192 lines
6.9 KiB
C++
192 lines
6.9 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#include "BLI_function_ref.hh"
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#include "BLI_generic_virtual_array.hh"
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#include "BLI_math_vector_types.hh"
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#include "FN_field.hh"
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#include "FN_multi_function.hh"
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#include "BKE_geometry_fields.hh"
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struct Mesh;
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struct BVHTreeFromMesh;
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namespace blender {
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class RandomNumberGenerator;
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}
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namespace blender::bke::mesh_surface_sample {
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void sample_point_attribute(Span<int> corner_verts,
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Span<int3> corner_tris,
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Span<int> tri_indices,
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Span<float3> bary_coords,
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const GVArray &src,
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const IndexMask &mask,
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GMutableSpan dst);
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void sample_point_normals(Span<int> corner_verts,
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Span<int3> corner_tris,
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Span<int> tri_indices,
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Span<float3> bary_coords,
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Span<float3> src,
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IndexMask mask,
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MutableSpan<float3> dst);
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void sample_corner_attribute(Span<int3> corner_tris,
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Span<int> tri_indices,
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Span<float3> bary_coords,
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const GVArray &src,
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const IndexMask &mask,
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GMutableSpan dst);
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void sample_corner_normals(Span<int3> corner_tris,
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Span<int> tri_indices,
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Span<float3> bary_coords,
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Span<float3> src,
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const IndexMask &mask,
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MutableSpan<float3> dst);
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void sample_face_attribute(Span<int> corner_tri_faces,
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Span<int> tri_indices,
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const GVArray &src,
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const IndexMask &mask,
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GMutableSpan dst);
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/**
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* Find randomly distributed points on the surface of a mesh within a 3D sphere. This does not
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* sample an exact number of points because it comes with extra overhead to avoid bias that is only
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* required in some cases. If an exact number of points is required, that has to be implemented at
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* a higher level.
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*
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* \param approximate_density: Roughly the number of points per unit of area.
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* \return The number of added points.
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*/
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int sample_surface_points_spherical(RandomNumberGenerator &rng,
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const Mesh &mesh,
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Span<int> tris_to_sample,
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const float3 &sample_pos,
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float sample_radius,
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float approximate_density,
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Vector<float3> &r_bary_coords,
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Vector<int> &r_tri_indices,
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Vector<float3> &r_positions);
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/**
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* Find randomly distributed points on the surface of a mesh within a circle that is projected on
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* the mesh. This does not result in an exact number of points because that would come with extra
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* overhead and is not always possible. If an exact number of points is required, that has to be
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* implemented at a higher level.
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*
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* \param region_position_to_ray: Function that converts a 2D position into a 3D ray that is used
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* to find positions on the mesh.
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* \param mesh_bvhtree: BVH tree of the triangles in the mesh. Passed in so that it does not have
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* to be retrieved again.
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* \param tries_num: Number of 2d positions that are sampled. The maximum
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* number of new samples.
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* \return The number of added points.
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*/
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int sample_surface_points_projected(
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RandomNumberGenerator &rng,
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const Mesh &mesh,
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BVHTreeFromMesh &mesh_bvhtree,
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const float2 &sample_pos_re,
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float sample_radius_re,
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FunctionRef<void(const float2 &pos_re, float3 &r_start, float3 &r_end)> region_position_to_ray,
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bool front_face_only,
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int tries_num,
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int max_points,
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Vector<float3> &r_bary_coords,
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Vector<int> &r_tri_indices,
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Vector<float3> &r_positions);
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float3 compute_bary_coord_in_triangle(Span<float3> vert_positions,
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Span<int> corner_verts,
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const int3 &corner_tri,
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const float3 &position);
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template<typename T>
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inline T sample_corner_attribute_with_bary_coords(const float3 &bary_weights,
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const int3 &corner_tri,
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const Span<T> corner_attribute)
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{
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return attribute_math::mix3(bary_weights,
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corner_attribute[corner_tri[0]],
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corner_attribute[corner_tri[1]],
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corner_attribute[corner_tri[2]]);
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}
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template<typename T>
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inline T sample_corner_attribute_with_bary_coords(const float3 &bary_weights,
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const int3 &corner_tri,
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const VArray<T> &corner_attribute)
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{
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return attribute_math::mix3(bary_weights,
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corner_attribute[corner_tri[0]],
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corner_attribute[corner_tri[1]],
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corner_attribute[corner_tri[2]]);
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}
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/**
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* Calculate barycentric weights from triangle indices and positions within the triangles.
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*/
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class BaryWeightFromPositionFn : public mf::MultiFunction {
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GeometrySet source_;
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Span<float3> vert_positions_;
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Span<int> corner_verts_;
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Span<int3> corner_tris_;
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public:
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BaryWeightFromPositionFn(GeometrySet geometry);
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void call(const IndexMask &mask, mf::Params params, mf::Context context) const;
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};
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/**
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* Calculate face corner weights from triangle indices and positions within the triangles.
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* The weights are 1 for the nearest corner and 0 for the two others.
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*/
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class CornerBaryWeightFromPositionFn : public mf::MultiFunction {
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GeometrySet source_;
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Span<float3> vert_positions_;
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Span<int> corner_verts_;
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Span<int3> corner_tris_;
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public:
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CornerBaryWeightFromPositionFn(GeometrySet geometry);
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void call(const IndexMask &mask, mf::Params params, mf::Context context) const;
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};
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/**
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* Evaluate an attribute on the input geometry and sample it with input barycentric weights and
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* triangle indices.
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*/
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class BaryWeightSampleFn : public mf::MultiFunction {
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mf::Signature signature_;
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GeometrySet source_;
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Span<int3> corner_tris_;
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std::optional<bke::MeshFieldContext> source_context_;
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std::unique_ptr<fn::FieldEvaluator> source_evaluator_;
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const GVArray *source_data_;
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AttrDomain domain_;
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public:
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BaryWeightSampleFn(GeometrySet geometry, fn::GField src_field);
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void call(const IndexMask &mask, mf::Params params, mf::Context context) const;
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private:
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void evaluate_source(fn::GField src_field);
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};
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} // namespace blender::bke::mesh_surface_sample
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