Files
test2/source/blender/blenkernel/BKE_mesh_sample.hh
Hans Goudey d0705bd697 Mesh: Split MLoopTri poly indices into a separate array
For derived mesh triangulation information, currently the three face
corner indices are stored in the same struct as index of the mesh
polygon the triangle is part of. While those pieces of information are
often used together, they often aren't, and combining them prevents
the indices from being used with generic utilities. It also means that
1/3 more memory has to be written when recalculating the triangulation
after deforming the mesh, and that the entire triangle data has to be
read when only the polygon indices are needed.

This commit splits the polygon index into a separate cache on `Mesh`.
The triangulation data isn't saved to files, so this doesn't affect
.blend files at all.

In a simple test deforming a mesh with geometry nodes, the time used
to recalculate the triangulation reduced from 2.0 ms to 1.6 ms,
increasing overall FPS from 14.6 to 15.

Pull Request: https://projects.blender.org/blender/blender/pulls/106774
2023-05-04 15:39:10 +02:00

185 lines
6.6 KiB
C++

/* 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_vector_types.hh"
#include "FN_field.hh"
#include "FN_multi_function.hh"
#include "DNA_meshdata_types.h"
#include "BKE_attribute.h"
#include "BKE_geometry_fields.hh"
struct Mesh;
struct BVHTreeFromMesh;
namespace blender {
class RandomNumberGenerator;
}
namespace blender::bke::mesh_surface_sample {
void sample_point_attribute(Span<int> corner_verts,
Span<MLoopTri> looptris,
Span<int> looptri_indices,
Span<float3> bary_coords,
const GVArray &src,
IndexMask mask,
GMutableSpan dst);
void sample_corner_attribute(Span<MLoopTri> looptris,
Span<int> looptri_indices,
Span<float3> bary_coords,
const GVArray &src,
IndexMask mask,
GMutableSpan dst);
void sample_corner_normals(Span<MLoopTri> looptris,
Span<int> looptri_indices,
Span<float3> bary_coords,
Span<float3> src,
IndexMask mask,
MutableSpan<float3> dst);
void sample_face_attribute(Span<int> looptri_polys,
Span<int> looptri_indices,
const GVArray &src,
IndexMask mask,
GMutableSpan dst);
/**
* 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<float3> vert_positions,
Span<int> corner_verts,
const MLoopTri &looptri,
const float3 &position);
template<typename T>
inline T sample_corner_attribute_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]]);
}
template<typename T>
inline T sample_corner_attribute_with_bary_coords(const float3 &bary_weights,
const MLoopTri &looptri,
const VArray<T> &corner_attribute)
{
return attribute_math::mix3(bary_weights,
corner_attribute[looptri.tri[0]],
corner_attribute[looptri.tri[1]],
corner_attribute[looptri.tri[2]]);
}
/**
* Calculate barycentric weights from triangle indices and positions within the triangles.
*/
class BaryWeightFromPositionFn : public mf::MultiFunction {
GeometrySet source_;
Span<float3> vert_positions_;
Span<int> corner_verts_;
Span<MLoopTri> looptris_;
public:
BaryWeightFromPositionFn(GeometrySet geometry);
void call(IndexMask mask, mf::Params params, mf::Context context) const;
};
/**
* Calculate face corner weights from triangle indices and positions within the triangles.
* The weights are 1 for the nearest corner and 0 for the two others.
*/
class CornerBaryWeightFromPositionFn : public mf::MultiFunction {
GeometrySet source_;
Span<float3> vert_positions_;
Span<int> corner_verts_;
Span<MLoopTri> looptris_;
public:
CornerBaryWeightFromPositionFn(GeometrySet geometry);
void call(IndexMask mask, mf::Params params, mf::Context context) const;
};
/**
* Evaluate an attribute on the input geometry and sample it with input barycentric weights and
* triangle indices.
*/
class BaryWeightSampleFn : public mf::MultiFunction {
mf::Signature signature_;
GeometrySet source_;
Span<MLoopTri> looptris_;
std::optional<bke::MeshFieldContext> source_context_;
std::unique_ptr<fn::FieldEvaluator> source_evaluator_;
const GVArray *source_data_;
eAttrDomain domain_;
public:
BaryWeightSampleFn(GeometrySet geometry, fn::GField src_field);
void call(IndexMask mask, mf::Params params, mf::Context context) const;
private:
void evaluate_source(fn::GField src_field);
};
} // namespace blender::bke::mesh_surface_sample