tornavis/source/blender/blenkernel/BKE_mesh_remap.h

231 lines
11 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __BKE_MESH_REMAP_H__
#define __BKE_MESH_REMAP_H__
/** \file
* \ingroup bke
*/
struct CustomData;
struct CustomData_MeshMasks;
struct MVert;
struct MemArena;
struct Mesh;
/* Generic ways to map some geometry elements from a source mesh to a dest one. */
typedef 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. */
} MeshPairRemapItem;
/* All mapping computing func return this. */
typedef struct MeshPairRemap {
int items_num;
MeshPairRemapItem *items; /* array, one item per dest element. */
struct MemArena *mem; /* memory arena, internal use only. */
} MeshPairRemap;
/* Helpers! */
void BKE_mesh_remap_init(MeshPairRemap *map, const int items_num);
void BKE_mesh_remap_free(MeshPairRemap *map);
void BKE_mesh_remap_item_define_invalid(MeshPairRemap *map, const int index);
/* TODO:
* Add other 'from/to' mapping sources, like e.g. using an 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 poly. */
MREMAP_MODE_VERT_POLY_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
/* Those two use all verts of selected poly (weighted interpolation). */
/* Nearest point on nearest poly. */
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 dest 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 poly (using mid-point). */
MREMAP_MODE_EDGE_POLY_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
/* Cast a set of rays from along dest 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 poly 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 poly. */
MREMAP_MODE_LOOP_POLY_NEAREST = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
/* Those two use all verts of selected poly (weighted interpolation). */
/* Nearest point on nearest poly. */
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 polygons ***** */
MREMAP_MODE_POLY = 1 << 27,
/* Nearest source poly. */
MREMAP_MODE_POLY_NEAREST = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
/* Source poly from best normal-matching dest poly. */
MREMAP_MODE_POLY_NOR = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NORMAL,
/* Project dest poly onto source mesh using its normal,
* and use interpolation of all intersecting source polys. */
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,
};
void BKE_mesh_remap_calc_source_cddata_masks_from_map_modes(
const int vert_mode,
const int edge_mode,
const int loop_mode,
const int poly_mode,
struct CustomData_MeshMasks *cddata_mask);
float BKE_mesh_remap_calc_difference_from_mesh(const struct SpaceTransform *space_transform,
const struct MVert *verts_dst,
const int numverts_dst,
struct Mesh *me_src);
void BKE_mesh_remap_find_best_match_from_mesh(const struct MVert *verts_dst,
const int numverts_dst,
struct Mesh *me_src,
struct SpaceTransform *r_space_transform);
void BKE_mesh_remap_calc_verts_from_mesh(const int mode,
const struct SpaceTransform *space_transform,
const float max_dist,
const float ray_radius,
const struct MVert *verts_dst,
const int numverts_dst,
const bool dirty_nors_dst,
struct Mesh *me_src,
MeshPairRemap *r_map);
void BKE_mesh_remap_calc_edges_from_mesh(const int mode,
const struct SpaceTransform *space_transform,
const float max_dist,
const float ray_radius,
const struct MVert *verts_dst,
const int numverts_dst,
const struct MEdge *edges_dst,
const int numedges_dst,
const bool dirty_nors_dst,
struct Mesh *me_src,
MeshPairRemap *r_map);
void BKE_mesh_remap_calc_loops_from_mesh(const int mode,
const struct SpaceTransform *space_transform,
const float max_dist,
const float ray_radius,
struct MVert *verts_dst,
const int numverts_dst,
struct MEdge *edges_dst,
const int numedges_dst,
struct MLoop *loops_dst,
const int numloops_dst,
struct MPoly *polys_dst,
const int numpolys_dst,
struct CustomData *ldata_dst,
struct CustomData *pdata_dst,
const bool use_split_nors_dst,
const float split_angle_dst,
const bool dirty_nors_dst,
struct Mesh *me_src,
MeshRemapIslandsCalc gen_islands_src,
const float islands_precision_src,
struct MeshPairRemap *r_map);
void BKE_mesh_remap_calc_polys_from_mesh(const int mode,
const struct SpaceTransform *space_transform,
const float max_dist,
const float ray_radius,
struct MVert *verts_dst,
const int numverts_dst,
struct MLoop *loops_dst,
const int numloops_dst,
struct MPoly *polys_dst,
const int numpolys_dst,
struct CustomData *pdata_dst,
const bool dirty_nors_dst,
struct Mesh *me_src,
struct MeshPairRemap *r_map);
#endif /* __BKE_MESH_REMAP_H__ */