/* SPDX-FileCopyrightText: Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup bke */ /* Shrinkwrap stuff */ #include "BKE_bvhutils.hh" #include "BLI_array.hh" #include "BLI_bit_vector.hh" #include "BLI_math_vector_types.hh" #include "BLI_offset_indices.hh" #include "BLI_span.hh" /* * Shrinkwrap is composed by a set of functions and options that define the type of shrink. * * 3 modes are available: * - Nearest vertex. * - Nearest surface. * - Normal projection. * * #ShrinkwrapCalcData encapsulates all needed data for shrink-wrap functions. * (So that you don't have to pass an enormous amount of arguments to functions) */ struct BVHTree; struct MDeformVert; struct Mesh; struct ModifierEvalContext; struct Object; struct ShrinkwrapGpencilModifierData; struct ShrinkwrapModifierData; struct SpaceTransform; /* Information about boundary edges in the mesh. */ struct ShrinkwrapBoundaryVertData { /* Average direction of edges that meet here. */ float direction[3]; /* Closest vector to direction that is orthogonal to vertex normal. */ float normal_plane[3]; }; struct ShrinkwrapBoundaryData { /* True if the edge belongs to exactly one face. */ blender::BitVector<> edge_is_boundary; /* True if the triangle has any boundary edges. */ blender::BitVector<> tri_has_boundary; /* Mapping from vertex index to boundary vertex index, or -1. * Used for compact storage of data about boundary vertices. */ blender::Array vert_boundary_id; /* Direction data about boundary vertices. */ blender::Array boundary_verts; }; /** * Free boundary data for target project. */ void BKE_shrinkwrap_compute_boundary_data(Mesh *mesh); /* Information about a mesh and BVH tree. */ struct ShrinkwrapTreeData { Mesh *mesh; BVHTree *bvh; BVHTreeFromMesh treeData; blender::OffsetIndices faces; blender::Span corner_edges; blender::Span face_normals; blender::Span vert_normals; blender::Span corner_normals; const bool *sharp_faces; ShrinkwrapBoundaryData *boundary; }; /** * Checks if the modifier needs target normals with these settings. */ bool BKE_shrinkwrap_needs_normals(int shrinkType, int shrinkMode); /** * Initializes the mesh data structure from the given mesh and settings. */ bool BKE_shrinkwrap_init_tree( ShrinkwrapTreeData *data, Mesh *mesh, int shrinkType, int shrinkMode, bool force_normals); /** * Frees the tree data if necessary. */ void BKE_shrinkwrap_free_tree(ShrinkwrapTreeData *data); /** * Main shrink-wrap function (implementation of the shrink-wrap modifier). */ void shrinkwrapModifier_deform(ShrinkwrapModifierData *smd, const ModifierEvalContext *ctx, Scene *scene, Object *ob, Mesh *mesh, const MDeformVert *dvert, int defgrp_index, float (*vertexCos)[3], int numVerts); /* Implementation of the Shrinkwrap Grease Pencil modifier. */ void shrinkwrapGpencilModifier_deform(ShrinkwrapGpencilModifierData *mmd, Object *ob, MDeformVert *dvert, int defgrp_index, float (*vertexCos)[3], int numVerts); /** * Used in `editmesh_mask_extract.cc` to shrink-wrap the extracted mesh to the sculpt. */ void BKE_shrinkwrap_mesh_nearest_surface_deform(Depsgraph *depsgraph, Scene *scene, Object *ob_source, Object *ob_target); /** * Used in `object_remesh.cc` to preserve the details and volume in the voxel remesher. */ void BKE_shrinkwrap_remesh_target_project(Mesh *src_me, Mesh *target_me, Object *ob_target); /** * This function ray-cast a single vertex and updates the hit if the "hit" is considered valid. * * \param options: Opts control whether an hit is valid or not. * Supported options are: * - #MOD_SHRINKWRAP_CULL_TARGET_FRONTFACE (front faces hits are ignored) * - #MOD_SHRINKWRAP_CULL_TARGET_BACKFACE (back faces hits are ignored) * * \param transf: Take into consideration the space_transform, that is: * if `transf` was configured with `SPACE_TRANSFORM_SETUP( &transf, ob1, ob2)` * then the input (vert, dir, #BVHTreeRayHit) must be defined in ob1 coordinates space * and the #BVHTree must be built in ob2 coordinate space. * Thus it provides an easy way to cast the same ray across several trees * (where each tree was built on its own coords space). * * \return true if "hit" was updated. */ bool BKE_shrinkwrap_project_normal(char options, const float vert[3], const float dir[3], float ray_radius, const SpaceTransform *transf, ShrinkwrapTreeData *tree, BVHTreeRayHit *hit); /** * Maps the point to the nearest surface, either by simple nearest, or by target normal projection. */ void BKE_shrinkwrap_find_nearest_surface(ShrinkwrapTreeData *tree, BVHTreeNearest *nearest, float co[3], int type); /** * Compute a smooth normal of the target (if applicable) at the hit location. * * \param tree: information about the mesh. * \param transform: transform from the hit coordinate space to the object space; may be null. * \param r_no: output in hit coordinate space; may be shared with inputs. */ void BKE_shrinkwrap_compute_smooth_normal(const ShrinkwrapTreeData *tree, const SpaceTransform *transform, int tri_idx, const float hit_co[3], const float hit_no[3], float r_no[3]); /** * Apply the shrink to surface modes to the given original coordinates and nearest point. * * \param tree: mesh data for smooth normals. * \param transform: transform from the hit coordinate space to the object space; may be null. * \param r_point_co: may be the same memory location as `point_co`, `hit_co`, or `hit_no`. */ void BKE_shrinkwrap_snap_point_to_surface(const ShrinkwrapTreeData *tree, const SpaceTransform *transform, int mode, int hit_idx, const float hit_co[3], const float hit_no[3], float goal_dist, const float point_co[3], float r_point_co[3]); /* * NULL initializes to local data */ #define NULL_ShrinkwrapCalcData \ { \ NULL, \ } #define NULL_BVHTreeFromMesh \ { \ NULL, \ } #define NULL_BVHTreeRayHit \ { \ NULL, \ } #define NULL_BVHTreeNearest \ { \ 0, \ }