forked from blender/blender
Hans Goudey
7c69c8827b
Make the naming consistent with the recent change from "loop" to "corner". Avoid the need for a special type for these triangles by conveying the semantics in the naming instead. - `looptris` -> `corner_tris` - `lt` -> `tri` (or `corner_tri` when there is less context) - `looptri_index` -> `tri_index` (or `corner_tri_index`) - `lt->tri[0]` -> `tri[0]` - `Span<MLoopTri>` -> `Span<int3>` - `looptri_faces` -> `tri_faces` (or `corner_tri_faces`) If we followed the naming pattern of "corner_verts" and "edge_verts" exactly, we'd probably use "tri_corners" instead. But that sounds much worse and less intuitive to me. I've found that by using standard vector types for this sort of data, the commonalities with other areas become much clearer, and code ends up being naturally more data oriented. Besides that, the consistency is nice, and we get to mostly remove use of `DNA_meshdata_types.h`. Pull Request: blender/blender#116238
88 lines
2.1 KiB
C++
88 lines
2.1 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#ifndef __DUALCON_H__
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#define __DUALCON_H__
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#ifdef WITH_CXX_GUARDEDALLOC
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# include "MEM_guardedalloc.h"
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef float (*DualConCo)[3];
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typedef unsigned int (*DualConTri)[3];
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typedef unsigned int *DualConLoop;
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typedef struct DualConInput {
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DualConLoop mloop;
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DualConCo co;
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int co_stride;
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int totco;
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DualConTri corner_tris;
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int tri_stride;
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int tottri;
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int loop_stride;
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float min[3], max[3];
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} DualConInput;
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/* callback for allocating memory for output */
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typedef void *(*DualConAllocOutput)(int totvert, int totquad);
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/* callback for adding a new vertex to the output */
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typedef void (*DualConAddVert)(void *output, const float co[3]);
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/* callback for adding a new quad to the output */
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typedef void (*DualConAddQuad)(void *output, const int vert_indices[4]);
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typedef enum {
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DUALCON_FLOOD_FILL = 1,
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} DualConFlags;
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typedef enum {
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/* blocky */
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DUALCON_CENTROID,
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/* smooth */
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DUALCON_MASS_POINT,
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/* keeps sharp edges */
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DUALCON_SHARP_FEATURES,
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} DualConMode;
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/* Usage:
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*
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* The three callback arguments are used for creating the output
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* mesh. The alloc_output callback takes the total number of vertices
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* and faces (quads) that will be in the output. It should allocate
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* and return a structure to hold the output mesh. The add_vert and
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* add_quad callbacks will then be called for each new vertex and
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* quad, and the callback should add the new mesh elements to the
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* structure.
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*/
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void *dualcon(const DualConInput *input_mesh,
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/* callbacks for output */
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DualConAllocOutput alloc_output,
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DualConAddVert add_vert,
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DualConAddQuad add_quad,
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/* flags and settings to control the remeshing
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* algorithm */
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DualConFlags flags,
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DualConMode mode,
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float threshold,
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float hermite_num,
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float scale,
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int depth);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __DUALCON_H__ */
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