Files
test2/source/blender/blenkernel/intern/multires_reshape_apply_base.cc
Hans Goudey f2467f75b3 Cleanup: Remove mesh "vert coords" functions
Inlining the functions is simpler nowadays, since there are utility
functions to copy spans and tag the mesh caches dirty. Also use an
array instead of a raw pointer for multires.
Resolves #103789
2023-11-28 12:26:51 -05:00

169 lines
5.4 KiB
C++

/* SPDX-FileCopyrightText: 2020 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include "multires_reshape.hh"
#include "MEM_guardedalloc.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_math_vector.h"
#include "BKE_customdata.hh"
#include "BKE_lib_id.h"
#include "BKE_mesh.hh"
#include "BKE_mesh_mapping.hh"
#include "BKE_mesh_runtime.hh"
#include "BKE_multires.hh"
#include "BKE_subdiv_eval.hh"
#include "DEG_depsgraph_query.hh"
void multires_reshape_apply_base_update_mesh_coords(MultiresReshapeContext *reshape_context)
{
Mesh *base_mesh = reshape_context->base_mesh;
blender::MutableSpan<blender::float3> base_positions = base_mesh->vert_positions_for_write();
/* Update the context in case the vertices were duplicated. */
reshape_context->base_positions = base_positions;
const blender::Span<int> corner_verts = reshape_context->base_corner_verts;
for (const int loop_index : corner_verts.index_range()) {
GridCoord grid_coord;
grid_coord.grid_index = loop_index;
grid_coord.u = 1.0f;
grid_coord.v = 1.0f;
float P[3];
float tangent_matrix[3][3];
multires_reshape_evaluate_limit_at_grid(reshape_context, &grid_coord, P, tangent_matrix);
ReshapeConstGridElement grid_element = multires_reshape_orig_grid_element_for_grid_coord(
reshape_context, &grid_coord);
float D[3];
mul_v3_m3v3(D, tangent_matrix, grid_element.displacement);
add_v3_v3v3(base_positions[corner_verts[loop_index]], P, D);
}
}
/* Assumes no is normalized; return value's sign is negative if v is on the other side of the
* plane. */
static float v3_dist_from_plane(const float v[3], const float center[3], const float no[3])
{
float s[3];
sub_v3_v3v3(s, v, center);
return dot_v3v3(s, no);
}
void multires_reshape_apply_base_refit_base_mesh(MultiresReshapeContext *reshape_context)
{
Mesh *base_mesh = reshape_context->base_mesh;
blender::MutableSpan<blender::float3> base_positions = base_mesh->vert_positions_for_write();
/* Update the context in case the vertices were duplicated. */
reshape_context->base_positions = base_positions;
const blender::GroupedSpan<int> pmap = base_mesh->vert_to_face_map();
float(*origco)[3] = static_cast<float(*)[3]>(
MEM_calloc_arrayN(base_mesh->totvert, sizeof(float[3]), __func__));
for (int i = 0; i < base_mesh->totvert; i++) {
copy_v3_v3(origco[i], base_positions[i]);
}
for (int i = 0; i < base_mesh->totvert; i++) {
float avg_no[3] = {0, 0, 0}, center[3] = {0, 0, 0}, push[3];
/* Don't adjust vertices not used by at least one face. */
if (!pmap[i].size()) {
continue;
}
/* Find center. */
int tot = 0;
for (int j = 0; j < pmap[i].size(); j++) {
const blender::IndexRange face = reshape_context->base_faces[pmap[i][j]];
/* This double counts, not sure if that's bad or good. */
for (const int corner : face) {
const int vndx = reshape_context->base_corner_verts[corner];
if (vndx != i) {
add_v3_v3(center, origco[vndx]);
tot++;
}
}
}
mul_v3_fl(center, 1.0f / tot);
/* Find normal. */
for (int j = 0; j < pmap[i].size(); j++) {
const blender::IndexRange face = reshape_context->base_faces[pmap[i][j]];
/* Set up face, loops, and coords in order to call #bke::mesh::face_normal_calc(). */
blender::Array<int> face_verts(face.size());
blender::Array<blender::float3> fake_co(face.size());
for (int k = 0; k < face.size(); k++) {
const int vndx = reshape_context->base_corner_verts[face[k]];
face_verts[k] = k;
if (vndx == i) {
copy_v3_v3(fake_co[k], center);
}
else {
copy_v3_v3(fake_co[k], origco[vndx]);
}
}
const blender::float3 no = blender::bke::mesh::face_normal_calc(fake_co, face_verts);
add_v3_v3(avg_no, no);
}
normalize_v3(avg_no);
/* Push vertex away from the plane. */
const float dist = v3_dist_from_plane(base_positions[i], center, avg_no);
copy_v3_v3(push, avg_no);
mul_v3_fl(push, dist);
add_v3_v3(base_positions[i], push);
}
MEM_freeN(origco);
/* Vertices were moved around, need to update normals after all the vertices are updated
* Probably this is possible to do in the loop above, but this is rather tricky because
* we don't know all needed vertices' coordinates there yet. */
BKE_mesh_tag_positions_changed(base_mesh);
}
void multires_reshape_apply_base_refine_from_base(MultiresReshapeContext *reshape_context)
{
BKE_subdiv_eval_refine_from_mesh(reshape_context->subdiv, reshape_context->base_mesh, nullptr);
}
void multires_reshape_apply_base_refine_from_deform(MultiresReshapeContext *reshape_context)
{
Depsgraph *depsgraph = reshape_context->depsgraph;
Object *object = reshape_context->object;
MultiresModifierData *mmd = reshape_context->mmd;
BLI_assert(depsgraph != nullptr);
BLI_assert(object != nullptr);
BLI_assert(mmd != nullptr);
blender::Array<blender::float3> deformed_verts =
BKE_multires_create_deformed_base_mesh_vert_coords(depsgraph, object, mmd);
BKE_subdiv_eval_refine_from_mesh(reshape_context->subdiv,
reshape_context->base_mesh,
reinterpret_cast<float(*)[3]>(deformed_verts.data()));
}