This approach is still far from ideal, but at least it has linear complexity in the common case instead of quadratic.
47 lines
1009 B
C++
47 lines
1009 B
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include <optional>
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#include "BLI_math_vector.hh"
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#include "BLI_multi_value_map.hh"
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#include "BLI_span.hh"
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#include "DNA_meshdata_types.h"
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namespace blender::geometry {
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/**
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* Can find the polygon/triangle that maps to a specific uv coordinate.
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*
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* \note this uses a trivial implementation currently that has to be replaced.
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*/
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class ReverseUVSampler {
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private:
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const Span<float2> uv_map_;
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const Span<MLoopTri> looptris_;
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int resolution_;
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MultiValueMap<int2, int> looptris_by_cell_;
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public:
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ReverseUVSampler(const Span<float2> uv_map, const Span<MLoopTri> looptris);
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enum class ResultType {
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None,
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Ok,
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Multiple,
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};
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struct Result {
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ResultType type = ResultType::None;
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const MLoopTri *looptri = nullptr;
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float3 bary_weights;
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};
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Result sample(const float2 &query_uv) const;
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void sample_many(Span<float2> query_uvs, MutableSpan<Result> r_results) const;
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};
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} // namespace blender::geometry
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