Files
test2/source/blender/blenkernel/BKE_mesh.hh
notrudyyy 76d4686987 Cleanup: Fix mesh face corner next/prev function descriptions
Swaps the descriptions of face_corner_prev and face_corner_next to be correct.

Pull Request: https://projects.blender.org/blender/blender/pulls/128137
2024-09-25 21:52:11 +02:00

374 lines
14 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_index_mask_fwd.hh"
#include "BLI_offset_indices.hh"
#include "BLI_string_ref.hh"
#include "BKE_mesh.h"
#include "BKE_mesh_types.hh"
namespace blender::bke {
enum class AttrDomain : int8_t;
namespace mesh {
/* -------------------------------------------------------------------- */
/** \name Polygon Data Evaluation
* \{ */
/** Calculate the up direction for the face, depending on its winding direction. */
float3 face_normal_calc(Span<float3> vert_positions, Span<int> face_verts);
void corner_tris_calc(Span<float3> vert_positions,
OffsetIndices<int> faces,
Span<int> corner_verts,
MutableSpan<int3> corner_tris);
/**
* A version of #corner_tris_calc which takes pre-calculated face normals
* (used to avoid having to calculate the face normal for NGON tessellation).
*
* \note Only use this function if normals have already been calculated, there is no need
* to calculate normals just to use this function.
*/
void corner_tris_calc_with_normals(Span<float3> vert_positions,
OffsetIndices<int> faces,
Span<int> corner_verts,
Span<float3> face_normals,
MutableSpan<int3> corner_tris);
void corner_tris_calc_face_indices(OffsetIndices<int> faces, MutableSpan<int> tri_faces);
/**
* Convert triangles encoded as face corner indices to triangles encoded as vertex indices.
*/
void vert_tris_from_corner_tris(Span<int> corner_verts,
Span<int3> corner_tris,
MutableSpan<int3> vert_tris);
/** Return the triangle's three edge indices they are real edges, otherwise -1. */
int3 corner_tri_get_real_edges(Span<int2> edges,
Span<int> corner_verts,
Span<int> corner_edges,
const int3 &corner_tri);
/** Calculate the average position of the vertices in the face. */
float3 face_center_calc(Span<float3> vert_positions, Span<int> face_verts);
/** Calculate the surface area of the face described by the indexed vertices. */
float face_area_calc(Span<float3> vert_positions, Span<int> face_verts);
/** Calculate the angles at each of the faces corners. */
void face_angles_calc(Span<float3> vert_positions,
Span<int> face_verts,
MutableSpan<float> angles);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Medium-Level Normals Calculation
* \{ */
/**
* Calculate face normals directly into a result array.
*
* \note Usually #Mesh::face_normals() is the preferred way to access face normals,
* since they may already be calculated and cached on the mesh.
*/
void normals_calc_faces(Span<float3> vert_positions,
OffsetIndices<int> faces,
Span<int> corner_verts,
MutableSpan<float3> face_normals);
/**
* Calculate vertex normals directly into the result array.
*
* \note Vertex and face normals can be calculated at the same time with
* #normals_calc_faces_and_verts, which can have performance benefits in some cases.
*
* \note Usually #Mesh::vert_normals() is the preferred way to access vertex normals,
* since they may already be calculated and cached on the mesh.
*/
void normals_calc_verts(Span<float3> vert_positions,
OffsetIndices<int> faces,
Span<int> corner_verts,
GroupedSpan<int> vert_to_face_map,
Span<float3> face_normals,
MutableSpan<float3> vert_normals);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Face Corner Normal Calculation
* \{ */
/**
* Combined with the automatically calculated face corner normal, this gives a dimensional
* coordinate space used to convert normals between the "custom normal" #short2 representation and
* a regular #float3 format.
*/
struct CornerNormalSpace {
/** The automatically computed face corner normal, not including influence of custom normals. */
float3 vec_lnor;
/** Reference vector, orthogonal to #vec_lnor. */
float3 vec_ref;
/** Third vector, orthogonal to #vec_lnor and #vec_ref. */
float3 vec_ortho;
/** Reference angle around #vec_ortho, in [0, pi] range (0.0 marks space as invalid). */
float ref_alpha;
/** Reference angle around #vec_lnor, in [0, 2pi] range (0.0 marks space as invalid). */
float ref_beta;
};
/**
* Storage for corner fan coordinate spaces for an entire mesh.
*/
struct CornerNormalSpaceArray {
/**
* The normal coordinate spaces, potentially shared between multiple face corners in a smooth fan
* connected to a vertex (and not per face corner). Depending on the mesh (the amount of sharing
* / number of sharp edges / size of each fan), there may be many fewer spaces than face corners,
* so they are stored in a separate array.
*/
Array<CornerNormalSpace> spaces;
/**
* The index of the data in the #spaces array for each face corner (the array size is the
* same as #Mesh::corners_num). Rare -1 values define face corners without a coordinate space.
*/
Array<int> corner_space_indices;
/**
* A map containing the face corners that make up each space,
* in the order that they were processed (winding around a vertex).
*/
Array<Array<int>> corners_by_space;
/** Whether to create the above map when calculating normals. */
bool create_corners_by_space = false;
};
short2 corner_space_custom_normal_to_data(const CornerNormalSpace &lnor_space,
const float3 &custom_lnor);
/**
* Compute split normals, i.e. vertex normals associated with each face. Used to visualize sharp
* edges (or non-smooth faces) without actually modifying the geometry (splitting edges).
*
* \param sharp_edges: Optional array of sharp edge tags, used to split the evaluated normals on
* each side of the edge.
* \param sharp_faces: Optional array of sharp face tags, used to split the evaluated normals on
* the face's edges.
* \param r_lnors_spacearr: Optional return data filled with information about the custom
* normals spaces for each grouped fan of face corners.
*/
void normals_calc_corners(Span<float3> vert_positions,
Span<int2> edges,
OffsetIndices<int> faces,
Span<int> corner_verts,
Span<int> corner_edges,
Span<int> corner_to_face_map,
Span<float3> vert_normals,
Span<float3> face_normals,
Span<bool> sharp_edges,
Span<bool> sharp_faces,
const short2 *clnors_data,
CornerNormalSpaceArray *r_lnors_spacearr,
MutableSpan<float3> r_corner_normals);
/**
* \param sharp_faces: Optional array used to mark specific faces for sharp shading.
*/
void normals_corner_custom_set(Span<float3> vert_positions,
Span<int2> edges,
OffsetIndices<int> faces,
Span<int> corner_verts,
Span<int> corner_edges,
Span<float3> vert_normals,
Span<float3> face_normals,
Span<bool> sharp_faces,
MutableSpan<bool> sharp_edges,
MutableSpan<float3> r_custom_corner_normals,
MutableSpan<short2> r_clnors_data);
/**
* \param sharp_faces: Optional array used to mark specific faces for sharp shading.
*/
void normals_corner_custom_set_from_verts(Span<float3> vert_positions,
Span<int2> edges,
OffsetIndices<int> faces,
Span<int> corner_verts,
Span<int> corner_edges,
Span<float3> vert_normals,
Span<float3> face_normals,
Span<bool> sharp_faces,
MutableSpan<bool> sharp_edges,
MutableSpan<float3> r_custom_vert_normals,
MutableSpan<short2> r_clnors_data);
/**
* Define sharp edges as needed to mimic 'autosmooth' from angle threshold.
*
* Used when defining an empty custom corner normals data layer,
* to keep same shading as with auto-smooth!
*
* \param sharp_faces: Optional array used to mark specific faces for sharp shading.
*/
void edges_sharp_from_angle_set(OffsetIndices<int> faces,
Span<int> corner_verts,
Span<int> corner_edges,
Span<float3> face_normals,
Span<int> corner_to_face,
Span<bool> sharp_faces,
const float split_angle,
MutableSpan<bool> sharp_edges);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Topology Queries
* \{ */
/**
* Find the index of the previous corner in the face, looping to the end if necessary.
* The indices are into the entire corners array, not just the face's corners.
*/
inline int face_corner_prev(const IndexRange face, const int corner)
{
return corner - 1 + (corner == face.start()) * face.size();
}
/**
* Find the index of the next corner in the face, looping to the start if necessary.
* The indices are into the entire corners array, not just the face's corners.
*/
inline int face_corner_next(const IndexRange face, const int corner)
{
if (corner == face.last()) {
return face.start();
}
return corner + 1;
}
/**
* Find the index of the corner in the face that uses the given vertex.
* The index is into the entire corners array, not just the face's corners.
*/
inline int face_find_corner_from_vert(const IndexRange face,
const Span<int> corner_verts,
const int vert)
{
return face[corner_verts.slice(face).first_index(vert)];
}
/**
* Return the vertex indices on either side of the given vertex, ordered based on the winding
* direction of the face. The vertex must be in the face.
*/
inline int2 face_find_adjacent_verts(const IndexRange face,
const Span<int> corner_verts,
const int vert)
{
const int corner = face_find_corner_from_vert(face, corner_verts, vert);
return {corner_verts[face_corner_prev(face, corner)],
corner_verts[face_corner_next(face, corner)]};
}
/**
* Return the number of triangles needed to tessellate a face with \a face_size corners.
*/
inline int face_triangles_num(const int face_size)
{
BLI_assert(face_size > 2);
return face_size - 2;
}
/**
* Return the range of triangles that belong to the given face.
*/
inline IndexRange face_triangles_range(OffsetIndices<int> faces, int face_i)
{
const IndexRange face = faces[face_i];
/* This is the same as #poly_to_tri_count which is not included here. */
const int start_triangle = face.start() - face_i * 2;
return IndexRange(start_triangle, face_triangles_num(face.size()));
}
/**
* Return the index of the edge's vertex that is not the \a vert.
*/
inline int edge_other_vert(const int2 edge, const int vert)
{
BLI_assert(ELEM(vert, edge[0], edge[1]));
BLI_assert(edge[0] >= 0);
BLI_assert(edge[1] >= 0);
/* Order is important to avoid overflow. */
return (edge[0] - vert) + edge[1];
}
/** \} */
} // namespace mesh
/** Create a mesh with no built-in attributes. */
Mesh *mesh_new_no_attributes(int verts_num, int edges_num, int faces_num, int corners_num);
/** Calculate edges from faces. */
void mesh_calc_edges(Mesh &mesh, bool keep_existing_edges, bool select_new_edges);
void mesh_flip_faces(Mesh &mesh, const IndexMask &selection);
void mesh_ensure_required_data_layers(Mesh &mesh);
/** Set mesh vertex normals to known-correct values, avoiding future lazy computation. */
void mesh_vert_normals_assign(Mesh &mesh, Span<float3> vert_normals);
/** Set mesh vertex normals to known-correct values, avoiding future lazy computation. */
void mesh_vert_normals_assign(Mesh &mesh, Vector<float3> vert_normals);
void mesh_smooth_set(Mesh &mesh, bool use_smooth, bool keep_sharp_edges = false);
void mesh_sharp_edges_set_from_angle(Mesh &mesh, float angle, bool keep_sharp_edges = false);
/**
* Calculate edge visibility based on vertex visibility, hides an edge when either of its
* vertices are hidden. */
void mesh_edge_hide_from_vert(Span<int2> edges, Span<bool> hide_vert, MutableSpan<bool> hide_edge);
/* Hide faces when any of their vertices are hidden. */
void mesh_face_hide_from_vert(OffsetIndices<int> faces,
Span<int> corner_verts,
Span<bool> hide_vert,
MutableSpan<bool> hide_poly);
/** Make edge and face visibility consistent with vertices. */
void mesh_hide_vert_flush(Mesh &mesh);
/** Make vertex and edge visibility consistent with faces. */
void mesh_hide_face_flush(Mesh &mesh);
/** Make edge and face selection consistent with vertices. */
void mesh_select_vert_flush(Mesh &mesh);
/** Make vertex and face selection consistent with edges. */
void mesh_select_edge_flush(Mesh &mesh);
/** Make vertex and edge selection consistent with faces. */
void mesh_select_face_flush(Mesh &mesh);
/** Set the default name when adding a color attribute if there is no default yet. */
void mesh_ensure_default_color_attribute_on_add(Mesh &mesh,
StringRef id,
AttrDomain domain,
eCustomDataType data_type);
void mesh_data_update(Depsgraph &depsgraph,
const Scene &scene,
Object &ob,
const CustomData_MeshMasks &dataMask);
} // namespace blender::bke