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test/source/blender/blenkernel/BKE_subdiv_mesh.hh
Hans Goudey 11f0d88d13 Subdiv: Move most blenkernel subdiv code to C++ namespace
Move most code to `blender::bke::subdiv`. That helps organization
and makes using C++ in subdiv code easier, which will be useful for
removing the unnecessary opensubdiv C-API wrapper.
2024-04-19 09:03:31 -04:00

51 lines
1.7 KiB
C++

/* SPDX-FileCopyrightText: 2018 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#pragma once
#include "BLI_math_vector_types.hh"
#include "BLI_offset_indices.hh"
#include "BLI_sys_types.h"
struct Mesh;
namespace blender::bke::subdiv {
struct Subdiv;
struct ToMeshSettings {
/**
* Resolution at which regular PTEX (created for quad face) are being
* evaluated. This defines how many vertices final mesh will have: every
* regular PTEX has resolution^2 vertices. Special (irregular, or PTEX
* created for a corner of non-quad face) will have resolution of
* `resolution - 1`.
*/
int resolution;
/** When true, only edges emitted from coarse ones will be displayed. */
bool use_optimal_display;
};
/** Create real hi-res mesh from subdivision, all geometry is "real". */
Mesh *subdiv_to_mesh(Subdiv *subdiv, const ToMeshSettings *settings, const Mesh *coarse_mesh);
/**
* Interpolate a position along the `coarse_edge` at the relative `u` coordinate.
* If `is_simple` is false, this will perform a B-Spline interpolation using the edge neighbors,
* otherwise a linear interpolation will be done base on the edge vertices.
*/
void mesh_interpolate_position_on_edge(const float (*coarse_positions)[3],
const blender::int2 *coarse_edges,
blender::GroupedSpan<int> vert_to_edge_map,
int coarse_edge_index,
bool is_simple,
float u,
float pos_r[3]);
} // namespace blender::bke::subdiv