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blender-archive/source/blender/geometry/GEO_reverse_uv_sampler.hh
Jacques Lucke b98d116257 BLI: use a slightly less trivial reverse uv sampler
This approach is still far from ideal, but at least it has linear
complexity in the common case instead of quadratic.
2022-07-05 15:36:00 +02:00

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C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <optional>
#include "BLI_math_vector.hh"
#include "BLI_multi_value_map.hh"
#include "BLI_span.hh"
#include "DNA_meshdata_types.h"
namespace blender::geometry {
/**
* Can find the polygon/triangle that maps to a specific uv coordinate.
*
* \note this uses a trivial implementation currently that has to be replaced.
*/
class ReverseUVSampler {
private:
const Span<float2> uv_map_;
const Span<MLoopTri> looptris_;
int resolution_;
MultiValueMap<int2, int> looptris_by_cell_;
public:
ReverseUVSampler(const Span<float2> uv_map, const Span<MLoopTri> looptris);
enum class ResultType {
None,
Ok,
Multiple,
};
struct Result {
ResultType type = ResultType::None;
const MLoopTri *looptri = nullptr;
float3 bary_weights;
};
Result sample(const float2 &query_uv) const;
void sample_many(Span<float2> query_uvs, MutableSpan<Result> r_results) const;
};
} // namespace blender::geometry