Files
test/source/blender/geometry/GEO_uv_parametrizer.hh
Campbell Barton d897fd34cb UV: restore internal solver state variable
Removed in [0] however I think it helps track the state,
so restore the state and assertions.

[0]: 8ace65e3c6
2023-09-08 23:09:51 +10:00

155 lines
4.2 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_sys_types.h" /* for intptr_t support */
/** \file
* \ingroup geo
*/
struct GHash;
struct Heap;
struct MemArena;
struct RNG;
namespace blender::geometry {
struct PChart;
struct PHash;
using ParamKey = uintptr_t; /* Key (hash) for identifying verts and faces. */
#define PARAM_KEY_MAX UINTPTR_MAX
enum PHandleState {
PHANDLE_STATE_ALLOCATED,
PHANDLE_STATE_CONSTRUCTED,
PHANDLE_STATE_LSCM,
PHANDLE_STATE_STRETCH,
};
class ParamHandle {
public:
ParamHandle();
~ParamHandle();
PHandleState state;
MemArena *arena;
MemArena *polyfill_arena;
Heap *polyfill_heap;
PChart *construction_chart;
PHash *hash_verts;
PHash *hash_edges;
PHash *hash_faces;
GHash *pin_hash;
int unique_pin_count;
PChart **charts;
int ncharts;
float aspect_y;
RNG *rng;
float blend;
};
/* -------------------------------------------------------------------- */
/** \name Chart Construction:
*
* Faces and seams may only be added between #ParamHandle::ParamHandle() and
* #geometry::uv_parametrizer_construct_end.
*
* The pointers to `co` and `uv` are stored, rather than being copied. Vertices are implicitly
* created.
*
* In #geometry::uv_parametrizer_construct_end the mesh will be split up according to the seams.
* The resulting charts must be manifold, connected and open (at least one boundary loop). The
* output will be written to the `uv` pointers.
*
* \{ */
void uv_parametrizer_aspect_ratio(ParamHandle *handle, float aspect_y);
void uv_prepare_pin_index(ParamHandle *handle, const int bmvertindex, const float uv[2]);
ParamKey uv_find_pin_index(ParamHandle *handle, const int bmvertindex, const float uv[2]);
void uv_parametrizer_face_add(ParamHandle *handle,
const ParamKey key,
const int nverts,
const ParamKey *vkeys,
const float **co,
float **uv, /* Output will eventually be written to `uv`. */
const bool *pin,
const bool *select);
void uv_parametrizer_edge_set_seam(ParamHandle *handle, ParamKey *vkeys);
void uv_parametrizer_construct_end(ParamHandle *handle,
bool fill_holes,
bool topology_from_uvs,
int *r_count_failed = nullptr);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Least Squares Conformal Maps:
*
* Charts with less than two pinned vertices are assigned two pins. LSCM is divided to three steps:
*
* 1. Begin: compute matrix and its factorization (expensive).
* 2. Solve using pinned coordinates (cheap).
* 3. End: clean up.
*
* UV coordinates are allowed to change within begin/end, for quick re-solving.
*
* \{ */
void uv_parametrizer_lscm_begin(ParamHandle *handle, bool live, bool abf);
void uv_parametrizer_lscm_solve(ParamHandle *handle, int *count_changed, int *count_failed);
void uv_parametrizer_lscm_end(ParamHandle *handle);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Stretch
* \{ */
void uv_parametrizer_stretch_begin(ParamHandle *handle);
void uv_parametrizer_stretch_blend(ParamHandle *handle, float blend);
void uv_parametrizer_stretch_iter(ParamHandle *handle);
void uv_parametrizer_stretch_end(ParamHandle *handle);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Packing
* \{ */
void uv_parametrizer_pack(ParamHandle *handle, float margin, bool do_rotate, bool ignore_pinned);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Average area for all charts
* \{ */
void uv_parametrizer_average(ParamHandle *handle, bool ignore_pinned, bool scale_uv, bool shear);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Flushing
* \{ */
void uv_parametrizer_flush(ParamHandle *handle);
void uv_parametrizer_flush_restore(ParamHandle *handle);
/** \} */
} // namespace blender::geometry