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test2/source/blender/blenkernel/BKE_mesh_remap.hh
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

230 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_math_matrix.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector_types.hh"
#include "BLI_offset_indices.hh"
#include "BKE_mesh_mapping.hh"
struct CustomData;
struct CustomData_MeshMasks;
struct MemArena;
struct Mesh;
/* Generic ways to map some geometry elements from a source mesh to a destination one. */
struct MeshPairRemapItem {
int sources_num;
int *indices_src; /* NULL if no source found. */
float *weights_src; /* NULL if no source found, else, always normalized! */
/* UNUSED (at the moment). */
// float hit_dist; /* FLT_MAX if irrelevant or no source found. */
int island; /* For loops only. */
};
/* All mapping computing func return this. */
struct MeshPairRemap {
int items_num;
MeshPairRemapItem *items; /* Array, one item per destination element. */
MemArena *mem; /* memory arena, internal use only. */
};
/* Helpers! */
void BKE_mesh_remap_init(MeshPairRemap *map, int items_num);
void BKE_mesh_remap_free(MeshPairRemap *map);
void BKE_mesh_remap_item_define_invalid(MeshPairRemap *map, int index);
/* TODO:
* Add other 'from/to' mapping sources, like e.g. using a UVMap, etc.
* https://blenderartists.org/t/619105
*
* We could also use similar topology mappings inside a same mesh
* (cf. Campbell's 'select face islands from similar topology' WIP work).
* Also, users will have to check, whether we can get rid of some modes here,
* not sure all will be useful!
*/
enum {
MREMAP_USE_VERT = 1 << 4,
MREMAP_USE_EDGE = 1 << 5,
MREMAP_USE_LOOP = 1 << 6,
MREMAP_USE_POLY = 1 << 7,
MREMAP_USE_NEAREST = 1 << 8,
MREMAP_USE_NORPROJ = 1 << 9,
MREMAP_USE_INTERP = 1 << 10,
MREMAP_USE_NORMAL = 1 << 11,
/* ***** Target's vertices ***** */
MREMAP_MODE_VERT = 1 << 24,
/* Nearest source vert. */
MREMAP_MODE_VERT_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_VERT | MREMAP_USE_NEAREST,
/* Nearest vertex of nearest edge. */
MREMAP_MODE_VERT_EDGE_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_EDGE | MREMAP_USE_NEAREST,
/* This one uses two verts of selected edge (weighted interpolation). */
/* Nearest point on nearest edge. */
MREMAP_MODE_VERT_EDGEINTERP_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_EDGE | MREMAP_USE_NEAREST |
MREMAP_USE_INTERP,
/* Nearest vertex of nearest face. */
MREMAP_MODE_VERT_FACE_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
/* Those two use all verts of selected face (weighted interpolation). */
/* Nearest point on nearest face. */
MREMAP_MODE_VERT_POLYINTERP_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NEAREST |
MREMAP_USE_INTERP,
/* Point on nearest face hit by ray from target vertex's normal. */
MREMAP_MODE_VERT_POLYINTERP_VNORPROJ = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NORPROJ |
MREMAP_USE_INTERP,
/* ***** Target's edges ***** */
MREMAP_MODE_EDGE = 1 << 25,
/* Source edge which both vertices are nearest of destination ones. */
MREMAP_MODE_EDGE_VERT_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_VERT | MREMAP_USE_NEAREST,
/* Nearest source edge (using mid-point). */
MREMAP_MODE_EDGE_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_EDGE | MREMAP_USE_NEAREST,
/* Nearest edge of nearest face (using mid-point). */
MREMAP_MODE_EDGE_POLY_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
/* Cast a set of rays from along destination edge,
* interpolating its vertices' normals, and use hit source edges. */
MREMAP_MODE_EDGE_EDGEINTERP_VNORPROJ = MREMAP_MODE_EDGE | MREMAP_USE_VERT | MREMAP_USE_NORPROJ |
MREMAP_USE_INTERP,
/* ***** Target's loops ***** */
/* NOTE: when islands are given to loop mapping func,
* all loops from the same destination face will always be mapped
* to loops of source faces within a same island, regardless of mapping mode. */
MREMAP_MODE_LOOP = 1 << 26,
/* Best normal-matching loop from nearest vert. */
MREMAP_MODE_LOOP_NEAREST_LOOPNOR = MREMAP_MODE_LOOP | MREMAP_USE_LOOP | MREMAP_USE_VERT |
MREMAP_USE_NEAREST | MREMAP_USE_NORMAL,
/* Loop from best normal-matching face from nearest vert. */
MREMAP_MODE_LOOP_NEAREST_POLYNOR = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_VERT |
MREMAP_USE_NEAREST | MREMAP_USE_NORMAL,
/* Loop from nearest vertex of nearest face. */
MREMAP_MODE_LOOP_POLY_NEAREST = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
/* Those two use all verts of selected face (weighted interpolation). */
/* Nearest point on nearest face. */
MREMAP_MODE_LOOP_POLYINTERP_NEAREST = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NEAREST |
MREMAP_USE_INTERP,
/* Point on nearest face hit by ray from target loop's normal. */
MREMAP_MODE_LOOP_POLYINTERP_LNORPROJ = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NORPROJ |
MREMAP_USE_INTERP,
/* ***** Target's faces ***** */
MREMAP_MODE_POLY = 1 << 27,
/* Nearest source face. */
MREMAP_MODE_POLY_NEAREST = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
/* Source face from best normal-matching destination face. */
MREMAP_MODE_POLY_NOR = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NORMAL,
/* Project destination face onto source mesh using its normal,
* and use interpolation of all intersecting source faces. */
MREMAP_MODE_POLY_POLYINTERP_PNORPROJ = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NORPROJ |
MREMAP_USE_INTERP,
/* ***** Same topology, applies to all four elements types. ***** */
MREMAP_MODE_TOPOLOGY = MREMAP_MODE_VERT | MREMAP_MODE_EDGE | MREMAP_MODE_LOOP | MREMAP_MODE_POLY,
};
void BKE_mesh_remap_calc_source_cddata_masks_from_map_modes(
int vert_mode, int edge_mode, int loop_mode, int face_mode, CustomData_MeshMasks *cddata_mask);
/**
* Compute a value of the difference between both given meshes.
* The smaller the result, the better the match.
*
* We return the inverse of the average of the inversed
* shortest distance from each dst vertex to src ones.
* In other words, beyond a certain (relatively small) distance, all differences have more or less
* the same weight in final result, which allows to reduce influence of a few high differences,
* in favor of a global good matching.
*/
float BKE_mesh_remap_calc_difference_from_mesh(const SpaceTransform *space_transform,
const float (*vert_positions_dst)[3],
int numverts_dst,
const Mesh *me_src);
/**
* Set r_space_transform so that best bbox of dst matches best bbox of src.
*/
void BKE_mesh_remap_find_best_match_from_mesh(const float (*vert_positions_dst)[3],
int numverts_dst,
const Mesh *me_src,
SpaceTransform *r_space_transform);
void BKE_mesh_remap_calc_verts_from_mesh(int mode,
const SpaceTransform *space_transform,
float max_dist,
float ray_radius,
const float (*vert_positions_dst)[3],
int numverts_dst,
bool dirty_nors_dst,
const Mesh *me_src,
Mesh *me_dst,
MeshPairRemap *r_map);
void BKE_mesh_remap_calc_edges_from_mesh(int mode,
const SpaceTransform *space_transform,
float max_dist,
float ray_radius,
const float (*vert_positions_dst)[3],
int numverts_dst,
const blender::int2 *edges_dst,
int numedges_dst,
bool dirty_nors_dst,
const Mesh *me_src,
Mesh *me_dst,
MeshPairRemap *r_map);
void BKE_mesh_remap_calc_loops_from_mesh(int mode,
const SpaceTransform *space_transform,
float max_dist,
float ray_radius,
Mesh *mesh_dst,
const float (*vert_positions_dst)[3],
int numverts_dst,
const blender::int2 *edges_dst,
int numedges_dst,
const int *corner_verts_dst,
const int *corner_edges_dst,
int numloops_dst,
const blender::OffsetIndices<int> faces_dst,
CustomData *ldata_dst,
bool use_split_nors_dst,
float split_angle_dst,
bool dirty_nors_dst,
const Mesh *me_src,
MeshRemapIslandsCalc gen_islands_src,
float islands_precision_src,
MeshPairRemap *r_map);
void BKE_mesh_remap_calc_faces_from_mesh(int mode,
const SpaceTransform *space_transform,
float max_dist,
float ray_radius,
const Mesh *mesh_dst,
const float (*vert_positions_dst)[3],
int numverts_dst,
const int *corner_verts,
const blender::OffsetIndices<int> faces_dst,
const Mesh *me_src,
MeshPairRemap *r_map);