Welcome to mirror list, hosted at ThFree Co, Russian Federation.

BKE_mesh_sample.hh « blenkernel « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 94dc52d5ec92b61ac2f43608d45003a9598f9d7b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
/* SPDX-License-Identifier: GPL-2.0-or-later */

#pragma once

/** \file
 * \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 {
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 &src,
                            IndexMask mask,
                            GMutableSpan dst);

void sample_corner_attribute(const Mesh &mesh,
                             Span<int> looptri_indices,
                             Span<float3> bary_coords,
                             const GVArray &src,
                             IndexMask mask,
                             GMutableSpan dst);

void sample_face_attribute(const Mesh &mesh,
                           Span<int> looptri_indices,
                           const GVArray &src,
                           IndexMask mask,
                           GMutableSpan dst);

enum class eAttributeMapMode {
  INTERPOLATED,
  NEAREST,
};

/**
 * A utility class that performs attribute interpolation from a source mesh.
 *
 * The interpolator is only valid as long as the mesh is valid.
 * Barycentric weights are needed when interpolating point or corner domain attributes,
 * these are computed lazily when needed and re-used.
 */
class MeshAttributeInterpolator {
  const Mesh *mesh_;
  const IndexMask mask_;
  const Span<float3> positions_;
  const Span<int> looptri_indices_;

  Array<float3> bary_coords_;
  Array<float3> nearest_weights_;

 public:
  MeshAttributeInterpolator(const Mesh *mesh,
                            IndexMask mask,
                            Span<float3> positions,
                            Span<int> looptri_indices);

  void sample_data(const GVArray &src,
                   eAttrDomain domain,
                   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