36 lines
1.1 KiB
C++
36 lines
1.1 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#pragma once
|
|
|
|
/** \file
|
|
* \ingroup bke
|
|
* Mesh Fairing algorithm designed by Brett Fedack, used in the addon "Mesh Fairing":
|
|
* https://github.com/fedackb/mesh-fairing.
|
|
*/
|
|
|
|
#include "BLI_math_vector_types.hh"
|
|
#include "BLI_span.hh"
|
|
#include "BLI_utildefines.h"
|
|
|
|
struct Mesh;
|
|
|
|
/* Mesh Fairing. */
|
|
/* Creates a smooth as possible geometry patch in a defined area. Different values of depth allow
|
|
* to minimize changes in the vertex positions or tangency in the affected area. */
|
|
|
|
enum eMeshFairingDepth {
|
|
MESH_FAIRING_DEPTH_POSITION = 1,
|
|
MESH_FAIRING_DEPTH_TANGENCY = 2,
|
|
};
|
|
|
|
/**
|
|
* This function can optionally use the vertex coordinates of deform_mverts to read and write the
|
|
* fairing result. When NULL, the function will use mesh positions directly.
|
|
*/
|
|
void BKE_mesh_prefair_and_fair_verts(Mesh *mesh,
|
|
blender::MutableSpan<blender::float3> deform_vert_positions,
|
|
const bool affected_verts[],
|
|
eMeshFairingDepth depth);
|