Files
test2/source/blender/blenkernel/intern/spline_base.cc
Hans Goudey 3185084efb Geometry Noes: Curve Resample Node
This node generates a naturally parametarized (even length edge) poly
spline version of every spline in the input. There are two modes,
"Count", and "Length". These are similar to the same options for the
line primitive node in end points mode.

I implemented this instead of a "Sample Points" node, because for this
operation it's trivial to keep the result as a curve, which is nice
since it increases flexibility, and because it can make instancing
simpler, i.e. using the transforms of each evaluated point rather than
requiring the construction of a "rotation" attribute.

Differential Revision: https://developer.blender.org/D11173
2021-05-07 15:37:06 -05:00

340 lines
10 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "BLI_array.hh"
#include "BLI_span.hh"
#include "BLI_timeit.hh"
#include "BKE_spline.hh"
#include "FN_generic_virtual_array.hh"
using blender::Array;
using blender::float3;
using blender::IndexRange;
using blender::MutableSpan;
using blender::Span;
Spline::Type Spline::type() const
{
return type_;
}
void Spline::translate(const blender::float3 &translation)
{
for (float3 &position : this->positions()) {
position += translation;
}
this->mark_cache_invalid();
}
void Spline::transform(const blender::float4x4 &matrix)
{
for (float3 &position : this->positions()) {
position = matrix * position;
}
this->mark_cache_invalid();
}
int Spline::evaluated_edges_size() const
{
const int eval_size = this->evaluated_points_size();
if (eval_size == 1) {
return 0;
}
return this->is_cyclic_ ? eval_size : eval_size - 1;
}
float Spline::length() const
{
return this->evaluated_lengths().last();
}
int Spline::segments_size() const
{
const int points_len = this->size();
return is_cyclic_ ? points_len : points_len - 1;
}
bool Spline::is_cyclic() const
{
return is_cyclic_;
}
void Spline::set_cyclic(const bool value)
{
is_cyclic_ = value;
}
static void accumulate_lengths(Span<float3> positions,
const bool is_cyclic,
MutableSpan<float> lengths)
{
float length = 0.0f;
for (const int i : IndexRange(positions.size() - 1)) {
length += float3::distance(positions[i], positions[i + 1]);
lengths[i] = length;
}
if (is_cyclic) {
lengths.last() = length + float3::distance(positions.last(), positions.first());
}
}
/**
* Return non-owning access to the cache of accumulated lengths along the spline. Each item is the
* length of the subsequent segment, i.e. the first value is the length of the first segment rather
* than 0. This calculation is rather trivial, and only depends on the evaluated positions.
* However, the results are used often, so it makes sense to cache it.
*/
Span<float> Spline::evaluated_lengths() const
{
if (!length_cache_dirty_) {
return evaluated_lengths_cache_;
}
std::lock_guard lock{length_cache_mutex_};
if (!length_cache_dirty_) {
return evaluated_lengths_cache_;
}
const int total = evaluated_edges_size();
evaluated_lengths_cache_.resize(total);
Span<float3> positions = this->evaluated_positions();
accumulate_lengths(positions, is_cyclic_, evaluated_lengths_cache_);
length_cache_dirty_ = false;
return evaluated_lengths_cache_;
}
static float3 direction_bisect(const float3 &prev, const float3 &middle, const float3 &next)
{
const float3 dir_prev = (middle - prev).normalized();
const float3 dir_next = (next - middle).normalized();
return (dir_prev + dir_next).normalized();
}
static void calculate_tangents(Span<float3> positions,
const bool is_cyclic,
MutableSpan<float3> tangents)
{
if (positions.size() == 1) {
return;
}
for (const int i : IndexRange(1, positions.size() - 2)) {
tangents[i] = direction_bisect(positions[i - 1], positions[i], positions[i + 1]);
}
if (is_cyclic) {
const float3 &second_to_last = positions[positions.size() - 2];
const float3 &last = positions.last();
const float3 &first = positions.first();
const float3 &second = positions[1];
tangents.first() = direction_bisect(last, first, second);
tangents.last() = direction_bisect(second_to_last, last, first);
}
else {
tangents.first() = (positions[1] - positions[0]).normalized();
tangents.last() = (positions.last() - positions[positions.size() - 2]).normalized();
}
}
/**
* Return non-owning access to the direction of the curve at each evaluated point.
*/
Span<float3> Spline::evaluated_tangents() const
{
if (!tangent_cache_dirty_) {
return evaluated_tangents_cache_;
}
std::lock_guard lock{tangent_cache_mutex_};
if (!tangent_cache_dirty_) {
return evaluated_tangents_cache_;
}
const int eval_size = this->evaluated_points_size();
evaluated_tangents_cache_.resize(eval_size);
Span<float3> positions = this->evaluated_positions();
if (eval_size == 1) {
evaluated_tangents_cache_.first() = float3(1.0f, 0.0f, 0.0f);
}
else {
calculate_tangents(positions, is_cyclic_, evaluated_tangents_cache_);
this->correct_end_tangents();
}
tangent_cache_dirty_ = false;
return evaluated_tangents_cache_;
}
static float3 rotate_direction_around_axis(const float3 &direction,
const float3 &axis,
const float angle)
{
BLI_ASSERT_UNIT_V3(direction);
BLI_ASSERT_UNIT_V3(axis);
const float3 axis_scaled = axis * float3::dot(direction, axis);
const float3 diff = direction - axis_scaled;
const float3 cross = float3::cross(axis, diff);
return axis_scaled + diff * std::cos(angle) + cross * std::sin(angle);
}
static void calculate_normals_z_up(Span<float3> tangents, MutableSpan<float3> normals)
{
for (const int i : normals.index_range()) {
normals[i] = float3::cross(tangents[i], float3(0.0f, 0.0f, 1.0f)).normalized();
}
}
/**
* Return non-owning access to the direction vectors perpendicular to the tangents at every
* evaluated point. The method used to generate the normal vectors depends on Spline.normal_mode.
*/
Span<float3> Spline::evaluated_normals() const
{
if (!normal_cache_dirty_) {
return evaluated_normals_cache_;
}
std::lock_guard lock{normal_cache_mutex_};
if (!normal_cache_dirty_) {
return evaluated_normals_cache_;
}
const int eval_size = this->evaluated_points_size();
evaluated_normals_cache_.resize(eval_size);
Span<float3> tangents = evaluated_tangents();
MutableSpan<float3> normals = evaluated_normals_cache_;
/* Only Z up normals are supported at the moment. */
calculate_normals_z_up(tangents, normals);
/* Rotate the generated normals with the interpolated tilt data. */
blender::fn::GVArray_Typed<float> tilts{
this->interpolate_to_evaluated_points(blender::fn::GVArray_For_Span(this->tilts()))};
for (const int i : normals.index_range()) {
normals[i] = rotate_direction_around_axis(normals[i], tangents[i], tilts[i]);
}
normal_cache_dirty_ = false;
return evaluated_normals_cache_;
}
Spline::LookupResult Spline::lookup_evaluated_factor(const float factor) const
{
return this->lookup_evaluated_length(this->length() * factor);
}
/**
* \note This does not support extrapolation currently.
*/
Spline::LookupResult Spline::lookup_evaluated_length(const float length) const
{
BLI_assert(length >= 0.0f && length <= this->length());
Span<float> lengths = this->evaluated_lengths();
const float *offset = std::lower_bound(lengths.begin(), lengths.end(), length);
const int index = offset - lengths.begin();
const int next_index = (index == this->size() - 1) ? 0 : index + 1;
const float previous_length = (index == 0) ? 0.0f : lengths[index - 1];
const float factor = (length - previous_length) / (lengths[index] - previous_length);
return LookupResult{index, next_index, factor};
}
/**
* Return an array of evenly spaced samples along the length of the spline. The samples are indices
* and factors to the next index encoded in floats. The logic for converting from the float values
* to interpolation data is in #lookup_data_from_index_factor.
*/
Array<float> Spline::sample_uniform_index_factors(const int samples_size) const
{
const Span<float> lengths = this->evaluated_lengths();
BLI_assert(samples_size > 0);
Array<float> samples(samples_size);
samples[0] = 0.0f;
if (samples_size == 1) {
return samples;
}
const float total_length = this->length();
const float sample_length = total_length / (samples_size - 1);
/* Store the length at the previous evaluated point in a variable so it can
* start out at zero (the lengths array doesn't contain 0 for the first point). */
float prev_length = 0.0f;
int i_sample = 1;
for (const int i_evaluated : IndexRange(this->evaluated_edges_size())) {
const float length = lengths[i_evaluated];
/* Add every sample that fits in this evaluated edge. */
while ((sample_length * i_sample) < length && i_sample < samples_size) {
const float factor = (sample_length * i_sample - prev_length) / (length - prev_length);
samples[i_sample] = i_evaluated + factor;
i_sample++;
}
prev_length = length;
}
samples.last() = lengths.size();
return samples;
}
Spline::LookupResult Spline::lookup_data_from_index_factor(const float index_factor) const
{
const int points_len = this->evaluated_points_size();
if (is_cyclic_) {
if (index_factor < points_len) {
const int index = std::floor(index_factor);
const int next_index = (index < points_len - 1) ? index + 1 : 0;
return LookupResult{index, next_index, index_factor - index};
}
return LookupResult{points_len - 1, 0, 1.0f};
}
if (index_factor < points_len - 1) {
const int index = std::floor(index_factor);
const int next_index = index + 1;
return LookupResult{index, next_index, index_factor - index};
}
return LookupResult{points_len - 2, points_len - 1, 1.0f};
}
void Spline::bounds_min_max(float3 &min, float3 &max, const bool use_evaluated) const
{
Span<float3> positions = use_evaluated ? this->evaluated_positions() : this->positions();
for (const float3 &position : positions) {
minmax_v3v3_v3(min, max, position);
}
}