Files
test2/source/blender/freestyle/intern/geometry/GeomCleaner.h
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

241 lines
7.2 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup freestyle
* \brief Class to define a cleaner of geometry providing a set of useful tools
*/
#include "Geom.h"
#include "../system/FreestyleConfig.h"
#ifdef WITH_CXX_GUARDEDALLOC
# include "MEM_guardedalloc.h"
#endif
namespace Freestyle {
using namespace Geometry;
class GeomCleaner {
public:
inline GeomCleaner() {}
inline ~GeomCleaner() {}
/** Sorts an array of Indexed vertices
* iVertices
* Array of vertices to sort.
* It is organized as a float series of vertex coordinates: XYZXYZXYZ...
* iVSize
* The size of iVertices array.
* iIndices
* The array containing the vertex indices
* (used to refer to the vertex coordinates in an indexed face).
* Each element is an unsignedeger multiple of 3.
* iISize
* The size of iIndices array
* oVertices
* Output of sorted vertices.
* A vertex v1 precedes another one v2 in this array
* if v1.x<v2.x, or v1.x=v2.x && v1.y < v2.y or v1.x=v2.y && v1.y=v2.y && v1.z < v2.z.
* The array is organized as a 3-float series giving the vertices coordinates: XYZXYZXYZ...
* oIndices
* Output corresponding to the iIndices array but reorganized in
* order to match the sorted vertex array.
*/
static void SortIndexedVertexArray(const float *iVertices,
uint iVSize,
const uint *iIndices,
uint iISize,
float **oVertices,
uint **oIndices);
/** Compress a SORTED indexed vertex array by eliminating multiple
* appearing occurrences of a single vertex.
* iVertices
* The SORTED vertex array to compress.
* It is organized as a float series of vertex coordinates: XYZXYZXYZ...
* iVSize
* The size of iVertices array.
* iIndices
* The array containing the vertex indices
* (used to refer to the vertex coordinates in an indexed face).
* Each element is an unsignedeger multiple of 3.
* iISize
* The size of iIndices array
* oVertices
* The vertex array, result of the compression.
* The array is organized as a 3-float series giving the vertices coordinates: XYZXYZXYZ...
* oVSize
* The size of oVertices.
* oIndices
* The indices array, reorganized to match the compressed oVertices array.
*/
static void CompressIndexedVertexArray(const float *iVertices,
uint iVSize,
const uint *iIndices,
uint iISize,
float **oVertices,
uint *oVSize,
uint **oIndices);
/** Sorts and compress an array of indexed vertices.
* iVertices
* The vertex array to sort then compress. It is organized as a float series of
* vertex coordinates: XYZXYZXYZ...
* iVSize
* The size of iVertices array.
* iIndices
* The array containing the vertex indices
* (used to refer to the vertex coordinates in an indexed face).
* Each element is an unsignedeger multiple of 3.
* iISize
* The size of iIndices array
* oVertices
* The vertex array, result of the sorting-compression.
* The array is organized as a 3-float series giving the vertices coordinates: XYZXYZXYZ...
* oVSize
* The size of oVertices.
* oIndices
* The indices array, reorganized to match the sorted and compressed oVertices array.
*/
static void SortAndCompressIndexedVertexArray(const float *iVertices,
uint iVSize,
const uint *iIndices,
uint iISize,
float **oVertices,
uint *oVSize,
uint **oIndices);
/** Cleans an indexed vertex array.
* (Identical to SortAndCompress except that we use here a hash table to create the new array.)
* iVertices
* The vertex array to sort then compress. It is organized as a float series of
* vertex coordinates: XYZXYZXYZ...
* iVSize
* The size of iVertices array.
* iIndices
* The array containing the vertex indices
* (used to refer to the vertex coordinates in an indexed face).
* Each element is an unsignedeger multiple of 3.
* iISize
* The size of iIndices array
* oVertices
* The vertex array, result of the sorting-compression.
* The array is organized as a 3-float series giving the vertices coordinates: XYZXYZXYZ...
* oVSize
* The size of oVertices.
* oIndices
* The indices array, reorganized to match the sorted and compressed oVertices array.
*/
static void CleanIndexedVertexArray(const float *iVertices,
uint iVSize,
const uint *iIndices,
uint iISize,
float **oVertices,
uint *oVSize,
uint **oIndices);
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:GeomCleaner")
#endif
};
/** Binary operators */
// inline bool operator<(const IndexedVertex& iv1, const IndexedVertex& iv2);
/** Class Indexed Vertex. Used to represent an indexed vertex by storing the vertex coordinates as
* well as its index */
class IndexedVertex {
private:
Vec3f _Vector;
uint _index;
public:
inline IndexedVertex() {}
inline IndexedVertex(Vec3f iVector, uint iIndex)
{
_Vector = iVector;
_index = iIndex;
}
/** accessors */
inline const Vec3f &vector() const
{
return _Vector;
}
inline uint index()
{
return _index;
}
inline float x()
{
return _Vector[0];
}
inline float y()
{
return _Vector[1];
}
inline float z()
{
return _Vector[2];
}
/** modifiers */
inline void setVector(const Vec3f &iVector)
{
_Vector = iVector;
}
inline void setIndex(uint iIndex)
{
_index = iIndex;
}
/** operators */
IndexedVertex &operator=(const IndexedVertex &iv)
{
_Vector = iv._Vector;
_index = iv._index;
return *this;
}
inline float operator[](const uint i)
{
return _Vector[i];
}
// friend inline bool operator<(const IndexedVertex& iv1, const IndexedVertex& iv2);
inline bool operator<(const IndexedVertex &v) const
{
return (_Vector < v._Vector);
}
inline bool operator==(const IndexedVertex &v)
{
return (_Vector == v._Vector);
}
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:IndexedVertex")
#endif
};
#if 0
bool operator<(const IndexedVertex &iv1, const IndexedVertex &iv2)
{
return iv1.operator<(iv2);
}
#endif
} /* namespace Freestyle */