The term `looptri` was used ambiguously for both single & arrays. The term `tri` was also used, causing `tri->tri`. Use terms: - `looptris` for an array or when dealing with multiple items. - `looptri` is used when dealing with a single item. - `lt` for a single MLoopTri variables & arguments. This was already a convention but not followed closely.
331 lines
12 KiB
C++
331 lines
12 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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namespace blender {
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namespace index_mask {
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class IndexMask;
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}
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using index_mask::IndexMask;
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} // namespace blender
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#include "BLI_offset_indices.hh"
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#include "BKE_mesh.h"
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#include "BKE_mesh_types.hh"
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namespace blender::bke {
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namespace mesh {
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/* -------------------------------------------------------------------- */
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/** \name Polygon Data Evaluation
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* \{ */
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/** Calculate the up direction for the face, depending on its winding direction. */
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float3 face_normal_calc(Span<float3> vert_positions, Span<int> face_verts);
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/**
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* Calculate tessellation into #MLoopTri which exist only for this purpose.
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*/
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void looptris_calc(Span<float3> vert_positions,
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OffsetIndices<int> faces,
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Span<int> corner_verts,
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MutableSpan<MLoopTri> looptris);
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/**
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* A version of #looptris_calc which takes pre-calculated face normals
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* (used to avoid having to calculate the face normal for NGON tessellation).
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*
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* \note Only use this function if normals have already been calculated, there is no need
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* to calculate normals just to use this function.
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*/
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void looptris_calc_with_normals(Span<float3> vert_positions,
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OffsetIndices<int> faces,
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Span<int> corner_verts,
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Span<float3> face_normals,
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MutableSpan<MLoopTri> looptris);
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void looptris_calc_face_indices(OffsetIndices<int> faces, MutableSpan<int> looptri_faces);
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/** Return the triangle's three edge indices they are real edges, otherwise -1. */
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int3 looptri_get_real_edges(Span<int2> edges,
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Span<int> corner_verts,
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Span<int> corner_edges,
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const MLoopTri <);
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/** Calculate the average position of the vertices in the face. */
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float3 face_center_calc(Span<float3> vert_positions, Span<int> face_verts);
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/** Calculate the surface area of the face described by the indexed vertices. */
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float face_area_calc(Span<float3> vert_positions, Span<int> face_verts);
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/** Calculate the angles at each of the faces corners. */
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void face_angles_calc(Span<float3> vert_positions,
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Span<int> face_verts,
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MutableSpan<float> angles);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Medium-Level Normals Calculation
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* \{ */
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/**
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* Calculate face normals directly into a result array.
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*
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* \note Usually #Mesh::face_normals() is the preferred way to access face normals,
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* since they may already be calculated and cached on the mesh.
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*/
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void normals_calc_faces(Span<float3> vert_positions,
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OffsetIndices<int> faces,
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Span<int> corner_verts,
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MutableSpan<float3> face_normals);
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/**
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* Calculate vertex normals directly into the result array.
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*
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* \note Vertex and face normals can be calculated at the same time with
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* #normals_calc_faces_and_verts, which can have performance benefits in some cases.
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*
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* \note Usually #Mesh::vert_normals() is the preferred way to access vertex normals,
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* since they may already be calculated and cached on the mesh.
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*/
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void normals_calc_verts(Span<float3> vert_positions,
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OffsetIndices<int> faces,
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Span<int> corner_verts,
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GroupedSpan<int> vert_to_face_map,
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Span<float3> face_normals,
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MutableSpan<float3> vert_normals);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Face Corner Normal Calculation
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* \{ */
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/**
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* Combined with the automatically calculated face corner normal, this gives a dimensional
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* coordinate space used to convert normals between the "custom normal" #short2 representation and
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* a regular #float3 format.
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*/
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struct CornerNormalSpace {
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/** The automatically computed face corner normal, not including influence of custom normals. */
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float3 vec_lnor;
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/** Reference vector, orthogonal to #vec_lnor. */
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float3 vec_ref;
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/** Third vector, orthogonal to #vec_lnor and #vec_ref. */
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float3 vec_ortho;
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/** Reference angle around #vec_ortho, in [0, pi] range (0.0 marks space as invalid). */
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float ref_alpha;
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/** Reference angle around #vec_lnor, in [0, 2pi] range (0.0 marks space as invalid). */
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float ref_beta;
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};
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/**
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* Storage for corner fan coordinate spaces for an entire mesh.
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*/
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struct CornerNormalSpaceArray {
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/**
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* The normal coordinate spaces, potentially shared between multiple face corners in a smooth fan
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* connected to a vertex (and not per face corner). Depending on the mesh (the amount of sharing
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* / number of sharp edges / size of each fan), there may be many fewer spaces than face corners,
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* so they are stored in a separate array.
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*/
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Array<CornerNormalSpace> spaces;
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/**
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* The index of the data in the #spaces array for each face corner (the array size is the
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* same as #Mesh::totloop). Rare -1 values define face corners without a coordinate space.
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*/
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Array<int> corner_space_indices;
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/**
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* A map containing the face corners that make up each space,
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* in the order that they were processed (winding around a vertex).
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*/
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Array<Array<int>> corners_by_space;
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/** Whether to create the above map when calculating normals. */
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bool create_corners_by_space = false;
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};
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short2 lnor_space_custom_normal_to_data(const CornerNormalSpace &lnor_space,
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const float3 &custom_lnor);
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/**
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* Compute split normals, i.e. vertex normals associated with each face (hence 'loop normals').
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* Useful to materialize sharp edges (or non-smooth faces) without actually modifying the geometry
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* (splitting edges).
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*
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* \param sharp_edges: Optional array of sharp edge tags, used to split the evaluated normals on
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* each side of the edge.
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* \param sharp_faces: Optional array of sharp face tags, used to split the evaluated normals on
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* the face's edges.
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* \param r_lnors_spacearr: Optional return data filled with information about the custom
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* normals spaces for each grouped fan of face corners.
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*/
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void normals_calc_loop(Span<float3> vert_positions,
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Span<int2> edges,
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OffsetIndices<int> faces,
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Span<int> corner_verts,
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Span<int> corner_edges,
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Span<int> loop_to_face_map,
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Span<float3> vert_normals,
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Span<float3> face_normals,
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Span<bool> sharp_edges,
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Span<bool> sharp_faces,
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const short2 *clnors_data,
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CornerNormalSpaceArray *r_lnors_spacearr,
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MutableSpan<float3> r_loop_normals);
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/**
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* \param sharp_faces: Optional array used to mark specific faces for sharp shading.
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*/
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void normals_loop_custom_set(Span<float3> vert_positions,
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Span<int2> edges,
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OffsetIndices<int> faces,
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Span<int> corner_verts,
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Span<int> corner_edges,
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Span<float3> vert_normals,
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Span<float3> face_normals,
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Span<bool> sharp_faces,
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MutableSpan<bool> sharp_edges,
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MutableSpan<float3> r_custom_loop_normals,
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MutableSpan<short2> r_clnors_data);
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/**
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* \param sharp_faces: Optional array used to mark specific faces for sharp shading.
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*/
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void normals_loop_custom_set_from_verts(Span<float3> vert_positions,
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Span<int2> edges,
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OffsetIndices<int> faces,
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Span<int> corner_verts,
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Span<int> corner_edges,
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Span<float3> vert_normals,
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Span<float3> face_normals,
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Span<bool> sharp_faces,
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MutableSpan<bool> sharp_edges,
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MutableSpan<float3> r_custom_vert_normals,
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MutableSpan<short2> r_clnors_data);
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/**
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* Define sharp edges as needed to mimic 'autosmooth' from angle threshold.
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*
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* Used when defining an empty custom loop normals data layer,
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* to keep same shading as with auto-smooth!
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*
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* \param sharp_faces: Optional array used to mark specific faces for sharp shading.
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*/
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void edges_sharp_from_angle_set(OffsetIndices<int> faces,
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Span<int> corner_verts,
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Span<int> corner_edges,
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Span<float3> face_normals,
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Span<int> loop_to_face,
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Span<bool> sharp_faces,
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const float split_angle,
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MutableSpan<bool> sharp_edges);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Topology Queries
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* \{ */
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/**
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* Find the index of the next corner in the face, looping to the start if necessary.
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* The indices are into the entire corners array, not just the face's corners.
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*/
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inline int face_corner_prev(const IndexRange face, const int corner)
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{
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return corner - 1 + (corner == face.start()) * face.size();
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}
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/**
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* Find the index of the previous corner in the face, looping to the end if necessary.
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* The indices are into the entire corners array, not just the face's corners.
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*/
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inline int face_corner_next(const IndexRange face, const int corner)
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{
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if (corner == face.last()) {
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return face.start();
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}
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return corner + 1;
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}
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/**
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* Find the index of the corner in the face that uses the given vertex.
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* The index is into the entire corners array, not just the face's corners.
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*/
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inline int face_find_corner_from_vert(const IndexRange face,
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const Span<int> corner_verts,
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const int vert)
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{
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return face[corner_verts.slice(face).first_index(vert)];
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}
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/**
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* Return the vertex indices on either side of the given vertex, ordered based on the winding
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* direction of the face. The vertex must be in the face.
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*/
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inline int2 face_find_adjecent_verts(const IndexRange face,
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const Span<int> corner_verts,
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const int vert)
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{
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const int corner = face_find_corner_from_vert(face, corner_verts, vert);
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return {corner_verts[face_corner_prev(face, corner)],
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corner_verts[face_corner_next(face, corner)]};
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}
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/**
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* Return the number of triangles needed to tessellate a face with \a face_size corners.
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*/
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inline int face_triangles_num(const int face_size)
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{
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BLI_assert(face_size > 2);
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return face_size - 2;
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}
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/**
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* Return the index of the edge's vertex that is not the \a vert.
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*/
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inline int edge_other_vert(const int2 edge, const int vert)
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{
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BLI_assert(ELEM(vert, edge[0], edge[1]));
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BLI_assert(edge[0] >= 0);
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BLI_assert(edge[1] >= 0);
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/* Order is important to avoid overflow. */
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return (edge[0] - vert) + edge[1];
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}
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/** \} */
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} // namespace mesh
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void mesh_flip_faces(Mesh &mesh, const IndexMask &selection);
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/** Set mesh vertex normals to known-correct values, avoiding future lazy computation. */
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void mesh_vert_normals_assign(Mesh &mesh, Span<float3> vert_normals);
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/** Set mesh vertex normals to known-correct values, avoiding future lazy computation. */
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void mesh_vert_normals_assign(Mesh &mesh, Vector<float3> vert_normals);
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void mesh_smooth_set(Mesh &mesh, bool use_smooth);
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void mesh_sharp_edges_set_from_angle(Mesh &mesh, float angle);
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/** Make edge and face visibility consistent with vertices. */
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void mesh_hide_vert_flush(Mesh &mesh);
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/** Make vertex and edge visibility consistent with faces. */
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void mesh_hide_face_flush(Mesh &mesh);
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/** Make edge and face visibility consistent with vertices. */
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void mesh_select_vert_flush(Mesh &mesh);
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/** Make vertex and face visibility consistent with edges. */
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void mesh_select_edge_flush(Mesh &mesh);
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/** Make vertex and edge visibility consistent with faces. */
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void mesh_select_face_flush(Mesh &mesh);
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} // namespace blender::bke
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