48 lines
1.7 KiB
C++
48 lines
1.7 KiB
C++
/* SPDX-FileCopyrightText: 2018 Blender Foundation
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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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#pragma once
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#include "BLI_math_vector_types.hh"
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#include "BLI_offset_indices.hh"
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#include "BLI_sys_types.h"
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struct Mesh;
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struct Subdiv;
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struct SubdivToMeshSettings {
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/**
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* Resolution at which regular PTEX (created for quad polygon) are being
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* evaluated. This defines how many vertices final mesh will have: every
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* regular PTEX has resolution^2 vertices. Special (irregular, or PTEX
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* created for a corner of non-quad polygon) will have resolution of
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* `resolution - 1`.
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*/
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int resolution;
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/** When true, only edges emitted from coarse ones will be displayed. */
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bool use_optimal_display;
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};
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/** Create real hi-res mesh from subdivision, all geometry is "real". */
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Mesh *BKE_subdiv_to_mesh(Subdiv *subdiv,
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const SubdivToMeshSettings *settings,
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const Mesh *coarse_mesh);
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/**
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* Interpolate a position along the `coarse_edge` at the relative `u` coordinate.
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* If `is_simple` is false, this will perform a B-Spline interpolation using the edge neighbors,
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* otherwise a linear interpolation will be done base on the edge vertices.
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*/
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void BKE_subdiv_mesh_interpolate_position_on_edge(const float (*coarse_positions)[3],
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const blender::int2 *coarse_edges,
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blender::GroupedSpan<int> vert_to_edge_map,
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int coarse_edge_index,
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bool is_simple,
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float u,
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float pos_r[3]);
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