1651 lines
64 KiB
C++
1651 lines
64 KiB
C++
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*
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* Mesh normal calculation functions.
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*
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* \see `bmesh_mesh_normals.cc` for the equivalent #BMesh functionality.
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*/
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#include <climits>
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#include "BLI_math_geom.h"
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#include "BLI_math_vector.h"
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#include "BLI_array_utils.hh"
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#include "BLI_bit_vector.hh"
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#include "BLI_linklist.h"
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#include "BLI_math_base.hh"
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#include "BLI_math_vector.hh"
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#include "BLI_memarena.h"
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#include "BLI_span.hh"
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#include "BLI_task.hh"
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#include "BLI_utildefines.h"
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#include "BKE_attribute.hh"
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#include "BKE_global.hh"
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#include "BKE_mesh.hh"
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#include "BKE_mesh_mapping.hh"
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// #define DEBUG_TIME
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#ifdef DEBUG_TIME
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# include "BLI_timeit.hh"
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#endif
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/* -------------------------------------------------------------------- */
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/** \name Public Utility Functions
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*
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* Related to managing normals but not directly related to calculating normals.
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* \{ */
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namespace blender::bke {
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void mesh_vert_normals_assign(Mesh &mesh, Span<float3> vert_normals)
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{
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mesh.runtime->vert_normals_true_cache.ensure(
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[&](Vector<float3> &r_data) { r_data = vert_normals; });
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}
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void mesh_vert_normals_assign(Mesh &mesh, Vector<float3> vert_normals)
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{
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mesh.runtime->vert_normals_true_cache.ensure(
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[&](Vector<float3> &r_data) { r_data = std::move(vert_normals); });
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}
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MutableSpan<float3> NormalsCache::ensure_vector_size(const int size)
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{
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if (auto *vector = std::get_if<Vector<float3>>(&this->data)) {
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vector->resize(size);
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}
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else {
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this->data = Vector<float3>(size);
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}
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return std::get<Vector<float3>>(this->data).as_mutable_span();
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}
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Span<float3> NormalsCache::get_span() const
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{
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if (const auto *vector = std::get_if<Vector<float3>>(&this->data)) {
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return vector->as_span();
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}
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return std::get<Span<float3>>(this->data);
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}
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void NormalsCache::store_varray(const VArray<float3> &data)
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{
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if (data.is_span()) {
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this->data = data.get_internal_span();
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}
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else {
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data.materialize(this->ensure_vector_size(data.size()));
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}
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}
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void NormalsCache::store_vector(Vector<float3> &&data)
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{
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this->data = std::move(data);
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}
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} // namespace blender::bke
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bool BKE_mesh_vert_normals_are_dirty(const Mesh *mesh)
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{
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return mesh->runtime->vert_normals_cache.is_dirty();
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}
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bool BKE_mesh_face_normals_are_dirty(const Mesh *mesh)
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{
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return mesh->runtime->face_normals_cache.is_dirty();
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}
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/** \} */
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namespace blender::bke::mesh {
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/* -------------------------------------------------------------------- */
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/** \name Mesh Normal Calculation (Polygons)
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* \{ */
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/*
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* COMPUTE POLY NORMAL
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*
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* Computes the normal of a planar
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* face See Graphics Gems for
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* computing newell normal.
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*/
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static float3 normal_calc_ngon(const Span<float3> vert_positions, const Span<int> face_verts)
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{
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float3 normal(0);
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/* Newell's Method */
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const float *v_prev = vert_positions[face_verts.last()];
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for (const int i : face_verts.index_range()) {
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const float *v_curr = vert_positions[face_verts[i]];
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add_newell_cross_v3_v3v3(normal, v_prev, v_curr);
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v_prev = v_curr;
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}
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if (UNLIKELY(normalize_v3(normal) == 0.0f)) {
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/* Other axis are already set to zero. */
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normal[2] = 1.0f;
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}
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return normal;
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}
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float3 face_normal_calc(const Span<float3> vert_positions, const Span<int> face_verts)
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{
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float3 normal;
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if (face_verts.size() == 4) {
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normal_quad_v3(normal,
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vert_positions[face_verts[0]],
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vert_positions[face_verts[1]],
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vert_positions[face_verts[2]],
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vert_positions[face_verts[3]]);
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}
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else if (face_verts.size() == 3) {
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normal = math::normal_tri(vert_positions[face_verts[0]],
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vert_positions[face_verts[1]],
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vert_positions[face_verts[2]]);
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}
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else {
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BLI_assert(face_verts.size() > 4);
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normal = normal_calc_ngon(vert_positions, face_verts);
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}
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if (UNLIKELY(math::is_zero(normal))) {
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normal.z = 1.0f;
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}
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BLI_ASSERT_UNIT_V3(normal);
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return normal;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Mesh Normal Calculation (Polygons & Vertices)
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*
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* Take care making optimizations to this function as improvements to low-poly
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* meshes can slow down high-poly meshes. For details on performance, see D11993.
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* \{ */
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void normals_calc_faces(const Span<float3> positions,
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const OffsetIndices<int> faces,
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const Span<int> corner_verts,
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MutableSpan<float3> face_normals)
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{
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BLI_assert(faces.size() == face_normals.size());
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threading::parallel_for(faces.index_range(), 1024, [&](const IndexRange range) {
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for (const int i : range) {
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face_normals[i] = normal_calc_ngon(positions, corner_verts.slice(faces[i]));
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}
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});
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}
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void normals_calc_verts(const Span<float3> vert_positions,
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const OffsetIndices<int> faces,
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const Span<int> corner_verts,
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const GroupedSpan<int> vert_to_face_map,
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const Span<float3> face_normals,
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MutableSpan<float3> vert_normals)
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{
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const Span<float3> positions = vert_positions;
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threading::parallel_for(positions.index_range(), 1024, [&](const IndexRange range) {
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for (const int vert : range) {
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const Span<int> vert_faces = vert_to_face_map[vert];
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if (vert_faces.is_empty()) {
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vert_normals[vert] = math::normalize(positions[vert]);
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continue;
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}
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float3 vert_normal(0);
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for (const int face : vert_faces) {
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const int2 adjacent_verts = face_find_adjacent_verts(faces[face], corner_verts, vert);
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const float3 dir_prev = math::normalize(positions[adjacent_verts[0]] - positions[vert]);
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const float3 dir_next = math::normalize(positions[adjacent_verts[1]] - positions[vert]);
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const float factor = math::safe_acos_approx(math::dot(dir_prev, dir_next));
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vert_normal += face_normals[face] * factor;
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}
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vert_normals[vert] = math::normalize(vert_normal);
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}
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});
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}
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/** \} */
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static void mix_normals_corner_to_vert(const Span<float3> vert_positions,
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const OffsetIndices<int> faces,
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const Span<int> corner_verts,
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const GroupedSpan<int> vert_to_face_map,
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const Span<float3> corner_normals,
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MutableSpan<float3> vert_normals)
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{
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const Span<float3> positions = vert_positions;
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threading::parallel_for(positions.index_range(), 1024, [&](const IndexRange range) {
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for (const int vert : range) {
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const Span<int> vert_faces = vert_to_face_map[vert];
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if (vert_faces.is_empty()) {
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vert_normals[vert] = math::normalize(positions[vert]);
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continue;
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}
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float3 vert_normal(0);
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for (const int face : vert_faces) {
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const int corner = mesh::face_find_corner_from_vert(faces[face], corner_verts, vert);
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const int2 adjacent_verts{corner_verts[mesh::face_corner_prev(faces[face], corner)],
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corner_verts[mesh::face_corner_next(faces[face], corner)]};
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const float3 dir_prev = math::normalize(positions[adjacent_verts[0]] - positions[vert]);
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const float3 dir_next = math::normalize(positions[adjacent_verts[1]] - positions[vert]);
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const float factor = math::safe_acos_approx(math::dot(dir_prev, dir_next));
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vert_normal += corner_normals[corner] * factor;
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}
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vert_normals[vert] = math::normalize(vert_normal);
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}
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});
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}
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static void mix_normals_vert_to_face(const OffsetIndices<int> faces,
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const Span<int> corner_verts,
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const Span<float3> vert_normals,
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MutableSpan<float3> face_normals)
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{
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threading::parallel_for(faces.index_range(), 1024, [&](const IndexRange range) {
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for (const int face : range) {
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float3 sum(0);
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for (const int vert : corner_verts.slice(faces[face])) {
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sum += vert_normals[vert];
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}
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face_normals[face] = math::normalize(sum);
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}
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});
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}
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static void mix_normals_corner_to_face(const OffsetIndices<int> faces,
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const Span<float3> corner_normals,
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MutableSpan<float3> face_normals)
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{
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threading::parallel_for(faces.index_range(), 1024, [&](const IndexRange range) {
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for (const int face : range) {
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const Span<float3> face_corner_normals = corner_normals.slice(faces[face]);
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const float3 sum = std::accumulate(
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face_corner_normals.begin(), face_corner_normals.end(), float3(0));
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face_normals[face] = math::normalize(sum);
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}
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});
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}
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} // namespace blender::bke::mesh
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/* -------------------------------------------------------------------- */
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/** \name Mesh Normal Calculation
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* \{ */
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blender::bke::MeshNormalDomain Mesh::normals_domain(const bool support_sharp_face) const
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{
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using namespace blender;
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using namespace blender::bke;
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const bke::AttributeAccessor attributes = this->attributes();
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if (const std::optional<AttributeMetaData> custom = attributes.lookup_meta_data("custom_normal"))
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{
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switch (custom->domain) {
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case AttrDomain::Point:
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return MeshNormalDomain::Point;
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case AttrDomain::Edge:
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break;
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case AttrDomain::Face:
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return MeshNormalDomain::Face;
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case AttrDomain::Corner:
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return MeshNormalDomain::Corner;
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default:
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BLI_assert_unreachable();
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}
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}
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const VArray<bool> sharp_faces = *attributes.lookup_or_default<bool>(
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"sharp_face", AttrDomain::Face, false);
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const array_utils::BooleanMix face_mix = array_utils::booleans_mix_calc(sharp_faces);
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if (face_mix == array_utils::BooleanMix::AllTrue) {
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return MeshNormalDomain::Face;
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}
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const VArray<bool> sharp_edges = *attributes.lookup_or_default<bool>(
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"sharp_edge", AttrDomain::Edge, false);
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const array_utils::BooleanMix edge_mix = array_utils::booleans_mix_calc(sharp_edges);
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if (edge_mix == array_utils::BooleanMix::AllTrue) {
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return MeshNormalDomain::Face;
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}
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if (edge_mix == array_utils::BooleanMix::AllFalse &&
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(face_mix == array_utils::BooleanMix::AllFalse || support_sharp_face))
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{
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return MeshNormalDomain::Point;
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}
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return MeshNormalDomain::Corner;
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}
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blender::Span<blender::float3> Mesh::vert_normals() const
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{
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using namespace blender;
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using namespace blender::bke;
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this->runtime->vert_normals_cache.ensure([&](NormalsCache &r_data) {
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if (const GAttributeReader custom = this->attributes().lookup("custom_normal")) {
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if (custom.varray.type().is<float3>()) {
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if (custom.domain == AttrDomain::Point) {
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r_data.store_varray(custom.varray.typed<float3>());
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return;
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}
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if (custom.domain == AttrDomain::Face) {
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mesh::normals_calc_verts(this->vert_positions(),
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this->faces(),
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this->corner_verts(),
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this->vert_to_face_map(),
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VArraySpan<float3>(custom.varray.typed<float3>()),
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r_data.ensure_vector_size(this->verts_num));
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return;
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}
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if (custom.domain == AttrDomain::Corner) {
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mesh::mix_normals_corner_to_vert(this->vert_positions(),
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this->faces(),
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this->corner_verts(),
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this->vert_to_face_map(),
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VArraySpan<float3>(custom.varray.typed<float3>()),
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r_data.ensure_vector_size(this->verts_num));
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return;
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}
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}
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else if (custom.varray.type().is<short2>() && custom.domain == AttrDomain::Corner) {
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mesh::mix_normals_corner_to_vert(this->vert_positions(),
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this->faces(),
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this->corner_verts(),
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this->vert_to_face_map(),
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this->corner_normals(),
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r_data.ensure_vector_size(this->verts_num));
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return;
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}
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}
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r_data.data = NormalsCache::UseTrueCache();
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});
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if (std::holds_alternative<NormalsCache::UseTrueCache>(
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this->runtime->vert_normals_cache.data().data))
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{
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return this->vert_normals_true();
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}
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return this->runtime->vert_normals_cache.data().get_span();
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}
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blender::Span<blender::float3> Mesh::vert_normals_true() const
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{
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using namespace blender;
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using namespace blender::bke;
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this->runtime->vert_normals_true_cache.ensure([&](Vector<float3> &r_data) {
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r_data.reinitialize(this->verts_num);
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mesh::normals_calc_verts(this->vert_positions(),
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this->faces(),
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this->corner_verts(),
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this->vert_to_face_map(),
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this->face_normals_true(),
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r_data);
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});
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return this->runtime->vert_normals_true_cache.data();
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}
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blender::Span<blender::float3> Mesh::face_normals() const
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{
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using namespace blender;
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using namespace blender::bke;
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this->runtime->face_normals_cache.ensure([&](NormalsCache &r_data) {
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if (const GAttributeReader custom = this->attributes().lookup("custom_normal")) {
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if (custom.varray.type().is<float3>()) {
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if (custom.domain == AttrDomain::Face) {
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r_data.store_varray(custom.varray.typed<float3>());
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return;
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}
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if (custom.domain == AttrDomain::Point) {
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mesh::mix_normals_vert_to_face(this->faces(),
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this->corner_verts(),
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VArraySpan<float3>(custom.varray.typed<float3>()),
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r_data.ensure_vector_size(this->faces_num));
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return;
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}
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if (custom.domain == AttrDomain::Corner) {
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mesh::mix_normals_corner_to_face(this->faces(),
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VArraySpan<float3>(custom.varray.typed<float3>()),
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r_data.ensure_vector_size(this->faces_num));
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return;
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}
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}
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else if (custom.varray.type().is<short2>() && custom.domain == AttrDomain::Corner) {
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mesh::mix_normals_corner_to_face(
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this->faces(), this->corner_normals(), r_data.ensure_vector_size(this->faces_num));
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return;
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}
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}
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r_data.data = NormalsCache::UseTrueCache();
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});
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if (std::holds_alternative<NormalsCache::UseTrueCache>(
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this->runtime->face_normals_cache.data().data))
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{
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return this->face_normals_true();
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}
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return this->runtime->face_normals_cache.data().get_span();
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}
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blender::Span<blender::float3> Mesh::face_normals_true() const
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{
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using namespace blender;
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using namespace blender::bke;
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this->runtime->face_normals_true_cache.ensure([&](Vector<float3> &r_data) {
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r_data.reinitialize(this->faces_num);
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mesh::normals_calc_faces(this->vert_positions(), this->faces(), this->corner_verts(), r_data);
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});
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return this->runtime->face_normals_true_cache.data();
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}
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blender::Span<blender::float3> Mesh::corner_normals() const
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{
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using namespace blender;
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using namespace blender::bke;
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this->runtime->corner_normals_cache.ensure([&](NormalsCache &r_data) {
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const OffsetIndices<int> faces = this->faces();
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switch (this->normals_domain()) {
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case MeshNormalDomain::Point: {
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MutableSpan<float3> data = r_data.ensure_vector_size(this->corners_num);
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array_utils::gather(this->vert_normals(), this->corner_verts(), data);
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break;
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}
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case MeshNormalDomain::Face: {
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MutableSpan<float3> data = r_data.ensure_vector_size(this->corners_num);
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const Span<float3> face_normals = this->face_normals();
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array_utils::gather_to_groups(faces, faces.index_range(), face_normals, data);
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break;
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}
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case MeshNormalDomain::Corner: {
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const AttributeAccessor attributes = this->attributes();
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const GAttributeReader custom = attributes.lookup("custom_normal");
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if (custom && custom.varray.type().is<float3>()) {
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if (custom.domain == bke::AttrDomain::Corner) {
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r_data.store_varray(custom.varray.typed<float3>());
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}
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return;
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}
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MutableSpan<float3> data = r_data.ensure_vector_size(this->corners_num);
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const VArraySpan sharp_edges = *attributes.lookup<bool>("sharp_edge", AttrDomain::Edge);
|
|
const VArraySpan sharp_faces = *attributes.lookup<bool>("sharp_face", AttrDomain::Face);
|
|
mesh::normals_calc_corners(this->vert_positions(),
|
|
this->faces(),
|
|
this->corner_verts(),
|
|
this->corner_edges(),
|
|
this->vert_to_face_map(),
|
|
this->face_normals_true(),
|
|
sharp_edges,
|
|
sharp_faces,
|
|
VArraySpan<short2>(custom.varray.typed<short2>()),
|
|
nullptr,
|
|
data);
|
|
}
|
|
}
|
|
});
|
|
return this->runtime->corner_normals_cache.data().get_span();
|
|
}
|
|
|
|
void BKE_lnor_spacearr_init(MLoopNorSpaceArray *lnors_spacearr,
|
|
const int numLoops,
|
|
const char data_type)
|
|
{
|
|
if (!(lnors_spacearr->lspacearr && lnors_spacearr->loops_pool)) {
|
|
MemArena *mem;
|
|
|
|
if (!lnors_spacearr->mem) {
|
|
lnors_spacearr->mem = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, __func__);
|
|
}
|
|
mem = lnors_spacearr->mem;
|
|
if (numLoops > 0) {
|
|
lnors_spacearr->lspacearr = (MLoopNorSpace **)BLI_memarena_calloc(
|
|
mem, sizeof(MLoopNorSpace *) * size_t(numLoops));
|
|
lnors_spacearr->loops_pool = (LinkNode *)BLI_memarena_alloc(
|
|
mem, sizeof(LinkNode) * size_t(numLoops));
|
|
}
|
|
else {
|
|
lnors_spacearr->lspacearr = nullptr;
|
|
lnors_spacearr->loops_pool = nullptr;
|
|
}
|
|
|
|
lnors_spacearr->spaces_num = 0;
|
|
}
|
|
BLI_assert(ELEM(data_type, MLNOR_SPACEARR_BMLOOP_PTR, MLNOR_SPACEARR_LOOP_INDEX));
|
|
lnors_spacearr->data_type = data_type;
|
|
}
|
|
|
|
void BKE_lnor_spacearr_tls_init(MLoopNorSpaceArray *lnors_spacearr,
|
|
MLoopNorSpaceArray *lnors_spacearr_tls)
|
|
{
|
|
*lnors_spacearr_tls = *lnors_spacearr;
|
|
lnors_spacearr_tls->mem = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, __func__);
|
|
}
|
|
|
|
void BKE_lnor_spacearr_tls_join(MLoopNorSpaceArray *lnors_spacearr,
|
|
MLoopNorSpaceArray *lnors_spacearr_tls)
|
|
{
|
|
BLI_assert(lnors_spacearr->data_type == lnors_spacearr_tls->data_type);
|
|
BLI_assert(lnors_spacearr->mem != lnors_spacearr_tls->mem);
|
|
lnors_spacearr->spaces_num += lnors_spacearr_tls->spaces_num;
|
|
BLI_memarena_merge(lnors_spacearr->mem, lnors_spacearr_tls->mem);
|
|
BLI_memarena_free(lnors_spacearr_tls->mem);
|
|
lnors_spacearr_tls->mem = nullptr;
|
|
BKE_lnor_spacearr_clear(lnors_spacearr_tls);
|
|
}
|
|
|
|
void BKE_lnor_spacearr_clear(MLoopNorSpaceArray *lnors_spacearr)
|
|
{
|
|
lnors_spacearr->spaces_num = 0;
|
|
lnors_spacearr->lspacearr = nullptr;
|
|
lnors_spacearr->loops_pool = nullptr;
|
|
if (lnors_spacearr->mem != nullptr) {
|
|
BLI_memarena_clear(lnors_spacearr->mem);
|
|
}
|
|
}
|
|
|
|
void BKE_lnor_spacearr_free(MLoopNorSpaceArray *lnors_spacearr)
|
|
{
|
|
lnors_spacearr->spaces_num = 0;
|
|
lnors_spacearr->lspacearr = nullptr;
|
|
lnors_spacearr->loops_pool = nullptr;
|
|
BLI_memarena_free(lnors_spacearr->mem);
|
|
lnors_spacearr->mem = nullptr;
|
|
}
|
|
|
|
MLoopNorSpace *BKE_lnor_space_create(MLoopNorSpaceArray *lnors_spacearr)
|
|
{
|
|
lnors_spacearr->spaces_num++;
|
|
return (MLoopNorSpace *)BLI_memarena_calloc(lnors_spacearr->mem, sizeof(MLoopNorSpace));
|
|
}
|
|
|
|
/* This threshold is a bit touchy (usual float precision issue), this value seems OK. */
|
|
#define LNOR_SPACE_TRIGO_THRESHOLD (1.0f - 1e-4f)
|
|
|
|
namespace blender::bke::mesh {
|
|
|
|
static CornerNormalSpace corner_fan_space_define(const float3 &lnor,
|
|
const float3 &vec_ref,
|
|
const float3 &vec_other,
|
|
const Span<float3> edge_vectors)
|
|
{
|
|
CornerNormalSpace lnor_space{};
|
|
const float pi2 = float(M_PI) * 2.0f;
|
|
const float dtp_ref = math::dot(vec_ref, lnor);
|
|
const float dtp_other = math::dot(vec_other, lnor);
|
|
|
|
if (UNLIKELY(std::abs(dtp_ref) >= LNOR_SPACE_TRIGO_THRESHOLD ||
|
|
std::abs(dtp_other) >= LNOR_SPACE_TRIGO_THRESHOLD))
|
|
{
|
|
/* If vec_ref or vec_other are too much aligned with lnor, we can't build lnor space,
|
|
* tag it as invalid and abort. */
|
|
lnor_space.ref_alpha = lnor_space.ref_beta = 0.0f;
|
|
return lnor_space;
|
|
}
|
|
|
|
lnor_space.vec_lnor = lnor;
|
|
|
|
/* Compute ref alpha, average angle of all available edge vectors to lnor. */
|
|
if (!edge_vectors.is_empty()) {
|
|
float alpha = 0.0f;
|
|
for (const float3 &vec : edge_vectors) {
|
|
alpha += math::safe_acos_approx(math::dot(vec, lnor));
|
|
}
|
|
/* This piece of code shall only be called for more than one loop. */
|
|
/* NOTE: In theory, this could be `count > 2`,
|
|
* but there is one case where we only have two edges for two loops:
|
|
* a smooth vertex with only two edges and two faces (our Monkey's nose has that, e.g.).
|
|
*/
|
|
BLI_assert(edge_vectors.size() >= 2);
|
|
lnor_space.ref_alpha = alpha / float(edge_vectors.size());
|
|
}
|
|
else {
|
|
lnor_space.ref_alpha = (math::safe_acos_approx(math::dot(vec_ref, lnor)) +
|
|
math::safe_acos_approx(math::dot(vec_other, lnor))) /
|
|
2.0f;
|
|
}
|
|
|
|
/* Project vec_ref on lnor's ortho plane. */
|
|
lnor_space.vec_ref = math::normalize(vec_ref - lnor * dtp_ref);
|
|
lnor_space.vec_ortho = math::normalize(math::cross(lnor, lnor_space.vec_ref));
|
|
|
|
/* Project vec_other on lnor's ortho plane. */
|
|
const float3 vec_other_proj = math::normalize(vec_other - lnor * dtp_other);
|
|
|
|
/* Beta is angle between ref_vec and other_vec, around lnor. */
|
|
const float dtp = math::dot(lnor_space.vec_ref, vec_other_proj);
|
|
if (LIKELY(dtp < LNOR_SPACE_TRIGO_THRESHOLD)) {
|
|
const float beta = math::safe_acos_approx(dtp);
|
|
lnor_space.ref_beta = (math::dot(lnor_space.vec_ortho, vec_other_proj) < 0.0f) ? pi2 - beta :
|
|
beta;
|
|
}
|
|
else {
|
|
lnor_space.ref_beta = pi2;
|
|
}
|
|
|
|
return lnor_space;
|
|
}
|
|
|
|
} // namespace blender::bke::mesh
|
|
|
|
void BKE_lnor_space_define(MLoopNorSpace *lnor_space,
|
|
const float lnor[3],
|
|
const float vec_ref[3],
|
|
const float vec_other[3],
|
|
const blender::Span<blender::float3> edge_vectors)
|
|
{
|
|
using namespace blender::bke::mesh;
|
|
const CornerNormalSpace space = corner_fan_space_define(lnor, vec_ref, vec_other, edge_vectors);
|
|
copy_v3_v3(lnor_space->vec_lnor, space.vec_lnor);
|
|
copy_v3_v3(lnor_space->vec_ref, space.vec_ref);
|
|
copy_v3_v3(lnor_space->vec_ortho, space.vec_ortho);
|
|
lnor_space->ref_alpha = space.ref_alpha;
|
|
lnor_space->ref_beta = space.ref_beta;
|
|
}
|
|
|
|
void BKE_lnor_space_add_loop(MLoopNorSpaceArray *lnors_spacearr,
|
|
MLoopNorSpace *lnor_space,
|
|
const int corner,
|
|
void *bm_loop,
|
|
const bool is_single)
|
|
{
|
|
BLI_assert((lnors_spacearr->data_type == MLNOR_SPACEARR_LOOP_INDEX && bm_loop == nullptr) ||
|
|
(lnors_spacearr->data_type == MLNOR_SPACEARR_BMLOOP_PTR && bm_loop != nullptr));
|
|
|
|
lnors_spacearr->lspacearr[corner] = lnor_space;
|
|
if (bm_loop == nullptr) {
|
|
bm_loop = POINTER_FROM_INT(corner);
|
|
}
|
|
if (is_single) {
|
|
BLI_assert(lnor_space->loops == nullptr);
|
|
lnor_space->flags |= MLNOR_SPACE_IS_SINGLE;
|
|
lnor_space->loops = (LinkNode *)bm_loop;
|
|
}
|
|
else {
|
|
BLI_assert((lnor_space->flags & MLNOR_SPACE_IS_SINGLE) == 0);
|
|
BLI_linklist_prepend_nlink(&lnor_space->loops, bm_loop, &lnors_spacearr->loops_pool[corner]);
|
|
}
|
|
}
|
|
|
|
MINLINE float unit_short_to_float(const short val)
|
|
{
|
|
return float(val) / float(SHRT_MAX);
|
|
}
|
|
|
|
MINLINE short unit_float_to_short(const float val)
|
|
{
|
|
/* Rounding. */
|
|
return short(floorf(val * float(SHRT_MAX) + 0.5f));
|
|
}
|
|
|
|
namespace blender::bke::mesh {
|
|
|
|
static float3 corner_space_custom_data_to_normal(const CornerNormalSpace &lnor_space,
|
|
const short2 clnor_data)
|
|
{
|
|
/* NOP custom normal data or invalid lnor space, return. */
|
|
if (clnor_data[0] == 0 || lnor_space.ref_alpha == 0.0f || lnor_space.ref_beta == 0.0f) {
|
|
return lnor_space.vec_lnor;
|
|
}
|
|
|
|
float3 r_custom_lnor;
|
|
|
|
/* TODO: Check whether using #sincosf() gives any noticeable benefit
|
|
* (could not even get it working under linux though)! */
|
|
const float pi2 = float(M_PI * 2.0);
|
|
const float alphafac = unit_short_to_float(clnor_data[0]);
|
|
const float alpha = (alphafac > 0.0f ? lnor_space.ref_alpha : pi2 - lnor_space.ref_alpha) *
|
|
alphafac;
|
|
const float betafac = unit_short_to_float(clnor_data[1]);
|
|
|
|
mul_v3_v3fl(r_custom_lnor, lnor_space.vec_lnor, cosf(alpha));
|
|
|
|
if (betafac == 0.0f) {
|
|
madd_v3_v3fl(r_custom_lnor, lnor_space.vec_ref, sinf(alpha));
|
|
}
|
|
else {
|
|
const float sinalpha = sinf(alpha);
|
|
const float beta = (betafac > 0.0f ? lnor_space.ref_beta : pi2 - lnor_space.ref_beta) *
|
|
betafac;
|
|
madd_v3_v3fl(r_custom_lnor, lnor_space.vec_ref, sinalpha * cosf(beta));
|
|
madd_v3_v3fl(r_custom_lnor, lnor_space.vec_ortho, sinalpha * sinf(beta));
|
|
}
|
|
|
|
return r_custom_lnor;
|
|
}
|
|
|
|
} // namespace blender::bke::mesh
|
|
|
|
void BKE_lnor_space_custom_data_to_normal(const MLoopNorSpace *lnor_space,
|
|
const short clnor_data[2],
|
|
float r_custom_lnor[3])
|
|
{
|
|
using namespace blender::bke::mesh;
|
|
CornerNormalSpace space;
|
|
space.vec_lnor = lnor_space->vec_lnor;
|
|
space.vec_ref = lnor_space->vec_ref;
|
|
space.vec_ortho = lnor_space->vec_ortho;
|
|
space.ref_alpha = lnor_space->ref_alpha;
|
|
space.ref_beta = lnor_space->ref_beta;
|
|
copy_v3_v3(r_custom_lnor, corner_space_custom_data_to_normal(space, clnor_data));
|
|
}
|
|
|
|
namespace blender::bke::mesh {
|
|
|
|
short2 corner_space_custom_normal_to_data(const CornerNormalSpace &lnor_space,
|
|
const float3 &custom_lnor)
|
|
{
|
|
/* We use zero vector as NOP custom normal (can be simpler than giving auto-computed `lnor`). */
|
|
if (is_zero_v3(custom_lnor) || compare_v3v3(lnor_space.vec_lnor, custom_lnor, 1e-4f)) {
|
|
return short2(0);
|
|
}
|
|
|
|
short2 r_clnor_data;
|
|
|
|
const float pi2 = float(M_PI * 2.0);
|
|
const float cos_alpha = math::dot(lnor_space.vec_lnor, custom_lnor);
|
|
|
|
const float alpha = math::safe_acos_approx(cos_alpha);
|
|
if (alpha > lnor_space.ref_alpha) {
|
|
/* Note we could stick to [0, pi] range here,
|
|
* but makes decoding more complex, not worth it. */
|
|
r_clnor_data[0] = unit_float_to_short(-(pi2 - alpha) / (pi2 - lnor_space.ref_alpha));
|
|
}
|
|
else {
|
|
r_clnor_data[0] = unit_float_to_short(alpha / lnor_space.ref_alpha);
|
|
}
|
|
|
|
/* Project custom lnor on (vec_ref, vec_ortho) plane. */
|
|
const float3 vec = math::normalize(lnor_space.vec_lnor * -cos_alpha + custom_lnor);
|
|
|
|
const float cos_beta = math::dot(lnor_space.vec_ref, vec);
|
|
|
|
if (cos_beta < LNOR_SPACE_TRIGO_THRESHOLD) {
|
|
float beta = math::safe_acos_approx(cos_beta);
|
|
if (math::dot(lnor_space.vec_ortho, vec) < 0.0f) {
|
|
beta = pi2 - beta;
|
|
}
|
|
|
|
if (beta > lnor_space.ref_beta) {
|
|
r_clnor_data[1] = unit_float_to_short(-(pi2 - beta) / (pi2 - lnor_space.ref_beta));
|
|
}
|
|
else {
|
|
r_clnor_data[1] = unit_float_to_short(beta / lnor_space.ref_beta);
|
|
}
|
|
}
|
|
else {
|
|
r_clnor_data[1] = 0;
|
|
}
|
|
|
|
return r_clnor_data;
|
|
}
|
|
|
|
} // namespace blender::bke::mesh
|
|
|
|
void BKE_lnor_space_custom_normal_to_data(const MLoopNorSpace *lnor_space,
|
|
const float custom_lnor[3],
|
|
short r_clnor_data[2])
|
|
{
|
|
using namespace blender::bke::mesh;
|
|
CornerNormalSpace space;
|
|
space.vec_lnor = lnor_space->vec_lnor;
|
|
space.vec_ref = lnor_space->vec_ref;
|
|
space.vec_ortho = lnor_space->vec_ortho;
|
|
space.ref_alpha = lnor_space->ref_alpha;
|
|
space.ref_beta = lnor_space->ref_beta;
|
|
copy_v2_v2_short(r_clnor_data, corner_space_custom_normal_to_data(space, custom_lnor));
|
|
}
|
|
|
|
namespace blender::bke {
|
|
|
|
namespace mesh {
|
|
|
|
#define INDEX_UNSET INT_MIN
|
|
#define INDEX_INVALID -1
|
|
/* See comment about edge_to_corners below. */
|
|
#define IS_EDGE_SHARP(_e2l) ELEM((_e2l)[1], INDEX_UNSET, INDEX_INVALID)
|
|
|
|
static void mesh_edges_sharp_tag(const OffsetIndices<int> faces,
|
|
const Span<int> corner_verts,
|
|
const Span<int> corner_edges,
|
|
const Span<int> corner_to_face_map,
|
|
const Span<float3> face_normals,
|
|
const Span<bool> sharp_faces,
|
|
const Span<bool> sharp_edges,
|
|
const float split_angle,
|
|
MutableSpan<int2> edge_to_corners,
|
|
MutableSpan<bool> r_sharp_edges)
|
|
{
|
|
const float split_angle_cos = cosf(split_angle);
|
|
auto face_is_smooth = [&](const int face_i) {
|
|
return sharp_faces.is_empty() || !sharp_faces[face_i];
|
|
};
|
|
|
|
for (const int face_i : faces.index_range()) {
|
|
for (const int corner : faces[face_i]) {
|
|
const int vert = corner_verts[corner];
|
|
const int edge = corner_edges[corner];
|
|
|
|
int2 &e2l = edge_to_corners[edge];
|
|
|
|
/* Check whether current edge might be smooth or sharp */
|
|
if ((e2l[0] | e2l[1]) == 0) {
|
|
/* 'Empty' edge until now, set e2l[0] (and e2l[1] to INDEX_UNSET to tag it as unset). */
|
|
e2l[0] = corner;
|
|
/* We have to check this here too, else we might miss some flat faces!!! */
|
|
e2l[1] = face_is_smooth(face_i) ? INDEX_UNSET : INDEX_INVALID;
|
|
}
|
|
else if (e2l[1] == INDEX_UNSET) {
|
|
const bool is_angle_sharp = math::dot(face_normals[corner_to_face_map[e2l[0]]],
|
|
face_normals[face_i]) < split_angle_cos;
|
|
|
|
/* Second corner using this edge, time to test its sharpness.
|
|
* An edge is sharp if it is tagged as such, or its face is not smooth,
|
|
* or both faces have opposed (flipped) normals, i.e. both corners on the same edge share
|
|
* the same vertex, or angle between both its faces' normals is above split_angle value. */
|
|
if (!face_is_smooth(face_i) || (!sharp_edges.is_empty() && sharp_edges[edge]) ||
|
|
vert == corner_verts[e2l[0]] || is_angle_sharp)
|
|
{
|
|
/* NOTE: we are sure that corner != 0 here ;). */
|
|
e2l[1] = INDEX_INVALID;
|
|
|
|
/* We want to avoid tagging edges as sharp when it is already defined as such by
|
|
* other causes than angle threshold. */
|
|
if (is_angle_sharp) {
|
|
r_sharp_edges[edge] = true;
|
|
}
|
|
}
|
|
else {
|
|
e2l[1] = corner;
|
|
}
|
|
}
|
|
else if (!IS_EDGE_SHARP(e2l)) {
|
|
/* More than two corners using this edge, tag as sharp if not yet done. */
|
|
e2l[1] = INDEX_INVALID;
|
|
|
|
/* We want to avoid tagging edges as sharp when it is already defined as such by
|
|
* other causes than angle threshold. */
|
|
r_sharp_edges[edge] = false;
|
|
}
|
|
/* Else, edge is already 'disqualified' (i.e. sharp)! */
|
|
}
|
|
}
|
|
}
|
|
|
|
void edges_sharp_from_angle_set(const OffsetIndices<int> faces,
|
|
const Span<int> corner_verts,
|
|
const Span<int> corner_edges,
|
|
const Span<float3> face_normals,
|
|
const Span<int> corner_to_face,
|
|
const Span<bool> sharp_faces,
|
|
const float split_angle,
|
|
MutableSpan<bool> sharp_edges)
|
|
{
|
|
if (split_angle >= float(M_PI)) {
|
|
/* Nothing to do! */
|
|
return;
|
|
}
|
|
|
|
/* Mapping edge -> corners. */
|
|
Array<int2> edge_to_corners(sharp_edges.size(), int2(0));
|
|
|
|
mesh_edges_sharp_tag(faces,
|
|
corner_verts,
|
|
corner_edges,
|
|
corner_to_face,
|
|
face_normals,
|
|
sharp_faces,
|
|
sharp_edges,
|
|
split_angle,
|
|
edge_to_corners,
|
|
sharp_edges);
|
|
}
|
|
|
|
struct VertCornerInfo {
|
|
int face;
|
|
int corner;
|
|
int corner_prev;
|
|
int corner_next;
|
|
int vert_prev;
|
|
int vert_next;
|
|
int local_edge_prev;
|
|
int local_edge_next;
|
|
};
|
|
|
|
/**
|
|
* Gather data related to all the connected faces / face corners. This makes accessing it simpler
|
|
* later on in the various per-vertex hot loops. It also means we can be sure it will be in CPU
|
|
* caches. Gathering it into a single Vector of an "info" struct rather than multiple vectors is
|
|
* expected to be worth it because there are typically very few connected corners; the overhead of
|
|
* a Vector for each piece of data would be significant.
|
|
*/
|
|
static void collect_corner_info(const OffsetIndices<int> faces,
|
|
const Span<int> corner_verts,
|
|
const Span<int> vert_faces,
|
|
const int vert,
|
|
MutableSpan<VertCornerInfo> r_corner_infos)
|
|
{
|
|
for (const int i : vert_faces.index_range()) {
|
|
const int face = vert_faces[i];
|
|
r_corner_infos[i].face = face;
|
|
r_corner_infos[i].corner = face_find_corner_from_vert(faces[face], corner_verts, vert);
|
|
r_corner_infos[i].corner_prev = face_corner_prev(faces[face], r_corner_infos[i].corner);
|
|
r_corner_infos[i].corner_next = face_corner_next(faces[face], r_corner_infos[i].corner);
|
|
r_corner_infos[i].vert_prev = corner_verts[r_corner_infos[i].corner_prev];
|
|
r_corner_infos[i].vert_next = corner_verts[r_corner_infos[i].corner_next];
|
|
}
|
|
}
|
|
|
|
/** The edge hasn't been handled yet while the edge info is being created. */
|
|
using EdgeUninitialized = std::monostate;
|
|
|
|
/**
|
|
* The first corner has been added to the edge. For boundary edges, this is the only corner. We
|
|
* store whether the winding direction of the face was towards or away from the vertex to be able
|
|
* to detect when the winding direction of two neighboring faces doesn't match.
|
|
*/
|
|
struct EdgeOneCorner {
|
|
int local_corner_1;
|
|
bool winding_torwards_vert;
|
|
};
|
|
|
|
/**
|
|
* The edge is manifold and is used by two faces/corners. The actual faces and corners have to be
|
|
* retrieved with the data in #VertCornerInfo.
|
|
*/
|
|
struct EdgeTwoCorners {
|
|
int local_corner_1;
|
|
int local_corner_2;
|
|
};
|
|
|
|
/**
|
|
* The edge "breaks" the topology flow of faces around the vertex. It could be marked sharp
|
|
* explicitly, it could be used by a sharp face, it could have mismatched face winding directions,
|
|
* or it might be non-manifold and used by more than two faces.
|
|
*/
|
|
struct EdgeSharp {};
|
|
|
|
using VertEdgeInfo = std::variant<EdgeUninitialized, EdgeOneCorner, EdgeTwoCorners, EdgeSharp>;
|
|
|
|
static void add_corner_to_edge(const Span<int> corner_edges,
|
|
const Span<bool> sharp_edges,
|
|
const int local_corner,
|
|
const int corner,
|
|
const int other_corner,
|
|
const bool winding_torwards_vert,
|
|
VertEdgeInfo &info)
|
|
{
|
|
if (std::holds_alternative<EdgeUninitialized>(info)) {
|
|
if (!sharp_edges.is_empty()) {
|
|
/* The first time we encounter the edge, we check if it is marked sharp. In that case corner
|
|
* fans shouldn't propagate past it. To find the edge we need to check if the current corner
|
|
* references the edge connected to `other_corner` or if `other_corner` uses the edge. */
|
|
if (sharp_edges[corner_edges[winding_torwards_vert ? other_corner : corner]]) {
|
|
info = EdgeSharp{};
|
|
return;
|
|
}
|
|
}
|
|
info = EdgeOneCorner{local_corner, winding_torwards_vert};
|
|
}
|
|
else if (const EdgeOneCorner *info_one_edge = std::get_if<EdgeOneCorner>(&info)) {
|
|
/* If the edge ends up being used by faces, we still have to check if the winding direction
|
|
* changes. Though it's an undesirable situation for the mesh to be in, we shouldn't propagate
|
|
* smooth normals across edges facing opposite directions. Breaking the flow on these winding
|
|
* direction changes also simplifies the fan traversal later on; without it the we couldn't
|
|
* traverse by just continuing to use the next/previous corner. */
|
|
if (info_one_edge->winding_torwards_vert == winding_torwards_vert) {
|
|
info = EdgeSharp{};
|
|
return;
|
|
}
|
|
info = EdgeTwoCorners{info_one_edge->local_corner_1, local_corner};
|
|
}
|
|
else {
|
|
/* The edge is either already sharp, or we're trying to add a third corner. */
|
|
info = EdgeSharp{};
|
|
}
|
|
}
|
|
|
|
/** Use a custom VectorSet type to use int32 instead of int64 for the key indices. */
|
|
using LocalEdgeVectorSet = VectorSet<int,
|
|
16,
|
|
DefaultProbingStrategy,
|
|
DefaultHash<int>,
|
|
DefaultEquality<int>,
|
|
SimpleVectorSetSlot<int, int>,
|
|
GuardedAllocator>;
|
|
|
|
/**
|
|
* Create a local indexing for the edges connected to the vertex (not including loose edges of
|
|
* course). We could look up the edge indices from the VectorSet as necessary later, but it should
|
|
* be better to just use a bit more space in #VertCornerInfo to simplify things instead.
|
|
*/
|
|
static void calc_local_edge_indices(MutableSpan<VertCornerInfo> corner_infos,
|
|
LocalEdgeVectorSet &r_other_vert_to_edge)
|
|
{
|
|
r_other_vert_to_edge.reserve(corner_infos.size());
|
|
for (VertCornerInfo &info : corner_infos) {
|
|
info.local_edge_prev = r_other_vert_to_edge.index_of_or_add(info.vert_prev);
|
|
info.local_edge_next = r_other_vert_to_edge.index_of_or_add(info.vert_next);
|
|
}
|
|
}
|
|
|
|
static void calc_connecting_edge_info(const Span<int> corner_edges,
|
|
const Span<bool> sharp_edges,
|
|
const Span<bool> sharp_faces,
|
|
const Span<VertCornerInfo> corner_infos,
|
|
MutableSpan<VertEdgeInfo> edge_infos)
|
|
{
|
|
for (const int local_corner : corner_infos.index_range()) {
|
|
const VertCornerInfo &info = corner_infos[local_corner];
|
|
if (!sharp_faces.is_empty() && sharp_faces[info.face]) {
|
|
/* Sharp faces implicitly cause sharp edges. */
|
|
edge_infos[info.local_edge_prev] = EdgeSharp{};
|
|
edge_infos[info.local_edge_next] = EdgeSharp{};
|
|
continue;
|
|
}
|
|
/* The "previous" edge is winding towards the vertex, the "next" edge is winding away. */
|
|
add_corner_to_edge(corner_edges,
|
|
sharp_edges,
|
|
local_corner,
|
|
info.corner,
|
|
info.corner_prev,
|
|
true,
|
|
edge_infos[info.local_edge_prev]);
|
|
add_corner_to_edge(corner_edges,
|
|
sharp_edges,
|
|
local_corner,
|
|
info.corner,
|
|
info.corner_next,
|
|
false,
|
|
edge_infos[info.local_edge_next]);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* From a starting corner, follow the connected edges to find the other corners "fanning" around
|
|
* the vertex. Crucially, we've removed ambiguity from the process already by marking edges
|
|
* connected to three faces and edges between faces with opposite winding direction sharp.
|
|
*/
|
|
static void traverse_fan_local_corners(const Span<VertCornerInfo> corner_infos,
|
|
const Span<VertEdgeInfo> edge_infos,
|
|
const int start_local_corner,
|
|
Vector<int, 16> &result_fan)
|
|
{
|
|
result_fan.append(start_local_corner);
|
|
{
|
|
/* Travel around the vertex in a right-handed clockwise direction (based on the normal). The
|
|
* corners found in this traversal are reversed so the direction matches with the next
|
|
* traversal (or so that the next traversal doesn't have to be added at the beginning of the
|
|
* vector). */
|
|
int current = start_local_corner;
|
|
int local_edge = corner_infos[current].local_edge_next;
|
|
bool found_cyclic_fan = false;
|
|
while (const EdgeTwoCorners *edge = std::get_if<EdgeTwoCorners>(&edge_infos[local_edge])) {
|
|
current = current == edge->local_corner_1 ? edge->local_corner_2 : edge->local_corner_1;
|
|
if (current == start_local_corner) {
|
|
found_cyclic_fan = true;
|
|
break;
|
|
}
|
|
result_fan.append(current);
|
|
local_edge = corner_infos[current].local_edge_next;
|
|
}
|
|
/* Reverse the corners added so the final order is consistent with the next traversal. */
|
|
result_fan.as_mutable_span().reverse();
|
|
|
|
if (found_cyclic_fan) {
|
|
/* To match behavior from the previous implementation of face corner normal calculation, the
|
|
* final fan is rotated so that the smallest face corner index comes first. */
|
|
int *fan_first_corner = std::min_element(
|
|
result_fan.begin(), result_fan.end(), [&](const int a, const int b) {
|
|
return corner_infos[a].corner < corner_infos[b].corner;
|
|
});
|
|
std::rotate(result_fan.begin(), fan_first_corner, result_fan.end());
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Travel in the other direction. */
|
|
int current = start_local_corner;
|
|
int local_edge = corner_infos[current].local_edge_prev;
|
|
while (const EdgeTwoCorners *edge = std::get_if<EdgeTwoCorners>(&edge_infos[local_edge])) {
|
|
current = current == edge->local_corner_1 ? edge->local_corner_2 : edge->local_corner_1;
|
|
/* Cyclic fans have already been found, so there's no need to check for them here. */
|
|
result_fan.append(current);
|
|
local_edge = corner_infos[current].local_edge_prev;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The edge directions are used to compute factors for the face normals from each corner. Since
|
|
* they involve a normalization it's worth it to compute them once, especially since we've
|
|
* deduplicated the edge indices and can easily index them with #VertCornerInfo.
|
|
*/
|
|
static void calc_edge_directions(const Span<float3> vert_positions,
|
|
const Span<int> local_edge_by_vert,
|
|
const float3 &vert_position,
|
|
MutableSpan<float3> edge_dirs)
|
|
{
|
|
for (const int i : local_edge_by_vert.index_range()) {
|
|
edge_dirs[i] = math::normalize(vert_positions[local_edge_by_vert[i]] - vert_position);
|
|
}
|
|
}
|
|
|
|
/** The normal for all the corners in the fan is a weighted combination of their face normals. */
|
|
static float3 accumulate_fan_normal(const Span<VertCornerInfo> corner_infos,
|
|
const Span<float3> edge_dirs,
|
|
const Span<float3> face_normals,
|
|
const Span<int> local_corners_in_fan)
|
|
{
|
|
if (local_corners_in_fan.size() == 1) {
|
|
/* Logically this special case is unnecessary, but due to floating point precision it is
|
|
* required for the output to be the same as previous versions of the algorithm.*/
|
|
return face_normals[corner_infos[local_corners_in_fan.first()].face];
|
|
}
|
|
float3 fan_normal(0);
|
|
for (const int local_corner : local_corners_in_fan) {
|
|
const VertCornerInfo &info = corner_infos[local_corner];
|
|
const float3 &dir_prev = edge_dirs[info.local_edge_prev];
|
|
const float3 &dir_next = edge_dirs[info.local_edge_next];
|
|
const float factor = math::safe_acos_approx(math::dot(dir_prev, dir_next));
|
|
fan_normal += face_normals[info.face] * factor;
|
|
}
|
|
return math::normalize(fan_normal);
|
|
}
|
|
|
|
/* Don't inline this function to simplify the code path without custom normals.*/
|
|
BLI_NOINLINE static void handle_fan_result_and_custom_normals(
|
|
const Span<short2> custom_normals,
|
|
const Span<VertCornerInfo> corner_infos,
|
|
const Span<float3> edge_dirs,
|
|
const Span<int> local_corners_in_fan,
|
|
float3 &fan_normal,
|
|
CornerNormalSpaceArray *r_fan_spaces)
|
|
{
|
|
const int local_edge_first = corner_infos[local_corners_in_fan.first()].local_edge_next;
|
|
const int local_edge_last = corner_infos[local_corners_in_fan.last()].local_edge_prev;
|
|
|
|
Vector<float3, 16> fan_edge_dirs;
|
|
if (local_corners_in_fan.size() > 1) {
|
|
fan_edge_dirs.reserve(local_corners_in_fan.size() + 1);
|
|
for (const int local_corner : local_corners_in_fan) {
|
|
const VertCornerInfo &info = corner_infos[local_corner];
|
|
fan_edge_dirs.append_unchecked(edge_dirs[info.local_edge_next]);
|
|
}
|
|
if (local_edge_last != local_edge_first) {
|
|
fan_edge_dirs.append_unchecked(edge_dirs[local_edge_last]);
|
|
}
|
|
}
|
|
|
|
const CornerNormalSpace fan_space = corner_fan_space_define(
|
|
fan_normal, edge_dirs[local_edge_first], edge_dirs[local_edge_last], fan_edge_dirs);
|
|
|
|
if (!custom_normals.is_empty()) {
|
|
int2 average_custom_normal(0);
|
|
for (const int local_corner : local_corners_in_fan) {
|
|
const VertCornerInfo &info = corner_infos[local_corner];
|
|
average_custom_normal += int2(custom_normals[info.corner]);
|
|
}
|
|
average_custom_normal /= local_corners_in_fan.size();
|
|
fan_normal = corner_space_custom_data_to_normal(fan_space, short2(average_custom_normal));
|
|
}
|
|
|
|
if (r_fan_spaces) {
|
|
std::lock_guard lock(r_fan_spaces->build_mutex);
|
|
r_fan_spaces->spaces.append(fan_space);
|
|
const int fan_space_index = r_fan_spaces->spaces.size() - 1;
|
|
for (const int local_corner : local_corners_in_fan) {
|
|
const VertCornerInfo &info = corner_infos[local_corner];
|
|
r_fan_spaces->corner_space_indices[info.corner] = fan_space_index;
|
|
}
|
|
if (r_fan_spaces->create_corners_by_space) {
|
|
Array<int> corners_in_space(local_corners_in_fan.size());
|
|
for (const int i : local_corners_in_fan.index_range()) {
|
|
const VertCornerInfo &info = corner_infos[local_corners_in_fan[i]];
|
|
corners_in_space[i] = info.corner;
|
|
}
|
|
r_fan_spaces->corners_by_space.append(std::move(corners_in_space));
|
|
}
|
|
}
|
|
}
|
|
|
|
void normals_calc_corners(const Span<float3> vert_positions,
|
|
const OffsetIndices<int> faces,
|
|
const Span<int> corner_verts,
|
|
const Span<int> corner_edges,
|
|
const GroupedSpan<int> vert_to_face_map,
|
|
const Span<float3> face_normals,
|
|
const Span<bool> sharp_edges,
|
|
const Span<bool> sharp_faces,
|
|
const Span<short2> custom_normals,
|
|
CornerNormalSpaceArray *r_fan_spaces,
|
|
MutableSpan<float3> r_corner_normals)
|
|
{
|
|
if (r_fan_spaces) {
|
|
/* These are potentially-wasteful over-allocations. */
|
|
r_fan_spaces->spaces.reserve(corner_verts.size());
|
|
r_fan_spaces->corner_space_indices.reinitialize(corner_verts.size());
|
|
if (r_fan_spaces->create_corners_by_space) {
|
|
r_fan_spaces->corners_by_space.reserve(corner_verts.size());
|
|
}
|
|
}
|
|
threading::parallel_for(vert_positions.index_range(), 256, [&](const IndexRange range) {
|
|
Vector<VertCornerInfo, 16> corner_infos;
|
|
LocalEdgeVectorSet local_edge_by_vert;
|
|
Vector<VertEdgeInfo, 16> edge_infos;
|
|
Vector<float3, 16> edge_dirs;
|
|
Vector<bool, 16> local_corner_visited;
|
|
Vector<int, 16> corners_in_fan;
|
|
for (const int vert : range) {
|
|
const float3 vert_position = vert_positions[vert];
|
|
const Span<int> vert_faces = vert_to_face_map[vert];
|
|
|
|
/* Because we're iterating over vertices in order to batch work for their connected face
|
|
* corners, we have to handle loose vertices and vertices not used by faces. */
|
|
if (vert_faces.is_empty()) {
|
|
continue;
|
|
}
|
|
|
|
corner_infos.resize(vert_faces.size());
|
|
collect_corner_info(faces, corner_verts, vert_faces, vert, corner_infos);
|
|
|
|
local_edge_by_vert.clear_and_keep_capacity();
|
|
calc_local_edge_indices(corner_infos, local_edge_by_vert);
|
|
|
|
edge_infos.clear();
|
|
edge_infos.resize(local_edge_by_vert.size());
|
|
calc_connecting_edge_info(corner_edges, sharp_edges, sharp_faces, corner_infos, edge_infos);
|
|
|
|
edge_dirs.resize(edge_infos.size());
|
|
calc_edge_directions(vert_positions, local_edge_by_vert, vert_position, edge_dirs);
|
|
|
|
/* Though we are protected from traversing to the same corner twice by the fact that 3-way
|
|
* connections are marked sharp, we need to maintain the "visited" status of each corner so
|
|
* we can find the next start corner for each subsequent fan traversal. Keeping track of the
|
|
* number of visited corners is a quick way to avoid this book keeping for the final fan (and
|
|
* there are usually just two, so that should be worth it). */
|
|
int visited_count = 0;
|
|
local_corner_visited.resize(vert_faces.size());
|
|
local_corner_visited.fill(false);
|
|
|
|
int start_local_corner = 0;
|
|
while (start_local_corner != -1) {
|
|
corners_in_fan.clear();
|
|
traverse_fan_local_corners(corner_infos, edge_infos, start_local_corner, corners_in_fan);
|
|
|
|
float3 fan_normal = accumulate_fan_normal(
|
|
corner_infos, edge_dirs, face_normals, corners_in_fan);
|
|
|
|
if (!custom_normals.is_empty() || r_fan_spaces) {
|
|
handle_fan_result_and_custom_normals(
|
|
custom_normals, corner_infos, edge_dirs, corners_in_fan, fan_normal, r_fan_spaces);
|
|
}
|
|
|
|
for (const int local_corner : corners_in_fan) {
|
|
const VertCornerInfo &info = corner_infos[local_corner];
|
|
r_corner_normals[info.corner] = fan_normal;
|
|
}
|
|
|
|
visited_count += corners_in_fan.size();
|
|
if (visited_count == corner_infos.size()) {
|
|
break;
|
|
}
|
|
local_corner_visited.as_mutable_span().fill_indices(corners_in_fan.as_span(), true);
|
|
start_local_corner = local_corner_visited.first_index_of_try(false);
|
|
}
|
|
BLI_assert(visited_count == corner_infos.size());
|
|
}
|
|
});
|
|
}
|
|
|
|
#undef INDEX_UNSET
|
|
#undef INDEX_INVALID
|
|
#undef IS_EDGE_SHARP
|
|
|
|
/**
|
|
* Compute internal representation of given custom normals (as an array of float[2]).
|
|
* It also makes sure the mesh matches those custom normals, by setting sharp edges flag as needed
|
|
* to get a same custom lnor for all corners sharing the same smooth fan.
|
|
* If use_vertices if true, r_custom_corner_normals is assumed to be per-vertex, not per-corner
|
|
* (this allows to set whole vert's normals at once, useful in some cases).
|
|
* r_custom_corner_normals is expected to have normalized normals, or zero ones,
|
|
* in which case they will be replaced by default corner/vertex normal.
|
|
*/
|
|
|
|
static void mesh_normals_corner_custom_set(const Span<float3> positions,
|
|
const OffsetIndices<int> faces,
|
|
const Span<int> corner_verts,
|
|
const Span<int> corner_edges,
|
|
const GroupedSpan<int> vert_to_face_map,
|
|
const Span<float3> vert_normals,
|
|
const Span<float3> face_normals,
|
|
const Span<bool> sharp_faces,
|
|
const bool use_vertices,
|
|
MutableSpan<float3> r_custom_corner_normals,
|
|
MutableSpan<bool> sharp_edges,
|
|
MutableSpan<short2> r_clnors_data)
|
|
{
|
|
/* We *may* make that poor #bke::mesh::normals_calc_corners() even more complex by making it
|
|
* handling that feature too, would probably be more efficient in absolute. However, this
|
|
* function *is not* performance-critical, since it is mostly expected to be called by IO add-ons
|
|
* when importing custom normals, and modifier (and perhaps from some editing tools later?). So
|
|
* better to keep some simplicity here, and just call #bke::mesh::normals_calc_corners() twice!
|
|
*/
|
|
CornerNormalSpaceArray lnors_spacearr;
|
|
lnors_spacearr.create_corners_by_space = true;
|
|
BitVector<> done_corners(corner_verts.size(), false);
|
|
Array<float3> corner_normals(corner_verts.size());
|
|
const Array<int> corner_to_face = build_corner_to_face_map(faces);
|
|
|
|
/* Compute current lnor spacearr. */
|
|
normals_calc_corners(positions,
|
|
faces,
|
|
corner_verts,
|
|
corner_edges,
|
|
vert_to_face_map,
|
|
face_normals,
|
|
sharp_edges,
|
|
sharp_faces,
|
|
r_clnors_data,
|
|
&lnors_spacearr,
|
|
corner_normals);
|
|
|
|
/* Set all given zero vectors to their default value. */
|
|
if (use_vertices) {
|
|
for (const int i : positions.index_range()) {
|
|
if (is_zero_v3(r_custom_corner_normals[i])) {
|
|
copy_v3_v3(r_custom_corner_normals[i], vert_normals[i]);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
for (const int i : corner_verts.index_range()) {
|
|
if (is_zero_v3(r_custom_corner_normals[i])) {
|
|
copy_v3_v3(r_custom_corner_normals[i], corner_normals[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Now, check each current smooth fan (one lnor space per smooth fan!),
|
|
* and if all its matching custom corner_normals are not (enough) equal, add sharp edges as
|
|
* needed. This way, next time we run bke::mesh::normals_calc_corners(), we'll get lnor
|
|
* spacearr/smooth fans matching given custom corner_normals. Note this code *will never* unsharp
|
|
* edges! And quite obviously, when we set custom normals per vertices, running this is
|
|
* absolutely useless. */
|
|
if (use_vertices) {
|
|
done_corners.fill(true);
|
|
}
|
|
else {
|
|
for (const int i : corner_verts.index_range()) {
|
|
if (lnors_spacearr.corner_space_indices[i] == -1) {
|
|
/* This should not happen in theory, but in some rare case (probably ugly geometry)
|
|
* we can get some missing loopspacearr at this point. :/
|
|
* Maybe we should set those corners' edges as sharp? */
|
|
done_corners[i].set();
|
|
if (G.debug & G_DEBUG) {
|
|
printf("WARNING! Getting invalid nullptr corner space for corner %d!\n", i);
|
|
}
|
|
continue;
|
|
}
|
|
if (done_corners[i]) {
|
|
continue;
|
|
}
|
|
|
|
const int space_index = lnors_spacearr.corner_space_indices[i];
|
|
const Span<int> fan_corners = lnors_spacearr.corners_by_space[space_index];
|
|
|
|
/* Notes:
|
|
* - In case of mono-corner smooth fan, we have nothing to do.
|
|
* - Loops in this linklist are ordered (in reversed order compared to how they were
|
|
* discovered by bke::mesh::normals_calc_corners(), but this is not a problem).
|
|
* Which means if we find a mismatching clnor,
|
|
* we know all remaining corners will have to be in a new, different smooth fan/lnor space.
|
|
* - In smooth fan case, we compare each clnor against a ref one,
|
|
* to avoid small differences adding up into a real big one in the end!
|
|
*/
|
|
if (fan_corners.is_empty()) {
|
|
done_corners[i].set();
|
|
continue;
|
|
}
|
|
|
|
int prev_corner = -1;
|
|
const float *org_nor = nullptr;
|
|
|
|
for (int i = fan_corners.index_range().last(); i >= 0; i--) {
|
|
const int corner = fan_corners[i];
|
|
float *nor = r_custom_corner_normals[corner];
|
|
|
|
if (!org_nor) {
|
|
org_nor = nor;
|
|
}
|
|
else if (dot_v3v3(org_nor, nor) < LNOR_SPACE_TRIGO_THRESHOLD) {
|
|
/* Current normal differs too much from org one, we have to tag the edge between
|
|
* previous corner's face and current's one as sharp.
|
|
* We know those two corners do not point to the same edge,
|
|
* since we do not allow reversed winding in a same smooth fan. */
|
|
const IndexRange face = faces[corner_to_face[corner]];
|
|
const int corner_prev = face_corner_prev(face, corner);
|
|
const int edge = corner_edges[corner];
|
|
const int edge_prev = corner_edges[corner_prev];
|
|
const int prev_edge = corner_edges[prev_corner];
|
|
sharp_edges[prev_edge == edge_prev ? prev_edge : edge] = true;
|
|
|
|
org_nor = nor;
|
|
}
|
|
|
|
prev_corner = corner;
|
|
done_corners[corner].set();
|
|
}
|
|
|
|
/* We also have to check between last and first corners,
|
|
* otherwise we may miss some sharp edges here!
|
|
* This is just a simplified version of above while loop.
|
|
* See #45984. */
|
|
if (fan_corners.size() > 1 && org_nor) {
|
|
const int corner = fan_corners.last();
|
|
float *nor = r_custom_corner_normals[corner];
|
|
|
|
if (dot_v3v3(org_nor, nor) < LNOR_SPACE_TRIGO_THRESHOLD) {
|
|
const IndexRange face = faces[corner_to_face[corner]];
|
|
const int corner_prev = face_corner_prev(face, corner);
|
|
const int edge = corner_edges[corner];
|
|
const int edge_prev = corner_edges[corner_prev];
|
|
const int prev_edge = corner_edges[prev_corner];
|
|
sharp_edges[prev_edge == edge_prev ? prev_edge : edge] = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* And now, recompute our new auto `corner_normals` and lnor spacearr! */
|
|
normals_calc_corners(positions,
|
|
faces,
|
|
corner_verts,
|
|
corner_edges,
|
|
vert_to_face_map,
|
|
face_normals,
|
|
sharp_edges,
|
|
sharp_faces,
|
|
r_clnors_data,
|
|
&lnors_spacearr,
|
|
corner_normals);
|
|
}
|
|
|
|
/* And we just have to convert plain object-space custom normals to our
|
|
* lnor space-encoded ones. */
|
|
for (const int i : corner_verts.index_range()) {
|
|
if (lnors_spacearr.corner_space_indices[i] == -1) {
|
|
done_corners[i].reset();
|
|
if (G.debug & G_DEBUG) {
|
|
printf("WARNING! Still getting invalid nullptr corner space in second for loop %d!\n", i);
|
|
}
|
|
continue;
|
|
}
|
|
if (!done_corners[i]) {
|
|
continue;
|
|
}
|
|
|
|
const int space_index = lnors_spacearr.corner_space_indices[i];
|
|
const Span<int> fan_corners = lnors_spacearr.corners_by_space[space_index];
|
|
|
|
/* Note we accumulate and average all custom normals in current smooth fan,
|
|
* to avoid getting different clnors data (tiny differences in plain custom normals can
|
|
* give rather huge differences in computed 2D factors). */
|
|
if (fan_corners.size() < 2) {
|
|
const int nidx = use_vertices ? corner_verts[i] : i;
|
|
r_clnors_data[i] = corner_space_custom_normal_to_data(lnors_spacearr.spaces[space_index],
|
|
r_custom_corner_normals[nidx]);
|
|
done_corners[i].reset();
|
|
}
|
|
else {
|
|
float3 avg_nor(0.0f);
|
|
for (const int corner : fan_corners) {
|
|
const int nidx = use_vertices ? corner_verts[corner] : corner;
|
|
avg_nor += r_custom_corner_normals[nidx];
|
|
done_corners[corner].reset();
|
|
}
|
|
|
|
mul_v3_fl(avg_nor, 1.0f / float(fan_corners.size()));
|
|
short2 clnor_data_tmp = corner_space_custom_normal_to_data(
|
|
lnors_spacearr.spaces[space_index], avg_nor);
|
|
|
|
r_clnors_data.fill_indices(fan_corners, clnor_data_tmp);
|
|
}
|
|
}
|
|
}
|
|
|
|
void normals_corner_custom_set(const Span<float3> vert_positions,
|
|
const OffsetIndices<int> faces,
|
|
const Span<int> corner_verts,
|
|
const Span<int> corner_edges,
|
|
const GroupedSpan<int> vert_to_face_map,
|
|
const Span<float3> vert_normals,
|
|
const Span<float3> face_normals,
|
|
const Span<bool> sharp_faces,
|
|
MutableSpan<bool> sharp_edges,
|
|
MutableSpan<float3> r_custom_corner_normals,
|
|
MutableSpan<short2> r_clnors_data)
|
|
{
|
|
mesh_normals_corner_custom_set(vert_positions,
|
|
faces,
|
|
corner_verts,
|
|
corner_edges,
|
|
vert_to_face_map,
|
|
vert_normals,
|
|
face_normals,
|
|
sharp_faces,
|
|
false,
|
|
r_custom_corner_normals,
|
|
sharp_edges,
|
|
r_clnors_data);
|
|
}
|
|
|
|
void normals_corner_custom_set_from_verts(const Span<float3> vert_positions,
|
|
const OffsetIndices<int> faces,
|
|
const Span<int> corner_verts,
|
|
const Span<int> corner_edges,
|
|
const GroupedSpan<int> vert_to_face_map,
|
|
const Span<float3> vert_normals,
|
|
const Span<float3> face_normals,
|
|
const Span<bool> sharp_faces,
|
|
MutableSpan<bool> sharp_edges,
|
|
MutableSpan<float3> r_custom_vert_normals,
|
|
MutableSpan<short2> r_clnors_data)
|
|
{
|
|
mesh_normals_corner_custom_set(vert_positions,
|
|
faces,
|
|
corner_verts,
|
|
corner_edges,
|
|
vert_to_face_map,
|
|
vert_normals,
|
|
face_normals,
|
|
sharp_faces,
|
|
true,
|
|
r_custom_vert_normals,
|
|
sharp_edges,
|
|
r_clnors_data);
|
|
}
|
|
|
|
static void mesh_set_custom_normals(Mesh &mesh,
|
|
MutableSpan<float3> r_custom_nors,
|
|
const bool use_vertices)
|
|
{
|
|
MutableAttributeAccessor attributes = mesh.attributes_for_write();
|
|
SpanAttributeWriter custom_normals = attributes.lookup_or_add_for_write_span<short2>(
|
|
"custom_normal", AttrDomain::Corner);
|
|
if (!custom_normals) {
|
|
return;
|
|
}
|
|
SpanAttributeWriter<bool> sharp_edges = attributes.lookup_or_add_for_write_span<bool>(
|
|
"sharp_edge", AttrDomain::Edge);
|
|
const VArraySpan sharp_faces = *attributes.lookup<bool>("sharp_face", AttrDomain::Face);
|
|
|
|
mesh_normals_corner_custom_set(mesh.vert_positions(),
|
|
mesh.faces(),
|
|
mesh.corner_verts(),
|
|
mesh.corner_edges(),
|
|
mesh.vert_to_face_map(),
|
|
mesh.vert_normals_true(),
|
|
mesh.face_normals_true(),
|
|
sharp_faces,
|
|
use_vertices,
|
|
r_custom_nors,
|
|
sharp_edges.span,
|
|
custom_normals.span);
|
|
|
|
sharp_edges.finish();
|
|
custom_normals.finish();
|
|
}
|
|
|
|
} // namespace mesh
|
|
|
|
static void normalize_vecs(MutableSpan<float3> normals)
|
|
{
|
|
threading::parallel_for(normals.index_range(), 4096, [&](const IndexRange range) {
|
|
for (const int i : range) {
|
|
normals[i] = math::normalize(normals[i]);
|
|
}
|
|
});
|
|
}
|
|
|
|
void mesh_set_custom_normals(Mesh &mesh, MutableSpan<float3> corner_normals)
|
|
{
|
|
normalize_vecs(corner_normals);
|
|
mesh::mesh_set_custom_normals(mesh, corner_normals, false);
|
|
}
|
|
|
|
void mesh_set_custom_normals_normalized(Mesh &mesh, MutableSpan<float3> corner_normals)
|
|
{
|
|
mesh::mesh_set_custom_normals(mesh, corner_normals, false);
|
|
}
|
|
|
|
void mesh_set_custom_normals_from_verts(Mesh &mesh, MutableSpan<float3> vert_normals)
|
|
{
|
|
normalize_vecs(vert_normals);
|
|
mesh::mesh_set_custom_normals(mesh, vert_normals, true);
|
|
}
|
|
|
|
void mesh_set_custom_normals_from_verts_normalized(Mesh &mesh, MutableSpan<float3> vert_normals)
|
|
{
|
|
mesh::mesh_set_custom_normals(mesh, vert_normals, true);
|
|
}
|
|
|
|
} // namespace blender::bke
|
|
|
|
#undef LNOR_SPACE_TRIGO_THRESHOLD
|
|
|
|
/** \} */
|