This implements the proposal from #124512. For that it contains the following changes: * Remove the global override of `new`/`delete` when `WITH_CXX_GUARDEDALLOC` was enabled. * Always use `MEM_CXX_CLASS_ALLOC_FUNCS` where it is currently used. This used to be guarded by `WITH_CXX_GUARDEDALLOC` in some but not all cases. This means that a few classes which didn't use our guarded allocator by default before, are now using it. Pull Request: https://projects.blender.org/blender/blender/pulls/130181
235 lines
7.1 KiB
C++
235 lines
7.1 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 freestyle
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* \brief Class to define a cleaner of geometry providing a set of useful tools
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*/
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#include "Geom.h"
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#include "../system/FreestyleConfig.h"
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#include "MEM_guardedalloc.h"
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namespace Freestyle {
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using namespace Geometry;
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class GeomCleaner {
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public:
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inline GeomCleaner() {}
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inline ~GeomCleaner() {}
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/** Sorts an array of Indexed vertices
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* iVertices
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* Array of vertices to sort.
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* It is organized as a float series of vertex coordinates: XYZXYZXYZ...
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* iVSize
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* The size of iVertices array.
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* iIndices
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* The array containing the vertex indices
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* (used to refer to the vertex coordinates in an indexed face).
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* Each element is a uint multiple of 3.
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* iISize
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* The size of iIndices array
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* oVertices
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* Output of sorted vertices.
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* A vertex v1 precedes another one v2 in this array
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* if v1.x<v2.x, or v1.x=v2.x && v1.y < v2.y or v1.x=v2.y && v1.y=v2.y && v1.z < v2.z.
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* The array is organized as a 3-float series giving the vertices coordinates: XYZXYZXYZ...
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* oIndices
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* Output corresponding to the iIndices array but reorganized in
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* order to match the sorted vertex array.
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*/
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static void SortIndexedVertexArray(const float *iVertices,
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uint iVSize,
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const uint *iIndices,
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uint iISize,
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float **oVertices,
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uint **oIndices);
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/** Compress a SORTED indexed vertex array by eliminating multiple
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* appearing occurrences of a single vertex.
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* iVertices
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* The SORTED vertex array to compress.
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* It is organized as a float series of vertex coordinates: XYZXYZXYZ...
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* iVSize
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* The size of iVertices array.
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* iIndices
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* The array containing the vertex indices
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* (used to refer to the vertex coordinates in an indexed face).
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* Each element is a uint multiple of 3.
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* iISize
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* The size of iIndices array
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* oVertices
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* The vertex array, result of the compression.
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* The array is organized as a 3-float series giving the vertices coordinates: XYZXYZXYZ...
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* oVSize
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* The size of oVertices.
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* oIndices
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* The indices array, reorganized to match the compressed oVertices array.
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*/
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static void CompressIndexedVertexArray(const float *iVertices,
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uint iVSize,
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const uint *iIndices,
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uint iISize,
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float **oVertices,
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uint *oVSize,
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uint **oIndices);
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/** Sorts and compress an array of indexed vertices.
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* iVertices
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* The vertex array to sort then compress. It is organized as a float series of
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* vertex coordinates: XYZXYZXYZ...
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* iVSize
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* The size of iVertices array.
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* iIndices
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* The array containing the vertex indices
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* (used to refer to the vertex coordinates in an indexed face).
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* Each element is a uint multiple of 3.
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* iISize
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* The size of iIndices array
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* oVertices
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* The vertex array, result of the sorting-compression.
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* The array is organized as a 3-float series giving the vertices coordinates: XYZXYZXYZ...
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* oVSize
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* The size of oVertices.
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* oIndices
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* The indices array, reorganized to match the sorted and compressed oVertices array.
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*/
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static void SortAndCompressIndexedVertexArray(const float *iVertices,
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uint iVSize,
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const uint *iIndices,
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uint iISize,
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float **oVertices,
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uint *oVSize,
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uint **oIndices);
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/** Cleans an indexed vertex array.
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* (Identical to SortAndCompress except that we use here a hash table to create the new array.)
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* iVertices
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* The vertex array to sort then compress. It is organized as a float series of
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* vertex coordinates: XYZXYZXYZ...
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* iVSize
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* The size of iVertices array.
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* iIndices
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* The array containing the vertex indices
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* (used to refer to the vertex coordinates in an indexed face).
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* Each element is a uint multiple of 3.
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* iISize
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* The size of iIndices array
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* oVertices
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* The vertex array, result of the sorting-compression.
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* The array is organized as a 3-float series giving the vertices coordinates: XYZXYZXYZ...
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* oVSize
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* The size of oVertices.
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* oIndices
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* The indices array, reorganized to match the sorted and compressed oVertices array.
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*/
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static void CleanIndexedVertexArray(const float *iVertices,
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uint iVSize,
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const uint *iIndices,
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uint iISize,
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float **oVertices,
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uint *oVSize,
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uint **oIndices);
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:GeomCleaner")
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};
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/** Binary operators */
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// inline bool operator<(const IndexedVertex& iv1, const IndexedVertex& iv2);
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/** Class Indexed Vertex. Used to represent an indexed vertex by storing the vertex coordinates as
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* well as its index */
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class IndexedVertex {
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private:
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Vec3f _Vector;
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uint _index;
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public:
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inline IndexedVertex() {}
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inline IndexedVertex(Vec3f iVector, uint iIndex)
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{
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_Vector = iVector;
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_index = iIndex;
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}
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/** accessors */
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inline const Vec3f &vector() const
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{
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return _Vector;
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}
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inline uint index()
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{
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return _index;
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}
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inline float x()
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{
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return _Vector[0];
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}
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inline float y()
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{
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return _Vector[1];
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}
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inline float z()
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{
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return _Vector[2];
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}
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/** modifiers */
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inline void setVector(const Vec3f &iVector)
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{
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_Vector = iVector;
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}
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inline void setIndex(uint iIndex)
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{
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_index = iIndex;
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}
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/** operators */
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IndexedVertex &operator=(const IndexedVertex &iv)
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{
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_Vector = iv._Vector;
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_index = iv._index;
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return *this;
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}
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inline float operator[](const uint i)
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{
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return _Vector[i];
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}
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// friend inline bool operator<(const IndexedVertex& iv1, const IndexedVertex& iv2);
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inline bool operator<(const IndexedVertex &v) const
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{
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return (_Vector < v._Vector);
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}
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inline bool operator==(const IndexedVertex &v)
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{
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return (_Vector == v._Vector);
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}
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:IndexedVertex")
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};
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#if 0
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bool operator<(const IndexedVertex &iv1, const IndexedVertex &iv2)
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{
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return iv1.operator<(iv2);
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}
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#endif
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} /* namespace Freestyle */
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