Files
test2/source/blender/blenkernel/intern/mesh_fair.cc
Hans Goudey 2a4323c2f5 Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.

This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.

The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.

Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.

Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
  similar to `.corner_verts`, etc. The period means that it the data
  shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
  of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
  `MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.

Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00

486 lines
13 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
* Mesh Fairing algorithm designed by Brett Fedack, used in the addon "Mesh Fairing":
* https://github.com/fedackb/mesh-fairing.
*/
#include "BLI_map.hh"
#include "BLI_math.h"
#include "BLI_vector.hh"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "BKE_lib_id.h"
#include "BKE_lib_query.h"
#include "BKE_mesh.hh"
#include "BKE_mesh_fair.h"
#include "BKE_mesh_mapping.h"
#include "bmesh.h"
#include "bmesh_tools.h"
#include "MEM_guardedalloc.h"
#include "eigen_capi.h"
using blender::Array;
using blender::float3;
using blender::Map;
using blender::MutableSpan;
using blender::Span;
using blender::Vector;
using std::array;
class VertexWeight {
public:
virtual float weight_at_index(const int index) = 0;
virtual ~VertexWeight() = default;
};
class LoopWeight {
public:
virtual float weight_at_index(const int index) = 0;
virtual ~LoopWeight() = default;
};
class FairingContext {
public:
/* Get coordinates of vertices which are adjacent to the loop with specified index. */
virtual void adjacents_coords_from_loop(const int loop,
float r_adj_next[3],
float r_adj_prev[3]) = 0;
/* Get the other vertex index for a loop. */
virtual int other_vertex_index_from_loop(const int loop, const uint v) = 0;
int vertex_count_get()
{
return totvert_;
}
int loop_count_get()
{
return totvert_;
}
MeshElemMap *vertex_loop_map_get(const int v)
{
return &vlmap_[v];
}
float *vertex_deformation_co_get(const int v)
{
return co_[v];
}
virtual ~FairingContext() = default;
void fair_verts(bool *affected,
const eMeshFairingDepth depth,
VertexWeight *vertex_weight,
LoopWeight *loop_weight)
{
fair_verts_ex(affected, int(depth), vertex_weight, loop_weight);
}
protected:
Vector<float *> co_;
int totvert_;
int totloop_;
MeshElemMap *vlmap_;
int *vlmap_mem_;
private:
void fair_setup_fairing(const int v,
const int i,
LinearSolver *solver,
float multiplier,
const int depth,
Map<int, int> &vert_col_map,
VertexWeight *vertex_weight,
LoopWeight *loop_weight)
{
if (depth == 0) {
if (vert_col_map.contains(v)) {
const int j = vert_col_map.lookup(v);
EIG_linear_solver_matrix_add(solver, i, j, -multiplier);
return;
}
for (int j = 0; j < 3; j++) {
EIG_linear_solver_right_hand_side_add(solver, j, i, multiplier * co_[v][j]);
}
return;
}
float w_ij_sum = 0;
const float w_i = vertex_weight->weight_at_index(v);
MeshElemMap *vlmap_elem = &vlmap_[v];
for (int l = 0; l < vlmap_elem->count; l++) {
const int l_index = vlmap_elem->indices[l];
const int other_vert = other_vertex_index_from_loop(l_index, v);
const float w_ij = loop_weight->weight_at_index(l_index);
w_ij_sum += w_ij;
fair_setup_fairing(other_vert,
i,
solver,
w_i * w_ij * multiplier,
depth - 1,
vert_col_map,
vertex_weight,
loop_weight);
}
fair_setup_fairing(v,
i,
solver,
-1 * w_i * w_ij_sum * multiplier,
depth - 1,
vert_col_map,
vertex_weight,
loop_weight);
}
void fair_verts_ex(const bool *affected,
const int order,
VertexWeight *vertex_weight,
LoopWeight *loop_weight)
{
Map<int, int> vert_col_map;
int affected_verts_num = 0;
for (int i = 0; i < totvert_; i++) {
if (!affected[i]) {
continue;
}
vert_col_map.add(i, affected_verts_num);
affected_verts_num++;
}
/* Early return, nothing to do. */
if (ELEM(affected_verts_num, 0, totvert_)) {
return;
}
/* Setup fairing matrices */
LinearSolver *solver = EIG_linear_solver_new(affected_verts_num, affected_verts_num, 3);
for (auto item : vert_col_map.items()) {
const int v = item.key;
const int col = item.value;
fair_setup_fairing(v, col, solver, 1.0f, order, vert_col_map, vertex_weight, loop_weight);
}
/* Solve linear system */
EIG_linear_solver_solve(solver);
/* Copy the result back to the mesh */
for (auto item : vert_col_map.items()) {
const int v = item.key;
const int col = item.value;
for (int j = 0; j < 3; j++) {
co_[v][j] = EIG_linear_solver_variable_get(solver, j, col);
}
}
/* Free solver data */
EIG_linear_solver_delete(solver);
}
};
class MeshFairingContext : public FairingContext {
public:
MeshFairingContext(Mesh *mesh, MutableSpan<float3> deform_positions)
{
totvert_ = mesh->totvert;
totloop_ = mesh->totloop;
MutableSpan<float3> positions = mesh->vert_positions_for_write();
edges_ = mesh->edges();
polys = mesh->polys();
corner_verts_ = mesh->corner_verts();
corner_edges_ = mesh->corner_edges();
BKE_mesh_vert_loop_map_create(
&vlmap_, &vlmap_mem_, polys, corner_verts_.data(), mesh->totvert);
/* Deformation coords. */
co_.reserve(mesh->totvert);
if (!deform_positions.is_empty()) {
for (int i = 0; i < mesh->totvert; i++) {
co_[i] = deform_positions[i];
}
}
else {
for (int i = 0; i < mesh->totvert; i++) {
co_[i] = positions[i];
}
}
loop_to_poly_map_ = blender::bke::mesh_topology::build_loop_to_poly_map(polys);
}
~MeshFairingContext() override
{
MEM_SAFE_FREE(vlmap_);
MEM_SAFE_FREE(vlmap_mem_);
}
void adjacents_coords_from_loop(const int loop,
float r_adj_next[3],
float r_adj_prev[3]) override
{
using namespace blender;
const int vert = corner_verts_[loop];
const blender::IndexRange poly = polys[loop_to_poly_map_[loop]];
const int2 adjecent_verts = bke::mesh::poly_find_adjecent_verts(poly, corner_verts_, vert);
copy_v3_v3(r_adj_next, co_[adjecent_verts[0]]);
copy_v3_v3(r_adj_prev, co_[adjecent_verts[1]]);
}
int other_vertex_index_from_loop(const int loop, const uint v) override
{
const blender::int2 &edge = edges_[corner_edges_[loop]];
return blender::bke::mesh::edge_other_vert(edge, v);
}
protected:
Mesh *mesh_;
Span<int> corner_verts_;
Span<int> corner_edges_;
blender::OffsetIndices<int> polys;
Span<blender::int2> edges_;
Array<int> loop_to_poly_map_;
};
class BMeshFairingContext : public FairingContext {
public:
BMeshFairingContext(BMesh *bm)
{
this->bm = bm;
totvert_ = bm->totvert;
totloop_ = bm->totloop;
BM_mesh_elem_table_ensure(bm, BM_VERT);
BM_mesh_elem_index_ensure(bm, BM_LOOP);
/* Deformation coords. */
co_.reserve(bm->totvert);
for (int i = 0; i < bm->totvert; i++) {
BMVert *v = BM_vert_at_index(bm, i);
co_[i] = v->co;
}
bmloop_.reserve(bm->totloop);
vlmap_ = (MeshElemMap *)MEM_calloc_arrayN(bm->totvert, sizeof(MeshElemMap), "bmesh loop map");
vlmap_mem_ = (int *)MEM_malloc_arrayN(bm->totloop, sizeof(int), "bmesh loop map mempool");
BMVert *v;
BMLoop *l;
BMIter iter;
BMIter loop_iter;
int index_iter = 0;
/* This initializes both the bmloop and the vlmap for bmesh in a single loop. */
BM_ITER_MESH (v, &iter, bm, BM_VERTS_OF_MESH) {
int loop_count = 0;
const int vert_index = BM_elem_index_get(v);
vlmap_[vert_index].indices = &vlmap_mem_[index_iter];
BM_ITER_ELEM (l, &loop_iter, v, BM_LOOPS_OF_VERT) {
const int loop_index = BM_elem_index_get(l);
bmloop_[loop_index] = l;
vlmap_mem_[index_iter] = loop_index;
index_iter++;
loop_count++;
}
vlmap_[vert_index].count = loop_count;
}
}
~BMeshFairingContext() override
{
MEM_SAFE_FREE(vlmap_);
MEM_SAFE_FREE(vlmap_mem_);
}
void adjacents_coords_from_loop(const int loop,
float r_adj_next[3],
float r_adj_prev[3]) override
{
copy_v3_v3(r_adj_next, bmloop_[loop]->next->v->co);
copy_v3_v3(r_adj_prev, bmloop_[loop]->prev->v->co);
}
int other_vertex_index_from_loop(const int loop, const uint v) override
{
BMLoop *l = bmloop_[loop];
BMVert *bmvert = BM_vert_at_index(bm, v);
BMVert *bm_other_vert = BM_edge_other_vert(l->e, bmvert);
return BM_elem_index_get(bm_other_vert);
}
protected:
BMesh *bm;
Vector<BMLoop *> bmloop_;
};
class UniformVertexWeight : public VertexWeight {
public:
UniformVertexWeight(FairingContext *fairing_context)
{
const int totvert = fairing_context->vertex_count_get();
vertex_weights_.reserve(totvert);
for (int i = 0; i < totvert; i++) {
const int tot_loop = fairing_context->vertex_loop_map_get(i)->count;
if (tot_loop != 0) {
vertex_weights_[i] = 1.0f / tot_loop;
}
else {
vertex_weights_[i] = FLT_MAX;
}
}
}
float weight_at_index(const int index) override
{
return vertex_weights_[index];
}
private:
Vector<float> vertex_weights_;
};
class VoronoiVertexWeight : public VertexWeight {
public:
VoronoiVertexWeight(FairingContext *fairing_context)
{
const int totvert = fairing_context->vertex_count_get();
vertex_weights_.reserve(totvert);
for (int i = 0; i < totvert; i++) {
float area = 0.0f;
float a[3];
copy_v3_v3(a, fairing_context->vertex_deformation_co_get(i));
const float acute_threshold = M_PI_2;
MeshElemMap *vlmap_elem = fairing_context->vertex_loop_map_get(i);
for (int l = 0; l < vlmap_elem->count; l++) {
const int l_index = vlmap_elem->indices[l];
float b[3], c[3], d[3];
fairing_context->adjacents_coords_from_loop(l_index, b, c);
if (angle_v3v3v3(c, fairing_context->vertex_deformation_co_get(i), b) < acute_threshold) {
calc_circumcenter(d, a, b, c);
}
else {
add_v3_v3v3(d, b, c);
mul_v3_fl(d, 0.5f);
}
float t[3];
add_v3_v3v3(t, a, b);
mul_v3_fl(t, 0.5f);
area += area_tri_v3(a, t, d);
add_v3_v3v3(t, a, c);
mul_v3_fl(t, 0.5f);
area += area_tri_v3(a, d, t);
}
vertex_weights_[i] = area != 0.0f ? 1.0f / area : 1e12;
}
}
float weight_at_index(const int index) override
{
return vertex_weights_[index];
}
private:
Vector<float> vertex_weights_;
void calc_circumcenter(float r[3], const float a[3], const float b[3], const float c[3])
{
float ab[3];
sub_v3_v3v3(ab, b, a);
float ac[3];
sub_v3_v3v3(ac, c, a);
float ab_cross_ac[3];
cross_v3_v3v3(ab_cross_ac, ab, ac);
if (len_squared_v3(ab_cross_ac) > 0.0f) {
float d[3];
cross_v3_v3v3(d, ab_cross_ac, ab);
mul_v3_fl(d, len_squared_v3(ac));
float t[3];
cross_v3_v3v3(t, ac, ab_cross_ac);
mul_v3_fl(t, len_squared_v3(ab));
add_v3_v3(d, t);
mul_v3_fl(d, 1.0f / (2.0f * len_squared_v3(ab_cross_ac)));
add_v3_v3v3(r, a, d);
return;
}
copy_v3_v3(r, a);
}
};
class UniformLoopWeight : public LoopWeight {
public:
float weight_at_index(const int /*index*/) override
{
return 1.0f;
}
};
static void prefair_and_fair_verts(FairingContext *fairing_context,
bool *affected_verts,
const eMeshFairingDepth depth)
{
/* Pre-fair. */
UniformVertexWeight *uniform_vertex_weights = new UniformVertexWeight(fairing_context);
UniformLoopWeight *uniform_loop_weights = new UniformLoopWeight();
fairing_context->fair_verts(affected_verts, depth, uniform_vertex_weights, uniform_loop_weights);
delete uniform_vertex_weights;
/* Fair. */
VoronoiVertexWeight *voronoi_vertex_weights = new VoronoiVertexWeight(fairing_context);
/* TODO: Implement cotangent loop weights. */
fairing_context->fair_verts(affected_verts, depth, voronoi_vertex_weights, uniform_loop_weights);
delete uniform_loop_weights;
delete voronoi_vertex_weights;
}
void BKE_mesh_prefair_and_fair_verts(struct Mesh *mesh,
float (*deform_vert_positions)[3],
bool *affect_verts,
const eMeshFairingDepth depth)
{
MutableSpan<float3> deform_positions_span;
if (deform_vert_positions) {
deform_positions_span = {reinterpret_cast<float3 *>(deform_vert_positions), mesh->totvert};
}
MeshFairingContext *fairing_context = new MeshFairingContext(mesh, deform_positions_span);
prefair_and_fair_verts(fairing_context, affect_verts, depth);
delete fairing_context;
}
void BKE_bmesh_prefair_and_fair_verts(struct BMesh *bm,
bool *affect_verts,
const eMeshFairingDepth depth)
{
BMeshFairingContext *fairing_context = new BMeshFairingContext(bm);
prefair_and_fair_verts(fairing_context, affect_verts, depth);
delete fairing_context;
}