tornavis/source/blender/blenkernel/BKE_mesh_remap.hh

218 lines
9.9 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_math_matrix.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector_types.hh"
#include "BLI_offset_indices.hh"
#include "BKE_mesh_mapping.hh"
struct CustomData;
struct CustomData_MeshMasks;
struct MemArena;
struct Mesh;
/* Generic ways to map some geometry elements from a source mesh to a destination one. */
struct MeshPairRemapItem {
int sources_num;
int *indices_src; /* NULL if no source found. */
float *weights_src; /* NULL if no source found, else, always normalized! */
/* UNUSED (at the moment). */
// float hit_dist; /* FLT_MAX if irrelevant or no source found. */
int island; /* For loops only. */
};
/* All mapping computing func return this. */
struct MeshPairRemap {
int items_num;
MeshPairRemapItem *items; /* Array, one item per destination element. */
MemArena *mem; /* memory arena, internal use only. */
};
/* Helpers! */
void BKE_mesh_remap_init(MeshPairRemap *map, int items_num);
void BKE_mesh_remap_free(MeshPairRemap *map);
void BKE_mesh_remap_item_define_invalid(MeshPairRemap *map, int index);
/* TODO:
* Add other 'from/to' mapping sources, like e.g. using a UVMap, etc.
* https://blenderartists.org/t/619105
*
* We could also use similar topology mappings inside a same mesh
* (cf. Campbell's 'select face islands from similar topology' WIP work).
* Also, users will have to check, whether we can get rid of some modes here,
* not sure all will be useful!
*/
enum {
MREMAP_USE_VERT = 1 << 4,
MREMAP_USE_EDGE = 1 << 5,
MREMAP_USE_LOOP = 1 << 6,
MREMAP_USE_POLY = 1 << 7,
MREMAP_USE_NEAREST = 1 << 8,
MREMAP_USE_NORPROJ = 1 << 9,
MREMAP_USE_INTERP = 1 << 10,
MREMAP_USE_NORMAL = 1 << 11,
/* ***** Target's vertices ***** */
MREMAP_MODE_VERT = 1 << 24,
/* Nearest source vert. */
MREMAP_MODE_VERT_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_VERT | MREMAP_USE_NEAREST,
/* Nearest vertex of nearest edge. */
MREMAP_MODE_VERT_EDGE_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_EDGE | MREMAP_USE_NEAREST,
/* This one uses two verts of selected edge (weighted interpolation). */
/* Nearest point on nearest edge. */
MREMAP_MODE_VERT_EDGEINTERP_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_EDGE | MREMAP_USE_NEAREST |
MREMAP_USE_INTERP,
/* Nearest vertex of nearest face. */
MREMAP_MODE_VERT_FACE_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
/* Those two use all verts of selected face (weighted interpolation). */
/* Nearest point on nearest face. */
MREMAP_MODE_VERT_POLYINTERP_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NEAREST |
MREMAP_USE_INTERP,
/* Point on nearest face hit by ray from target vertex's normal. */
MREMAP_MODE_VERT_POLYINTERP_VNORPROJ = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NORPROJ |
MREMAP_USE_INTERP,
/* ***** Target's edges ***** */
MREMAP_MODE_EDGE = 1 << 25,
/* Source edge which both vertices are nearest of destination ones. */
MREMAP_MODE_EDGE_VERT_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_VERT | MREMAP_USE_NEAREST,
/* Nearest source edge (using mid-point). */
MREMAP_MODE_EDGE_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_EDGE | MREMAP_USE_NEAREST,
/* Nearest edge of nearest face (using mid-point). */
MREMAP_MODE_EDGE_POLY_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
/* Cast a set of rays from along destination edge,
* interpolating its vertices' normals, and use hit source edges. */
MREMAP_MODE_EDGE_EDGEINTERP_VNORPROJ = MREMAP_MODE_EDGE | MREMAP_USE_VERT | MREMAP_USE_NORPROJ |
MREMAP_USE_INTERP,
/* ***** Target's loops ***** */
/* NOTE: when islands are given to loop mapping func,
* all loops from the same destination face will always be mapped
* to loops of source faces within a same island, regardless of mapping mode. */
MREMAP_MODE_LOOP = 1 << 26,
/* Best normal-matching loop from nearest vert. */
MREMAP_MODE_LOOP_NEAREST_LOOPNOR = MREMAP_MODE_LOOP | MREMAP_USE_LOOP | MREMAP_USE_VERT |
MREMAP_USE_NEAREST | MREMAP_USE_NORMAL,
/* Loop from best normal-matching face from nearest vert. */
MREMAP_MODE_LOOP_NEAREST_POLYNOR = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_VERT |
MREMAP_USE_NEAREST | MREMAP_USE_NORMAL,
/* Loop from nearest vertex of nearest face. */
MREMAP_MODE_LOOP_POLY_NEAREST = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
/* Those two use all verts of selected face (weighted interpolation). */
/* Nearest point on nearest face. */
MREMAP_MODE_LOOP_POLYINTERP_NEAREST = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NEAREST |
MREMAP_USE_INTERP,
/* Point on nearest face hit by ray from target loop's normal. */
MREMAP_MODE_LOOP_POLYINTERP_LNORPROJ = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NORPROJ |
MREMAP_USE_INTERP,
/* ***** Target's faces ***** */
MREMAP_MODE_POLY = 1 << 27,
/* Nearest source face. */
MREMAP_MODE_POLY_NEAREST = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
/* Source face from best normal-matching destination face. */
MREMAP_MODE_POLY_NOR = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NORMAL,
/* Project destination face onto source mesh using its normal,
* and use interpolation of all intersecting source faces. */
MREMAP_MODE_POLY_POLYINTERP_PNORPROJ = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NORPROJ |
MREMAP_USE_INTERP,
/* ***** Same topology, applies to all four elements types. ***** */
MREMAP_MODE_TOPOLOGY = MREMAP_MODE_VERT | MREMAP_MODE_EDGE | MREMAP_MODE_LOOP | MREMAP_MODE_POLY,
};
/**
* Compute a value of the difference between both given meshes.
* The smaller the result, the better the match.
*
* We return the inverse of the average of the inversed
* shortest distance from each dst vertex to src ones.
* In other words, beyond a certain (relatively small) distance, all differences have more or less
* the same weight in final result, which allows to reduce influence of a few high differences,
* in favor of a global good matching.
*/
float BKE_mesh_remap_calc_difference_from_mesh(const SpaceTransform *space_transform,
const float (*vert_positions_dst)[3],
int numverts_dst,
const Mesh *me_src);
/**
* Set r_space_transform so that best bbox of dst matches best bbox of src.
*/
void BKE_mesh_remap_find_best_match_from_mesh(const float (*vert_positions_dst)[3],
int numverts_dst,
const Mesh *me_src,
SpaceTransform *r_space_transform);
void BKE_mesh_remap_calc_verts_from_mesh(int mode,
const SpaceTransform *space_transform,
float max_dist,
float ray_radius,
const float (*vert_positions_dst)[3],
int numverts_dst,
const Mesh *me_src,
Mesh *me_dst,
MeshPairRemap *r_map);
void BKE_mesh_remap_calc_edges_from_mesh(int mode,
const SpaceTransform *space_transform,
float max_dist,
float ray_radius,
const float (*vert_positions_dst)[3],
int numverts_dst,
const blender::int2 *edges_dst,
int numedges_dst,
const Mesh *me_src,
Mesh *me_dst,
MeshPairRemap *r_map);
void BKE_mesh_remap_calc_loops_from_mesh(int mode,
const SpaceTransform *space_transform,
float max_dist,
float ray_radius,
const Mesh *mesh_dst,
const float (*vert_positions_dst)[3],
int numverts_dst,
const int *corner_verts_dst,
int numloops_dst,
const blender::OffsetIndices<int> faces_dst,
const Mesh *me_src,
MeshRemapIslandsCalc gen_islands_src,
float islands_precision_src,
MeshPairRemap *r_map);
void BKE_mesh_remap_calc_faces_from_mesh(int mode,
const SpaceTransform *space_transform,
float max_dist,
float ray_radius,
const Mesh *mesh_dst,
const float (*vert_positions_dst)[3],
int numverts_dst,
const int *corner_verts,
const blender::OffsetIndices<int> faces_dst,
const Mesh *me_src,
MeshPairRemap *r_map);