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/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "GEO_reverse_uv_sampler.hh"
#include "BLI_math_geom.h"
#include "BLI_math_vector.hh"
#include "BLI_task.hh"
#include "BLI_timeit.hh"
namespace blender::geometry {
static int2 uv_to_cell_key(const float2 &uv, const int resolution)
{
return int2{uv * resolution};
}
ReverseUVSampler::ReverseUVSampler(const Span<float2> uv_map, const Span<MLoopTri> looptris)
: uv_map_(uv_map), looptris_(looptris)
{
resolution_ = std::max<int>(3, std::sqrt(looptris.size()) * 2);
for (const int looptri_index : looptris.index_range()) {
const MLoopTri &looptri = looptris[looptri_index];
const float2 &uv_0 = uv_map_[looptri.tri[0]];
const float2 &uv_1 = uv_map_[looptri.tri[1]];
const float2 &uv_2 = uv_map_[looptri.tri[2]];
const int2 key_0 = uv_to_cell_key(uv_0, resolution_);
const int2 key_1 = uv_to_cell_key(uv_1, resolution_);
const int2 key_2 = uv_to_cell_key(uv_2, resolution_);
const int2 min_key = math::min(math::min(key_0, key_1), key_2);
const int2 max_key = math::max(math::max(key_0, key_1), key_2);
for (int key_x = min_key.x; key_x <= max_key.x; key_x++) {
for (int key_y = min_key.y; key_y <= max_key.y; key_y++) {
const int2 key{key_x, key_y};
looptris_by_cell_.add(key, looptri_index);
}
}
}
}
ReverseUVSampler::Result ReverseUVSampler::sample(const float2 &query_uv) const
{
const int2 cell_key = uv_to_cell_key(query_uv, resolution_);
const Span<int> looptri_indices = looptris_by_cell_.lookup(cell_key);
float best_dist = FLT_MAX;
float3 best_bary_weights;
const MLoopTri *best_looptri;
for (const int looptri_index : looptri_indices) {
const MLoopTri &looptri = looptris_[looptri_index];
const float2 &uv_0 = uv_map_[looptri.tri[0]];
const float2 &uv_1 = uv_map_[looptri.tri[1]];
const float2 &uv_2 = uv_map_[looptri.tri[2]];
float3 bary_weights;
if (!barycentric_coords_v2(uv_0, uv_1, uv_2, query_uv, bary_weights)) {
continue;
}
/* If #query_uv is in the triangle, the distance is <= 0. Otherwise, the larger the distance,
* the further away the uv is from the triangle. */
const float x_dist = std::max(-bary_weights.x, bary_weights.x - 1.0f);
const float y_dist = std::max(-bary_weights.y, bary_weights.y - 1.0f);
const float z_dist = std::max(-bary_weights.z, bary_weights.z - 1.0f);
const float dist = MAX3(x_dist, y_dist, z_dist);
if (dist <= 0.0f) {
/* Return early if the uv coordinate is in the triangle. */
return Result{ResultType::Ok, &looptri, bary_weights};
}
if (dist < best_dist) {
best_dist = dist;
best_bary_weights = bary_weights;
best_looptri = &looptri;
}
}
/* Allow for a small epsilon in case the uv is on th edge. */
if (best_dist < 0.00001f) {
return Result{ResultType::Ok, best_looptri, math::clamp(best_bary_weights, 0.0f, 1.0f)};
}
return Result{};
}
void ReverseUVSampler::sample_many(const Span<float2> query_uvs,
MutableSpan<Result> r_results) const
{
BLI_assert(query_uvs.size() == r_results.size());
threading::parallel_for(query_uvs.index_range(), 256, [&](const IndexRange range) {
for (const int i : range) {
r_results[i] = this->sample(query_uvs[i]);
}
});
}
} // namespace blender::geometry
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