For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7,410a6efb74). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
147 lines
5.2 KiB
C++
147 lines
5.2 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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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 &src,
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IndexMask mask,
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GMutableSpan dst);
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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 &src,
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IndexMask mask,
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GMutableSpan dst);
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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 &src,
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IndexMask mask,
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GMutableSpan dst);
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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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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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IndexMask mask,
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Span<float3> positions,
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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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GMutableSpan dst);
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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(Span<MVert> verts,
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Span<MLoop> loops,
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const MLoopTri &looptri,
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const float3 &position);
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template<typename T>
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inline T sample_corner_attrribute_with_bary_coords(const float3 &bary_weights,
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const MLoopTri &looptri,
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const Span<T> corner_attribute)
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{
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return attribute_math::mix3(bary_weights,
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corner_attribute[looptri.tri[0]],
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corner_attribute[looptri.tri[1]],
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corner_attribute[looptri.tri[2]]);
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}
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} // namespace blender::bke::mesh_surface_sample
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