This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/blenkernel/BKE_spline.hh
Hans Goudey dc3b7602ee Cleanup: Rename variables, use shorter names
`src` and `dst` are perfectly clear, and avoid repeating unecessary
characters when writing the variables many times, allowing more space
for everything else.
2021-06-21 23:02:00 -05:00

549 lines
19 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#pragma once
/** \file
* \ingroup bke
*/
#include <mutex>
#include "FN_generic_virtual_array.hh"
#include "BLI_float3.hh"
#include "BLI_float4x4.hh"
#include "BLI_vector.hh"
#include "BKE_attribute_access.hh"
#include "BKE_attribute_math.hh"
struct Curve;
class Spline;
using SplinePtr = std::unique_ptr<Spline>;
/**
* A spline is an abstraction of a single branch-less curve section, its evaluation methods,
* and data. The spline data itself is just control points and a set of attributes by the set
* of "evaluated" data is often used instead.
*
* Any derived class of Spline has to manage two things:
* 1. Interpolating arbitrary attribute data from the control points to evaluated points.
* 2. Evaluating the positions based on the stored control point data.
*
* Beyond that, everything is the base class's responsibility, with minor exceptions. Further
* evaluation happens in a layer on top of the evaluated points generated by the derived types.
*
* There are a few methods to evaluate a spline:
* 1. #evaluated_positions and #interpolate_to_evaluated give data for the initial
* evaluated points, depending on the resolution.
* 2. #lookup_evaluated_factor and #lookup_evaluated_factor are meant for one-off lookups
* along the length of a curve.
* 3. #sample_uniform_index_factors returns an array that stores uniform-length samples
* along the spline which can be used to interpolate data from method 1.
*
* Commonly used evaluated data is stored in caches on the spline itself so that operations on
* splines don't need to worry about taking ownership of evaluated data when they don't need to.
*/
class Spline {
public:
enum class Type {
Bezier,
NURBS,
Poly,
};
enum NormalCalculationMode {
ZUp,
Minimum,
Tangent,
};
NormalCalculationMode normal_mode = Minimum;
blender::bke::CustomDataAttributes attributes;
protected:
Type type_;
bool is_cyclic_ = false;
/** Direction of the spline at each evaluated point. */
mutable blender::Vector<blender::float3> evaluated_tangents_cache_;
mutable std::mutex tangent_cache_mutex_;
mutable bool tangent_cache_dirty_ = true;
/** Normal direction vectors for each evaluated point. */
mutable blender::Vector<blender::float3> evaluated_normals_cache_;
mutable std::mutex normal_cache_mutex_;
mutable bool normal_cache_dirty_ = true;
/** Accumulated lengths along the evaluated points. */
mutable blender::Vector<float> evaluated_lengths_cache_;
mutable std::mutex length_cache_mutex_;
mutable bool length_cache_dirty_ = true;
public:
virtual ~Spline() = default;
Spline(const Type type) : type_(type)
{
}
Spline(Spline &other) : attributes(other.attributes), type_(other.type_)
{
copy_base_settings(other, *this);
}
virtual SplinePtr copy() const = 0;
/** Return a new spline with the same type and settings like "cyclic", but without any data. */
virtual SplinePtr copy_settings() const = 0;
Spline::Type type() const;
/** Return the number of control points. */
virtual int size() const = 0;
int segments_size() const;
bool is_cyclic() const;
void set_cyclic(const bool value);
virtual void resize(const int size) = 0;
virtual blender::MutableSpan<blender::float3> positions() = 0;
virtual blender::Span<blender::float3> positions() const = 0;
virtual blender::MutableSpan<float> radii() = 0;
virtual blender::Span<float> radii() const = 0;
virtual blender::MutableSpan<float> tilts() = 0;
virtual blender::Span<float> tilts() const = 0;
virtual void translate(const blender::float3 &translation);
virtual void transform(const blender::float4x4 &matrix);
/**
* Mark all caches for re-computation. This must be called after any operation that would
* change the generated positions, tangents, normals, mapping, etc. of the evaluated points.
*/
virtual void mark_cache_invalid() = 0;
virtual int evaluated_points_size() const = 0;
int evaluated_edges_size() const;
float length() const;
virtual blender::Span<blender::float3> evaluated_positions() const = 0;
blender::Span<float> evaluated_lengths() const;
blender::Span<blender::float3> evaluated_tangents() const;
blender::Span<blender::float3> evaluated_normals() const;
void bounds_min_max(blender::float3 &min, blender::float3 &max, const bool use_evaluated) const;
struct LookupResult {
/**
* The index of the evaluated point before the result location. In other words, the index of
* the edge that the result lies on. If the sampled factor/length is the very end of the
* spline, this will be the second to last index, if it's the very beginning, this will be 0.
*/
int evaluated_index;
/**
* The index of the evaluated point after the result location, accounting for wrapping when
* the spline is cyclic. If the sampled factor/length is the very end of the spline, this will
* be the last index (#evaluated_points_size - 1).
*/
int next_evaluated_index;
/**
* The portion of the way from the evaluated point at #evaluated_index to the next point.
* If the sampled factor/length is the very end of the spline, this will be the 1.0f
*/
float factor;
};
LookupResult lookup_evaluated_factor(const float factor) const;
LookupResult lookup_evaluated_length(const float length) const;
blender::Array<float> sample_uniform_index_factors(const int samples_size) const;
LookupResult lookup_data_from_index_factor(const float index_factor) const;
void sample_with_index_factors(const blender::fn::GVArray &src,
blender::Span<float> index_factors,
blender::fn::GMutableSpan dst) const;
template<typename T>
void sample_with_index_factors(const blender::VArray<T> &src,
blender::Span<float> index_factors,
blender::MutableSpan<T> dst) const
{
this->sample_with_index_factors(
blender::fn::GVArray_For_VArray(src), index_factors, blender::fn::GMutableSpan(dst));
}
template<typename T>
void sample_with_index_factors(blender::Span<T> src,
blender::Span<float> index_factors,
blender::MutableSpan<T> dst) const
{
this->sample_with_index_factors(blender::VArray_For_Span(src), index_factors, dst);
}
/**
* Interpolate a virtual array of data with the size of the number of control points to the
* evaluated points. For poly splines, the lifetime of the returned virtual array must not
* exceed the lifetime of the input data.
*/
virtual blender::fn::GVArrayPtr interpolate_to_evaluated(
const blender::fn::GVArray &src) const = 0;
blender::fn::GVArrayPtr interpolate_to_evaluated(blender::fn::GSpan data) const;
template<typename T>
blender::fn::GVArray_Typed<T> interpolate_to_evaluated(blender::Span<T> data) const
{
return blender::fn::GVArray_Typed<T>(this->interpolate_to_evaluated(blender::fn::GSpan(data)));
}
protected:
virtual void correct_end_tangents() const = 0;
/** Copy settings stored in the base spline class. */
static void copy_base_settings(const Spline &src, Spline &dst)
{
dst.normal_mode = src.normal_mode;
dst.is_cyclic_ = src.is_cyclic_;
}
};
/**
* A Bézier spline is made up of a many curve segments, possibly achieving continuity of curvature
* by constraining the alignment of curve handles. Evaluation stores the positions and a map of
* factors and indices in a list of floats, which is then used to interpolate any other data.
*/
class BezierSpline final : public Spline {
public:
enum class HandleType {
/** The handle can be moved anywhere, and doesn't influence the point's other handle. */
Free,
/** The location is automatically calculated to be smooth. */
Auto,
/** The location is calculated to point to the next/previous control point. */
Vector,
/** The location is constrained to point in the opposite direction as the other handle. */
Align,
};
private:
blender::Vector<blender::float3> positions_;
blender::Vector<float> radii_;
blender::Vector<float> tilts_;
int resolution_;
blender::Vector<HandleType> handle_types_left_;
blender::Vector<HandleType> handle_types_right_;
/* These are mutable to allow lazy recalculation of #Auto and #Vector handle positions. */
mutable blender::Vector<blender::float3> handle_positions_left_;
mutable blender::Vector<blender::float3> handle_positions_right_;
mutable std::mutex auto_handle_mutex_;
mutable bool auto_handles_dirty_ = true;
/** Start index in evaluated points array for every control point. */
mutable blender::Vector<int> offset_cache_;
mutable std::mutex offset_cache_mutex_;
mutable bool offset_cache_dirty_ = true;
/** Cache of evaluated positions. */
mutable blender::Vector<blender::float3> evaluated_position_cache_;
mutable std::mutex position_cache_mutex_;
mutable bool position_cache_dirty_ = true;
/** Cache of "index factors" based calculated from the evaluated positions. */
mutable blender::Vector<float> evaluated_mapping_cache_;
mutable std::mutex mapping_cache_mutex_;
mutable bool mapping_cache_dirty_ = true;
public:
virtual SplinePtr copy() const final;
SplinePtr copy_settings() const final;
BezierSpline() : Spline(Type::Bezier)
{
}
BezierSpline(const BezierSpline &other)
: Spline((Spline &)other),
positions_(other.positions_),
radii_(other.radii_),
tilts_(other.tilts_),
resolution_(other.resolution_),
handle_types_left_(other.handle_types_left_),
handle_types_right_(other.handle_types_right_),
handle_positions_left_(other.handle_positions_left_),
handle_positions_right_(other.handle_positions_right_)
{
}
int size() const final;
int resolution() const;
void set_resolution(const int value);
void add_point(const blender::float3 position,
const HandleType handle_type_left,
const blender::float3 handle_position_left,
const HandleType handle_type_right,
const blender::float3 handle_position_right,
const float radius,
const float tilt);
void resize(const int size) final;
blender::MutableSpan<blender::float3> positions() final;
blender::Span<blender::float3> positions() const final;
blender::MutableSpan<float> radii() final;
blender::Span<float> radii() const final;
blender::MutableSpan<float> tilts() final;
blender::Span<float> tilts() const final;
blender::Span<HandleType> handle_types_left() const;
blender::MutableSpan<HandleType> handle_types_left();
blender::Span<blender::float3> handle_positions_left() const;
blender::MutableSpan<blender::float3> handle_positions_left();
blender::Span<HandleType> handle_types_right() const;
blender::MutableSpan<HandleType> handle_types_right();
blender::Span<blender::float3> handle_positions_right() const;
blender::MutableSpan<blender::float3> handle_positions_right();
void translate(const blender::float3 &translation) override;
void transform(const blender::float4x4 &matrix) override;
bool point_is_sharp(const int index) const;
void mark_cache_invalid() final;
int evaluated_points_size() const final;
blender::Span<int> control_point_offsets() const;
blender::Span<float> evaluated_mappings() const;
blender::Span<blender::float3> evaluated_positions() const final;
struct InterpolationData {
int control_point_index;
int next_control_point_index;
/**
* Linear interpolation weight between the two indices, from 0 to 1.
* Higher means closer to next control point.
*/
float factor;
};
InterpolationData interpolation_data_from_index_factor(const float index_factor) const;
virtual blender::fn::GVArrayPtr interpolate_to_evaluated(const blender::fn::GVArray &src) const;
void evaluate_segment(const int index,
const int next_index,
blender::MutableSpan<blender::float3> positions) const;
bool segment_is_vector(const int start_index) const;
private:
void ensure_auto_handles() const;
void correct_end_tangents() const final;
};
/**
* Data for Non-Uniform Rational B-Splines. The mapping from control points to evaluated points is
* influenced by a vector of knots, weights for each point, and the order of the spline. Every
* mapping of data to evaluated points is handled the same way, but the positions are cached in
* the spline.
*/
class NURBSpline final : public Spline {
public:
enum class KnotsMode {
Normal,
EndPoint,
Bezier,
};
/** Method used to recalculate the knots vector when points are added or removed. */
KnotsMode knots_mode;
struct BasisCache {
/** The influence at each control point `i + #start_index`. */
blender::Vector<float> weights;
/**
* An offset for the start of #weights: the first control point index with a non-zero weight.
*/
int start_index;
};
private:
blender::Vector<blender::float3> positions_;
blender::Vector<float> radii_;
blender::Vector<float> tilts_;
blender::Vector<float> weights_;
int resolution_;
/**
* Defines the number of nearby control points that influence a given evaluated point. Higher
* orders give smoother results. The number of control points must be greater than or equal to
* this value.
*/
uint8_t order_;
/**
* Determines where and how the control points affect the evaluated points. The length should
* always be the value returned by #knots_size(), and each value should be greater than or equal
* to the previous. Only invalidated when a point is added or removed.
*/
mutable blender::Vector<float> knots_;
mutable std::mutex knots_mutex_;
mutable bool knots_dirty_ = true;
/** Cache of control point influences on each evaluated point. */
mutable blender::Vector<BasisCache> basis_cache_;
mutable std::mutex basis_cache_mutex_;
mutable bool basis_cache_dirty_ = true;
/**
* Cache of position data calculated from the basis cache. Though it is interpolated
* in the same way as any other attribute, it is stored to save unnecessary recalculation.
*/
mutable blender::Vector<blender::float3> evaluated_position_cache_;
mutable std::mutex position_cache_mutex_;
mutable bool position_cache_dirty_ = true;
public:
SplinePtr copy() const final;
SplinePtr copy_settings() const final;
NURBSpline() : Spline(Type::NURBS)
{
}
NURBSpline(const NURBSpline &other)
: Spline((Spline &)other),
knots_mode(other.knots_mode),
positions_(other.positions_),
radii_(other.radii_),
tilts_(other.tilts_),
weights_(other.weights_),
resolution_(other.resolution_),
order_(other.order_)
{
}
int size() const final;
int resolution() const;
void set_resolution(const int value);
uint8_t order() const;
void set_order(const uint8_t value);
void add_point(const blender::float3 position,
const float radius,
const float tilt,
const float weight);
bool check_valid_size_and_order() const;
int knots_size() const;
void resize(const int size) final;
blender::MutableSpan<blender::float3> positions() final;
blender::Span<blender::float3> positions() const final;
blender::MutableSpan<float> radii() final;
blender::Span<float> radii() const final;
blender::MutableSpan<float> tilts() final;
blender::Span<float> tilts() const final;
blender::Span<float> knots() const;
blender::MutableSpan<float> weights();
blender::Span<float> weights() const;
void mark_cache_invalid() final;
int evaluated_points_size() const final;
blender::Span<blender::float3> evaluated_positions() const final;
blender::fn::GVArrayPtr interpolate_to_evaluated(const blender::fn::GVArray &src) const final;
protected:
void correct_end_tangents() const final;
void calculate_knots() const;
blender::Span<BasisCache> calculate_basis_cache() const;
};
/**
* A Poly spline is like a bezier spline with a resolution of one. The main reason to distinguish
* the two is for reduced complexity and increased performance, since interpolating data to control
* points does not change it.
*/
class PolySpline final : public Spline {
blender::Vector<blender::float3> positions_;
blender::Vector<float> radii_;
blender::Vector<float> tilts_;
public:
SplinePtr copy() const final;
SplinePtr copy_settings() const final;
PolySpline() : Spline(Type::Poly)
{
}
PolySpline(const PolySpline &other)
: Spline((Spline &)other),
positions_(other.positions_),
radii_(other.radii_),
tilts_(other.tilts_)
{
}
int size() const final;
void add_point(const blender::float3 position, const float radius, const float tilt);
void resize(const int size) final;
blender::MutableSpan<blender::float3> positions() final;
blender::Span<blender::float3> positions() const final;
blender::MutableSpan<float> radii() final;
blender::Span<float> radii() const final;
blender::MutableSpan<float> tilts() final;
blender::Span<float> tilts() const final;
void mark_cache_invalid() final;
int evaluated_points_size() const final;
blender::Span<blender::float3> evaluated_positions() const final;
blender::fn::GVArrayPtr interpolate_to_evaluated(const blender::fn::GVArray &src) const final;
protected:
void correct_end_tangents() const final;
};
/**
* A #CurveEval corresponds to the #Curve object data. The name is different for clarity, since
* more of the data is stored in the splines, but also just to be different than the name in DNA.
*/
struct CurveEval {
private:
blender::Vector<SplinePtr> splines_;
public:
blender::bke::CustomDataAttributes attributes;
CurveEval() = default;
CurveEval(const CurveEval &other) : attributes(other.attributes)
{
for (const SplinePtr &spline : other.splines()) {
this->add_spline(spline->copy());
}
}
blender::Span<SplinePtr> splines() const;
blender::MutableSpan<SplinePtr> splines();
void resize(const int size);
void add_spline(SplinePtr spline);
void remove_splines(blender::IndexMask mask);
void translate(const blender::float3 &translation);
void transform(const blender::float4x4 &matrix);
void bounds_min_max(blender::float3 &min, blender::float3 &max, const bool use_evaluated) const;
blender::Array<int> control_point_offsets() const;
blender::Array<int> evaluated_point_offsets() const;
void assert_valid_point_attributes() const;
};
std::unique_ptr<CurveEval> curve_eval_from_dna_curve(const Curve &curve);