors_data, short *);
/* Compute current lnor spacearr. */
BKE_mesh_normals_loop_split(positions,
vert_normals,
numVerts,
edges,
numEdges,
mloops,
loop_normals,
numLoops,
polys,
poly_normals,
numPolys,
use_split_normals,
split_angle,
sharp_edges.data(),
sharp_faces,
loop_to_poly.data(),
&lnors_spacearr,
nullptr);
/* Set all given zero vectors to their default value. */
if (use_vertices) {
for (int i = 0; i < numVerts; i++) {
if (is_zero_v3(r_custom_loop_normals[i])) {
copy_v3_v3(r_custom_loop_normals[i], vert_normals[i]);
}
}
}
else {
for (int i = 0; i < numLoops; i++) {
if (is_zero_v3(r_custom_loop_normals[i])) {
copy_v3_v3(r_custom_loop_normals[i], loop_normals[i]);
}
}
}
BLI_assert(lnors_spacearr.data_type == MLNOR_SPACEARR_LOOP_INDEX);
/* Now, check each current smooth fan (one lnor space per smooth fan!),
* and if all its matching custom loop_normals are not (enough) equal, add sharp edges as needed.
* This way, next time we run BKE_mesh_normals_loop_split(), we'll get lnor spacearr/smooth fans
* matching given custom loop_normals.
* Note this code *will never* unsharp edges! And quite obviously,
* when we set custom normals per vertices, running this is absolutely useless. */
if (use_vertices) {
done_loops.fill(true);
}
else {
for (int i = 0; i < numLoops; i++) {
if (!lnors_spacearr.lspacearr[i]) {
/* This should not happen in theory, but in some rare case (probably ugly geometry)
* we can get some nullptr loopspacearr at this point. :/
* Maybe we should set those loops' edges as sharp? */
done_loops[i].set();
if (G.debug & G_DEBUG) {
printf("WARNING! Getting invalid nullptr loop space for loop %d!\n", i);
}
continue;
}
if (done_loops[i]) {
continue;
}
/* Notes:
* - In case of mono-loop smooth fan, we have nothing to do.
* - Loops in this linklist are ordered (in reversed order compared to how they were
* discovered by BKE_mesh_normals_loop_split(), but this is not a problem).
* Which means if we find a mismatching clnor,
* we know all remaining loops will have to be in a new, different smooth fan/lnor space.
* - In smooth fan case, we compare each clnor against a ref one,
* to avoid small differences adding up into a real big one in the end!
*/
if (lnors_spacearr.lspacearr[i]->flags & MLNOR_SPACE_IS_SINGLE) {
done_loops[i].set();
continue;
}
LinkNode *loops = lnors_spacearr.lspacearr[i]->loops;
const MLoop *prev_ml = nullptr;
const float *org_nor = nullptr;
while (loops) {
const int lidx = POINTER_AS_INT(loops->link);
const MLoop *ml = &mloops[lidx];
const int nidx = lidx;
float *nor = r_custom_loop_normals[nidx];
if (!org_nor) {
org_nor = nor;
}
else if (dot_v3v3(org_nor, nor) < LNOR_SPACE_TRIGO_THRESHOLD) {
/* Current normal differs too much from org one, we have to tag the edge between
* previous loop's face and current's one as sharp.
* We know those two loops do not point to the same edge,
* since we do not allow reversed winding in a same smooth fan. */
const MPoly &poly = polys[loop_to_poly[lidx]];
const MLoop *mlp =
&mloops[(lidx == poly.loopstart) ? poly.loopstart + poly.totloop - 1 : lidx - 1];
sharp_edges[(prev_ml->e == mlp->e) ? prev_ml->e : ml->e] = true;
org_nor = nor;
}
prev_ml = ml;
loops = loops->next;
done_loops[lidx].set();
}
/* We also have to check between last and first loops,
* otherwise we may miss some sharp edges here!
* This is just a simplified version of above while loop.
* See #45984. */
loops = lnors_spacearr.lspacearr[i]->loops;
if (loops && org_nor) {
const int lidx = POINTER_AS_INT(loops->link);
const MLoop *ml = &mloops[lidx];
const int nidx = lidx;
float *nor = r_custom_loop_normals[nidx];
if (dot_v3v3(org_nor, nor) < LNOR_SPACE_TRIGO_THRESHOLD) {
const MPoly &poly = polys[loop_to_poly[lidx]];
const MLoop *mlp =
&mloops[(lidx == poly.loopstart) ? poly.loopstart + poly.totloop - 1 : lidx - 1];
sharp_edges[(prev_ml->e == mlp->e) ? prev_ml->e : ml->e] = true;
}
}
}
/* And now, recompute our new auto `loop_normals` and lnor spacearr! */
BKE_lnor_spacearr_clear(&lnors_spacearr);
BKE_mesh_normals_loop_split(positions,
vert_normals,
numVerts,
edges,
numEdges,
mloops,
loop_normals,
numLoops,
polys,
poly_normals,
numPolys,
use_split_normals,
split_angle,
sharp_edges.data(),
sharp_faces,
loop_to_poly.data(),
&lnors_spacearr,
nullptr);
}
/* And we just have to convert plain object-space custom normals to our
* lnor space-encoded ones. */
for (int i = 0; i < numLoops; i++) {
if (!lnors_spacearr.lspacearr[i]) {
done_loops[i].reset();
if (G.debug & G_DEBUG) {
printf("WARNING! Still getting invalid nullptr loop space in second loop for loop %d!\n",
i);
}
continue;
}
if (done_loops[i]) {
/* Note we accumulate and average all custom normals in current smooth fan,
* to avoid getting different clnors data (tiny differences in plain custom normals can
* give rather huge differences in computed 2D factors). */
LinkNode *loops = lnors_spacearr.lspacearr[i]->loops;
if (lnors_spacearr.lspacearr[i]->flags & MLNOR_SPACE_IS_SINGLE) {
BLI_assert(POINTER_AS_INT(loops) == i);
const int nidx = use_vertices ? int(mloops[i].v) : i;
float *nor = r_custom_loop_normals[nidx];
BKE_lnor_space_custom_normal_to_data(lnors_spacearr.lspacearr[i], nor, r_clnors_data[i]);
done_loops[i].reset();
}
else {
int avg_nor_count = 0;
float avg_nor[3];
short clnor_data_tmp[2], *clnor_data;
zero_v3(avg_nor);
while (loops) {
const int lidx = POINTER_AS_INT(loops->link);
const int nidx = use_vertices ? int(mloops[lidx].v) : lidx;
float *nor = r_custom_loop_normals[nidx];
avg_nor_count++;
add_v3_v3(avg_nor, nor);
BLI_SMALLSTACK_PUSH(clnors_data, (short *)r_clnors_data[lidx]);
loops = loops->next;
done_loops[lidx].reset();
}
mul_v3_fl(avg_nor, 1.0f / float(avg_nor_count));
BKE_lnor_space_custom_normal_to_data(lnors_spacearr.lspacearr[i], avg_nor, clnor_data_tmp);
while ((clnor_data = (short *)BLI_SMALLSTACK_POP(clnors_data))) {
clnor_data[0] = clnor_data_tmp[0];
clnor_data[1] = clnor_data_tmp[1];
}
}
}
}
MEM_freeN(loop_normals);
BKE_lnor_spacearr_free(&lnors_spacearr);
}
void BKE_mesh_normals_loop_custom_set(const float (*vert_positions)[3],
const float (*vert_normals)[3],
const int numVerts,
const MEdge *edges,
const int numEdges,
const MLoop *mloops,
float (*r_custom_loop_normals)[3],
const int numLoops,
const MPoly *polys,
const float (*poly_normals)[3],
const bool *sharp_faces,
const int numPolys,
bool *sharp_edges,
short (*r_clnors_data)[2])
{
mesh_normals_loop_custom_set(vert_positions,
vert_normals,
numVerts,
edges,
numEdges,
mloops,
r_custom_loop_normals,
numLoops,
polys,
poly_normals,
sharp_faces,
numPolys,
{sharp_edges, numEdges},
r_clnors_data,
false);
}
void BKE_mesh_normals_loop_custom_from_verts_set(const float (*vert_positions)[3],
const float (*vert_normals)[3],
float (*r_custom_vert_normals)[3],
const int numVerts,
const MEdge *edges,
const int numEdges,
const MLoop *mloops,
const int numLoops,
const MPoly *polys,
const float (*poly_normals)[3],
const bool *sharp_faces,
const int numPolys,
bool *sharp_edges,
short (*r_clnors_data)[2])
{
mesh_normals_loop_custom_set(vert_positions,
vert_normals,
numVerts,
edges,
numEdges,
mloops,
r_custom_vert_normals,
numLoops,
polys,
poly_normals,
sharp_faces,
numPolys,
{sharp_edges, numEdges},
r_clnors_data,
true);
}
static void mesh_set_custom_normals(Mesh *mesh, float (*r_custom_nors)[3], const bool use_vertices)
{
using namespace blender;
using namespace blender::bke;
short(*clnors)[2];
const int numloops = mesh->totloop;
clnors = (short(*)[2])CustomData_get_layer_for_write(
&mesh->ldata, CD_CUSTOMLOOPNORMAL, mesh->totloop);
if (clnors != nullptr) {
memset(clnors, 0, sizeof(*clnors) * size_t(numloops));
}
else {
clnors = (short(*)[2])CustomData_add_layer(
&mesh->ldata, CD_CUSTOMLOOPNORMAL, CD_SET_DEFAULT, nullptr, numloops);
}
const Span<float3> positions = mesh->vert_positions();
MutableSpan<MEdge> edges = mesh->edges_for_write();
const Span<MPoly> polys = mesh->polys();
const Span<MLoop> loops = mesh->loops();
MutableAttributeAccessor attributes = mesh->attributes_for_write();
SpanAttributeWriter<bool> sharp_edges = attributes.lookup_or_add_for_write_span<bool>(
"sharp_edge", ATTR_DOMAIN_EDGE);
const bool *sharp_faces = static_cast<const bool *>(
CustomData_get_layer_named(&mesh->pdata, CD_PROP_BOOL, "sharp_face"));
mesh_normals_loop_custom_set(reinterpret_cast<const float(*)[3]>(positions.data()),
BKE_mesh_vert_normals_ensure(mesh),
positions.size(),
edges.data(),
edges.size(),
loops.data(),
r_custom_nors,
loops.size(),
polys.data(),
BKE_mesh_poly_normals_ensure(mesh),
sharp_faces,
polys.size(),
sharp_edges.span,
clnors,
use_vertices);
sharp_edges.finish();
}
void BKE_mesh_set_custom_normals(Mesh *mesh, float (*r_custom_loop_normals)[3])
{
mesh_set_custom_normals(mesh, r_custom_loop_normals, false);
}
void BKE_mesh_set_custom_normals_from_verts(Mesh *mesh, float (*r_custom_vert_normals)[3])
{
mesh_set_custom_normals(mesh, r_custom_vert_normals, true);
}
void BKE_mesh_normals_loop_to_vertex(const int numVerts,
const MLoop *mloops,
const int numLoops,
const float (*clnors)[3],
float (*r_vert_clnors)[3])
{
int *vert_loops_count = (int *)MEM_calloc_arrayN(
size_t(numVerts), sizeof(*vert_loops_count), __func__);
copy_vn_fl((float *)r_vert_clnors, 3 * numVerts, 0.0f);
int i;
const MLoop *ml;
for (i = 0, ml = mloops; i < numLoops; i++, ml++) {
const uint v = ml->v;
add_v3_v3(r_vert_clnors[v], clnors[i]);
vert_loops_count[v]++;
}
for (i = 0; i < numVerts; i++) {
mul_v3_fl(r_vert_clnors[i], 1.0f / float(vert_loops_count[i]));
}
MEM_freeN(vert_loops_count);
}
#undef LNOR_SPACE_TRIGO_THRESHOLD
/** \} */