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Diffstat (limited to 'source/blender/blenkernel/BKE_mesh_sample.hh')
-rw-r--r--source/blender/blenkernel/BKE_mesh_sample.hh105
1 files changed, 83 insertions, 22 deletions
diff --git a/source/blender/blenkernel/BKE_mesh_sample.hh b/source/blender/blenkernel/BKE_mesh_sample.hh
index 37c2ad7d3cb..94dc52d5ec9 100644
--- a/source/blender/blenkernel/BKE_mesh_sample.hh
+++ b/source/blender/blenkernel/BKE_mesh_sample.hh
@@ -6,39 +6,42 @@
* \ingroup bke
*/
+#include "BLI_function_ref.hh"
#include "BLI_generic_virtual_array.hh"
#include "BLI_math_vec_types.hh"
+#include "DNA_meshdata_types.h"
+
#include "BKE_attribute.h"
struct Mesh;
+struct BVHTreeFromMesh;
-namespace blender::bke {
-struct ReadAttributeLookup;
-class OutputAttribute;
-} // namespace blender::bke
+namespace blender {
+class RandomNumberGenerator;
+}
namespace blender::bke::mesh_surface_sample {
void sample_point_attribute(const Mesh &mesh,
Span<int> looptri_indices,
Span<float3> bary_coords,
- const GVArray &data_in,
- const IndexMask mask,
- GMutableSpan data_out);
+ const GVArray &src,
+ IndexMask mask,
+ GMutableSpan dst);
void sample_corner_attribute(const Mesh &mesh,
Span<int> looptri_indices,
Span<float3> bary_coords,
- const GVArray &data_in,
- const IndexMask mask,
- GMutableSpan data_out);
+ const GVArray &src,
+ IndexMask mask,
+ GMutableSpan dst);
void sample_face_attribute(const Mesh &mesh,
Span<int> looptri_indices,
- const GVArray &data_in,
- const IndexMask mask,
- GMutableSpan data_out);
+ const GVArray &src,
+ IndexMask mask,
+ GMutableSpan dst);
enum class eAttributeMapMode {
INTERPOLATED,
@@ -53,7 +56,6 @@ enum class eAttributeMapMode {
* these are computed lazily when needed and re-used.
*/
class MeshAttributeInterpolator {
- private:
const Mesh *mesh_;
const IndexMask mask_;
const Span<float3> positions_;
@@ -64,22 +66,81 @@ class MeshAttributeInterpolator {
public:
MeshAttributeInterpolator(const Mesh *mesh,
- const IndexMask mask,
- const Span<float3> positions,
- const Span<int> looptri_indices);
+ IndexMask mask,
+ Span<float3> positions,
+ Span<int> looptri_indices);
void sample_data(const GVArray &src,
eAttrDomain domain,
eAttributeMapMode mode,
- const GMutableSpan dst);
-
- void sample_attribute(const ReadAttributeLookup &src_attribute,
- OutputAttribute &dst_attribute,
- eAttributeMapMode mode);
+ GMutableSpan dst);
protected:
Span<float3> ensure_barycentric_coords();
Span<float3> ensure_nearest_weights();
};
+/**
+ * Find randomly distributed points on the surface of a mesh within a 3D sphere. This does not
+ * sample an exact number of points because it comes with extra overhead to avoid bias that is only
+ * required in some cases. If an exact number of points is required, that has to be implemented at
+ * a higher level.
+ *
+ * \param approximate_density: Roughly the number of points per unit of area.
+ * \return The number of added points.
+ */
+int sample_surface_points_spherical(RandomNumberGenerator &rng,
+ const Mesh &mesh,
+ Span<int> looptri_indices_to_sample,
+ const float3 &sample_pos,
+ float sample_radius,
+ float approximate_density,
+ Vector<float3> &r_bary_coords,
+ Vector<int> &r_looptri_indices,
+ Vector<float3> &r_positions);
+
+/**
+ * Find randomly distributed points on the surface of a mesh within a circle that is projected on
+ * the mesh. This does not result in an exact number of points because that would come with extra
+ * overhead and is not always possible. If an exact number of points is required, that has to be
+ * implemented at a higher level.
+ *
+ * \param region_position_to_ray: Function that converts a 2D position into a 3D ray that is used
+ * to find positions on the mesh.
+ * \param mesh_bvhtree: BVH tree of the triangles in the mesh. Passed in so that it does not have
+ * to be retrieved again.
+ * \param tries_num: Number of 2d positions that are sampled. The maximum
+ * number of new samples.
+ * \return The number of added points.
+ */
+int sample_surface_points_projected(
+ RandomNumberGenerator &rng,
+ const Mesh &mesh,
+ BVHTreeFromMesh &mesh_bvhtree,
+ const float2 &sample_pos_re,
+ float sample_radius_re,
+ FunctionRef<void(const float2 &pos_re, float3 &r_start, float3 &r_end)> region_position_to_ray,
+ bool front_face_only,
+ int tries_num,
+ int max_points,
+ Vector<float3> &r_bary_coords,
+ Vector<int> &r_looptri_indices,
+ Vector<float3> &r_positions);
+
+float3 compute_bary_coord_in_triangle(Span<MVert> verts,
+ Span<MLoop> loops,
+ const MLoopTri &looptri,
+ const float3 &position);
+
+template<typename T>
+inline T sample_corner_attrribute_with_bary_coords(const float3 &bary_weights,
+ const MLoopTri &looptri,
+ const Span<T> corner_attribute)
+{
+ return attribute_math::mix3(bary_weights,
+ corner_attribute[looptri.tri[0]],
+ corner_attribute[looptri.tri[1]],
+ corner_attribute[looptri.tri[2]]);
+}
+
} // namespace blender::bke::mesh_surface_sample