tornavis/source/blender/blenkernel/intern/mesh_remap.cc

2331 lines
93 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*
* Functions for mapping data between meshes.
*/
#include <climits>
#include "CLG_log.h"
#include "MEM_guardedalloc.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BLI_array.hh"
#include "BLI_astar.h"
#include "BLI_bit_vector.hh"
#include "BLI_math_geom.h"
#include "BLI_math_matrix.h"
#include "BLI_math_solvers.h"
#include "BLI_math_statistics.h"
#include "BLI_math_vector.h"
#include "BLI_memarena.h"
#include "BLI_polyfill_2d.h"
#include "BLI_rand.h"
#include "BLI_utildefines.h"
#include "BKE_bvhutils.hh"
#include "BKE_customdata.hh"
#include "BKE_mesh.hh"
#include "BKE_mesh_mapping.hh"
#include "BKE_mesh_remap.hh" /* own include */
#include "BKE_mesh_runtime.hh"
#include "BLI_strict_flags.h"
static CLG_LogRef LOG = {"bke.mesh"};
/* -------------------------------------------------------------------- */
/** \name Some Generic Helpers
* \{ */
static bool mesh_remap_bvhtree_query_nearest(BVHTreeFromMesh *treedata,
BVHTreeNearest *nearest,
const float co[3],
const float max_dist_sq,
float *r_hit_dist)
{
/* Use local proximity heuristics (to reduce the nearest search). */
if (nearest->index != -1) {
nearest->dist_sq = len_squared_v3v3(co, nearest->co);
if (nearest->dist_sq > max_dist_sq) {
/* The previous valid index is too far away and not valid for this check. */
nearest->dist_sq = max_dist_sq;
nearest->index = -1;
}
}
else {
nearest->dist_sq = max_dist_sq;
}
/* Compute and store result. If invalid (-1 index), keep FLT_MAX dist. */
BLI_bvhtree_find_nearest(treedata->tree, co, nearest, treedata->nearest_callback, treedata);
if ((nearest->index != -1) && (nearest->dist_sq <= max_dist_sq)) {
*r_hit_dist = sqrtf(nearest->dist_sq);
return true;
}
return false;
}
static bool mesh_remap_bvhtree_query_raycast(BVHTreeFromMesh *treedata,
BVHTreeRayHit *rayhit,
const float co[3],
const float no[3],
const float radius,
const float max_dist,
float *r_hit_dist)
{
BVHTreeRayHit rayhit_tmp;
float inv_no[3];
rayhit->index = -1;
rayhit->dist = max_dist;
BLI_bvhtree_ray_cast(
treedata->tree, co, no, radius, rayhit, treedata->raycast_callback, treedata);
/* Also cast in the other direction! */
rayhit_tmp = *rayhit;
negate_v3_v3(inv_no, no);
BLI_bvhtree_ray_cast(
treedata->tree, co, inv_no, radius, &rayhit_tmp, treedata->raycast_callback, treedata);
if (rayhit_tmp.dist < rayhit->dist) {
*rayhit = rayhit_tmp;
}
if ((rayhit->index != -1) && (rayhit->dist <= max_dist)) {
*r_hit_dist = rayhit->dist;
return true;
}
return false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Auto-match.
*
* Find transform of a mesh to get best match with another.
* \{ */
float BKE_mesh_remap_calc_difference_from_mesh(const SpaceTransform *space_transform,
const float (*vert_positions_dst)[3],
const int numverts_dst,
const Mesh *me_src)
{
BVHTreeFromMesh treedata = {nullptr};
BVHTreeNearest nearest = {0};
float hit_dist;
float result = 0.0f;
int i;
BKE_bvhtree_from_mesh_get(&treedata, me_src, BVHTREE_FROM_VERTS, 2);
nearest.index = -1;
for (i = 0; i < numverts_dst; i++) {
float tmp_co[3];
copy_v3_v3(tmp_co, vert_positions_dst[i]);
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
if (mesh_remap_bvhtree_query_nearest(&treedata, &nearest, tmp_co, FLT_MAX, &hit_dist)) {
result += 1.0f / (hit_dist + 1.0f);
}
else {
/* No source for this dest vertex! */
result += 1e-18f;
}
}
result = (float(numverts_dst) / result) - 1.0f;
#if 0
printf("%s: Computed difference between meshes (the lower the better): %f\n", __func__, result);
#endif
return result;
}
/* This helper computes the eigen values & vectors for
* covariance matrix of all given vertices coordinates.
*
* Those vectors define the 'average ellipsoid' of the mesh (i.e. the 'best fitting' ellipsoid
* containing 50% of the vertices).
*
* Note that it will not perform fantastic in case two or more eigen values are equal
* (e.g. a cylinder or parallelepiped with a square section give two identical eigenvalues,
* a sphere or tetrahedron give three identical ones, etc.), since you cannot really define all
* axes in those cases. We default to dummy generated orthogonal vectors in this case,
* instead of using eigen vectors.
*/
static void mesh_calc_eigen_matrix(const float (*positions)[3],
const float (*vcos)[3],
const int numverts,
float r_mat[4][4])
{
float center[3], covmat[3][3];
float eigen_val[3], eigen_vec[3][3];
float(*cos)[3] = nullptr;
bool eigen_success;
int i;
if (positions) {
cos = static_cast<float(*)[3]>(MEM_mallocN(sizeof(*cos) * size_t(numverts), __func__));
memcpy(cos, positions, sizeof(float[3]) * size_t(numverts));
/* TODO(sergey): For until we officially drop all compilers which
* doesn't handle casting correct we use workaround to avoid explicit
* cast here.
*/
vcos = static_cast<const float(*)[3]>((void *)cos);
}
unit_m4(r_mat);
/* NOTE: here we apply sample correction to covariance matrix, since we consider the vertices
* as a sample of the whole 'surface' population of our mesh. */
BLI_covariance_m3_v3n(vcos, numverts, true, covmat, center);
if (cos) {
MEM_freeN(cos);
}
eigen_success = BLI_eigen_solve_selfadjoint_m3((const float(*)[3])covmat, eigen_val, eigen_vec);
BLI_assert(eigen_success);
UNUSED_VARS_NDEBUG(eigen_success);
/* Special handling of cases where some eigen values are (nearly) identical. */
if (compare_ff_relative(eigen_val[0], eigen_val[1], FLT_EPSILON, 64)) {
if (compare_ff_relative(eigen_val[0], eigen_val[2], FLT_EPSILON, 64)) {
/* No preferred direction, that set of vertices has a spherical average,
* so we simply returned scaled/translated identity matrix (with no rotation). */
unit_m3(eigen_vec);
}
else {
/* Ellipsoid defined by eigen values/vectors has a spherical section,
* we can only define one axis from eigen_vec[2] (two others computed eigen vecs
* are not so nice for us here, they tend to 'randomly' rotate around valid one).
* Note that eigen vectors as returned by BLI_eigen_solve_selfadjoint_m3() are normalized. */
ortho_basis_v3v3_v3(eigen_vec[0], eigen_vec[1], eigen_vec[2]);
}
}
else if (compare_ff_relative(eigen_val[0], eigen_val[2], FLT_EPSILON, 64)) {
/* Same as above, but with eigen_vec[1] as valid axis. */
ortho_basis_v3v3_v3(eigen_vec[2], eigen_vec[0], eigen_vec[1]);
}
else if (compare_ff_relative(eigen_val[1], eigen_val[2], FLT_EPSILON, 64)) {
/* Same as above, but with eigen_vec[0] as valid axis. */
ortho_basis_v3v3_v3(eigen_vec[1], eigen_vec[2], eigen_vec[0]);
}
for (i = 0; i < 3; i++) {
float evi = eigen_val[i];
/* Protect against 1D/2D degenerated cases! */
/* NOTE: not sure why we need square root of eigen values here
* (which are equivalent to singular values, as far as I have understood),
* but it seems to heavily reduce (if not completely nullify)
* the error due to non-uniform scalings... */
evi = (evi < 1e-6f && evi > -1e-6f) ? ((evi < 0.0f) ? -1e-3f : 1e-3f) : sqrtf_signed(evi);
mul_v3_fl(eigen_vec[i], evi);
}
copy_m4_m3(r_mat, eigen_vec);
copy_v3_v3(r_mat[3], center);
}
void BKE_mesh_remap_find_best_match_from_mesh(const float (*vert_positions_dst)[3],
const int numverts_dst,
const Mesh *me_src,
SpaceTransform *r_space_transform)
{
/* Note that those are done so that we successively get actual mirror matrix
* (by multiplication of columns). */
const float mirrors[][3] = {
{-1.0f, 1.0f, 1.0f}, /* -> -1, 1, 1 */
{1.0f, -1.0f, 1.0f}, /* -> -1, -1, 1 */
{1.0f, 1.0f, -1.0f}, /* -> -1, -1, -1 */
{1.0f, -1.0f, 1.0f}, /* -> -1, 1, -1 */
{-1.0f, 1.0f, 1.0f}, /* -> 1, 1, -1 */
{1.0f, -1.0f, 1.0f}, /* -> 1, -1, -1 */
{1.0f, 1.0f, -1.0f}, /* -> 1, -1, 1 */
{0.0f, 0.0f, 0.0f},
};
const float(*mirr)[3];
float mat_src[4][4], mat_dst[4][4], best_mat_dst[4][4];
float best_match = FLT_MAX, match;
const int numverts_src = me_src->totvert;
const blender::Span<blender::float3> positions_src = me_src->vert_positions();
mesh_calc_eigen_matrix(
nullptr, reinterpret_cast<const float(*)[3]>(positions_src.data()), numverts_src, mat_src);
mesh_calc_eigen_matrix(vert_positions_dst, nullptr, numverts_dst, mat_dst);
BLI_space_transform_global_from_matrices(r_space_transform, mat_dst, mat_src);
match = BKE_mesh_remap_calc_difference_from_mesh(
r_space_transform, vert_positions_dst, numverts_dst, me_src);
best_match = match;
copy_m4_m4(best_mat_dst, mat_dst);
/* And now, we have to check the other sixth possible mirrored versions... */
for (mirr = mirrors; (*mirr)[0]; mirr++) {
mul_v3_fl(mat_dst[0], (*mirr)[0]);
mul_v3_fl(mat_dst[1], (*mirr)[1]);
mul_v3_fl(mat_dst[2], (*mirr)[2]);
BLI_space_transform_global_from_matrices(r_space_transform, mat_dst, mat_src);
match = BKE_mesh_remap_calc_difference_from_mesh(
r_space_transform, vert_positions_dst, numverts_dst, me_src);
if (match < best_match) {
best_match = match;
copy_m4_m4(best_mat_dst, mat_dst);
}
}
BLI_space_transform_global_from_matrices(r_space_transform, best_mat_dst, mat_src);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Mesh to Mesh Mapping
* \{ */
void BKE_mesh_remap_init(MeshPairRemap *map, const int items_num)
{
MemArena *mem = BLI_memarena_new(BLI_MEMARENA_STD_BUFSIZE, __func__);
BKE_mesh_remap_free(map);
map->items = static_cast<MeshPairRemapItem *>(
BLI_memarena_alloc(mem, sizeof(*map->items) * size_t(items_num)));
map->items_num = items_num;
map->mem = mem;
}
void BKE_mesh_remap_free(MeshPairRemap *map)
{
if (map->mem) {
BLI_memarena_free((MemArena *)map->mem);
}
map->items_num = 0;
map->items = nullptr;
map->mem = nullptr;
}
static void mesh_remap_item_define(MeshPairRemap *map,
const int index,
const float /*hit_dist*/,
const int island,
const int sources_num,
const int *indices_src,
const float *weights_src)
{
MeshPairRemapItem *mapit = &map->items[index];
MemArena *mem = map->mem;
if (sources_num) {
mapit->sources_num = sources_num;
mapit->indices_src = static_cast<int *>(
BLI_memarena_alloc(mem, sizeof(*mapit->indices_src) * size_t(sources_num)));
memcpy(mapit->indices_src, indices_src, sizeof(*mapit->indices_src) * size_t(sources_num));
mapit->weights_src = static_cast<float *>(
BLI_memarena_alloc(mem, sizeof(*mapit->weights_src) * size_t(sources_num)));
memcpy(mapit->weights_src, weights_src, sizeof(*mapit->weights_src) * size_t(sources_num));
}
else {
mapit->sources_num = 0;
mapit->indices_src = nullptr;
mapit->weights_src = nullptr;
}
// mapit->hit_dist = hit_dist;
mapit->island = island;
}
void BKE_mesh_remap_item_define_invalid(MeshPairRemap *map, const int index)
{
mesh_remap_item_define(map, index, FLT_MAX, 0, 0, nullptr, nullptr);
}
static int mesh_remap_interp_face_data_get(const blender::IndexRange face,
const blender::Span<int> corner_verts,
const blender::Span<blender::float3> positions_src,
const float point[3],
size_t *buff_size,
float (**vcos)[3],
const bool use_loops,
int **indices,
float **weights,
const bool do_weights,
int *r_closest_index)
{
float(*vco)[3];
float ref_dist_sq = FLT_MAX;
int *index;
const int sources_num = int(face.size());
int i;
if (size_t(sources_num) > *buff_size) {
*buff_size = size_t(sources_num);
*vcos = static_cast<float(*)[3]>(MEM_reallocN(*vcos, sizeof(**vcos) * *buff_size));
*indices = static_cast<int *>(MEM_reallocN(*indices, sizeof(**indices) * *buff_size));
if (do_weights) {
*weights = static_cast<float *>(MEM_reallocN(*weights, sizeof(**weights) * *buff_size));
}
}
for (i = 0, vco = *vcos, index = *indices; i < sources_num; i++, vco++, index++) {
const int vert = corner_verts[face[i]];
*index = use_loops ? int(face[i]) : vert;
copy_v3_v3(*vco, positions_src[vert]);
if (r_closest_index) {
/* Find closest vert/loop in this case. */
const float dist_sq = len_squared_v3v3(point, *vco);
if (dist_sq < ref_dist_sq) {
ref_dist_sq = dist_sq;
*r_closest_index = *index;
}
}
}
if (do_weights) {
interp_weights_poly_v3(*weights, *vcos, sources_num, point);
}
return sources_num;
}
/** Little helper when dealing with source islands */
struct IslandResult {
/** A factor, based on which best island for a given set of elements will be selected. */
float factor;
/** Index of the source. */
int index_src;
/** The actual hit distance. */
float hit_dist;
/** The hit point, if relevant. */
float hit_point[3];
};
/**
* \note About all BVH/ray-casting stuff below:
*
* * We must use our ray radius as BVH epsilon too, else rays not hitting anything but
* 'passing near' an item would be missed (since BVH handling would not detect them,
* 'refining' callbacks won't be executed, even though they would return a valid hit).
* * However, in 'islands' case where each hit gets a weight, 'precise' hits should have a better
* weight than 'approximate' hits.
* To address that, we simplify things with:
* * A first ray-cast with default, given ray-radius;
* * If first one fails, we do more ray-casting with bigger radius, but if hit is found
* it will get smaller weight.
*
* This only concerns loops, currently (because of islands), and 'sampled' edges/faces norproj.
*/
/** At most N ray-casts per 'real' ray. */
#define MREMAP_RAYCAST_APPROXIMATE_NR 3
/** Each approximated ray-casts will have n times bigger radius than previous one. */
#define MREMAP_RAYCAST_APPROXIMATE_FAC 5.0f
/* min 16 rays/face, max 400. */
#define MREMAP_RAYCAST_TRI_SAMPLES_MIN 4
#define MREMAP_RAYCAST_TRI_SAMPLES_MAX 20
/* Will be enough in 99% of cases. */
#define MREMAP_DEFAULT_BUFSIZE 32
void BKE_mesh_remap_calc_verts_from_mesh(const int mode,
const SpaceTransform *space_transform,
const float max_dist,
const float ray_radius,
const float (*vert_positions_dst)[3],
const int numverts_dst,
const Mesh *me_src,
Mesh *me_dst,
MeshPairRemap *r_map)
{
const float full_weight = 1.0f;
const float max_dist_sq = max_dist * max_dist;
int i;
BLI_assert(mode & MREMAP_MODE_VERT);
BKE_mesh_remap_init(r_map, numverts_dst);
if (mode == MREMAP_MODE_TOPOLOGY) {
BLI_assert(numverts_dst == me_src->totvert);
for (i = 0; i < numverts_dst; i++) {
mesh_remap_item_define(r_map, i, FLT_MAX, 0, 1, &i, &full_weight);
}
}
else {
BVHTreeFromMesh treedata = {nullptr};
BVHTreeNearest nearest = {0};
BVHTreeRayHit rayhit = {0};
float hit_dist;
float tmp_co[3], tmp_no[3];
if (mode == MREMAP_MODE_VERT_NEAREST) {
BKE_bvhtree_from_mesh_get(&treedata, me_src, BVHTREE_FROM_VERTS, 2);
nearest.index = -1;
for (i = 0; i < numverts_dst; i++) {
copy_v3_v3(tmp_co, vert_positions_dst[i]);
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
if (mesh_remap_bvhtree_query_nearest(&treedata, &nearest, tmp_co, max_dist_sq, &hit_dist))
{
mesh_remap_item_define(r_map, i, hit_dist, 0, 1, &nearest.index, &full_weight);
}
else {
/* No source for this dest vertex! */
BKE_mesh_remap_item_define_invalid(r_map, i);
}
}
}
else if (ELEM(mode, MREMAP_MODE_VERT_EDGE_NEAREST, MREMAP_MODE_VERT_EDGEINTERP_NEAREST)) {
const blender::Span<blender::int2> edges_src = me_src->edges();
const blender::Span<blender::float3> positions_src = me_src->vert_positions();
BKE_bvhtree_from_mesh_get(&treedata, me_src, BVHTREE_FROM_EDGES, 2);
nearest.index = -1;
for (i = 0; i < numverts_dst; i++) {
copy_v3_v3(tmp_co, vert_positions_dst[i]);
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
if (mesh_remap_bvhtree_query_nearest(&treedata, &nearest, tmp_co, max_dist_sq, &hit_dist))
{
const blender::int2 &edge = edges_src[nearest.index];
const float *v1cos = positions_src[edge[0]];
const float *v2cos = positions_src[edge[1]];
if (mode == MREMAP_MODE_VERT_EDGE_NEAREST) {
const float dist_v1 = len_squared_v3v3(tmp_co, v1cos);
const float dist_v2 = len_squared_v3v3(tmp_co, v2cos);
const int index = (dist_v1 > dist_v2) ? edge[1] : edge[0];
mesh_remap_item_define(r_map, i, hit_dist, 0, 1, &index, &full_weight);
}
else if (mode == MREMAP_MODE_VERT_EDGEINTERP_NEAREST) {
int indices[2];
float weights[2];
indices[0] = edge[0];
indices[1] = edge[1];
/* Weight is inverse of point factor here... */
weights[0] = line_point_factor_v3(tmp_co, v2cos, v1cos);
CLAMP(weights[0], 0.0f, 1.0f);
weights[1] = 1.0f - weights[0];
mesh_remap_item_define(r_map, i, hit_dist, 0, 2, indices, weights);
}
}
else {
/* No source for this dest vertex! */
BKE_mesh_remap_item_define_invalid(r_map, i);
}
}
}
else if (ELEM(mode,
MREMAP_MODE_VERT_FACE_NEAREST,
MREMAP_MODE_VERT_POLYINTERP_NEAREST,
MREMAP_MODE_VERT_POLYINTERP_VNORPROJ))
{
const blender::OffsetIndices faces_src = me_src->faces();
const blender::Span<int> corner_verts_src = me_src->corner_verts();
const blender::Span<blender::float3> positions_src = me_src->vert_positions();
const blender::Span<blender::float3> vert_normals_dst = me_dst->vert_normals();
const blender::Span<int> looptri_faces = me_src->looptri_faces();
size_t tmp_buff_size = MREMAP_DEFAULT_BUFSIZE;
float(*vcos)[3] = static_cast<float(*)[3]>(
MEM_mallocN(sizeof(*vcos) * tmp_buff_size, __func__));
int *indices = static_cast<int *>(MEM_mallocN(sizeof(*indices) * tmp_buff_size, __func__));
float *weights = static_cast<float *>(
MEM_mallocN(sizeof(*weights) * tmp_buff_size, __func__));
BKE_bvhtree_from_mesh_get(&treedata, me_src, BVHTREE_FROM_LOOPTRI, 2);
if (mode == MREMAP_MODE_VERT_POLYINTERP_VNORPROJ) {
for (i = 0; i < numverts_dst; i++) {
copy_v3_v3(tmp_co, vert_positions_dst[i]);
copy_v3_v3(tmp_no, vert_normals_dst[i]);
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
BLI_space_transform_apply_normal(space_transform, tmp_no);
}
if (mesh_remap_bvhtree_query_raycast(
&treedata, &rayhit, tmp_co, tmp_no, ray_radius, max_dist, &hit_dist))
{
const int face_index = looptri_faces[rayhit.index];
const int sources_num = mesh_remap_interp_face_data_get(faces_src[face_index],
corner_verts_src,
positions_src,
rayhit.co,
&tmp_buff_size,
&vcos,
false,
&indices,
&weights,
true,
nullptr);
mesh_remap_item_define(r_map, i, hit_dist, 0, sources_num, indices, weights);
}
else {
/* No source for this dest vertex! */
BKE_mesh_remap_item_define_invalid(r_map, i);
}
}
}
else {
nearest.index = -1;
for (i = 0; i < numverts_dst; i++) {
copy_v3_v3(tmp_co, vert_positions_dst[i]);
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
if (mesh_remap_bvhtree_query_nearest(
&treedata, &nearest, tmp_co, max_dist_sq, &hit_dist)) {
const int face_index = looptri_faces[nearest.index];
if (mode == MREMAP_MODE_VERT_FACE_NEAREST) {
int index;
mesh_remap_interp_face_data_get(faces_src[face_index],
corner_verts_src,
positions_src,
nearest.co,
&tmp_buff_size,
&vcos,
false,
&indices,
&weights,
false,
&index);
mesh_remap_item_define(r_map, i, hit_dist, 0, 1, &index, &full_weight);
}
else if (mode == MREMAP_MODE_VERT_POLYINTERP_NEAREST) {
const int sources_num = mesh_remap_interp_face_data_get(faces_src[face_index],
corner_verts_src,
positions_src,
nearest.co,
&tmp_buff_size,
&vcos,
false,
&indices,
&weights,
true,
nullptr);
mesh_remap_item_define(r_map, i, hit_dist, 0, sources_num, indices, weights);
}
}
else {
/* No source for this dest vertex! */
BKE_mesh_remap_item_define_invalid(r_map, i);
}
}
}
MEM_freeN(vcos);
MEM_freeN(indices);
MEM_freeN(weights);
}
else {
CLOG_WARN(&LOG, "Unsupported mesh-to-mesh vertex mapping mode (%d)!", mode);
memset(r_map->items, 0, sizeof(*r_map->items) * size_t(numverts_dst));
}
free_bvhtree_from_mesh(&treedata);
}
}
void BKE_mesh_remap_calc_edges_from_mesh(const int mode,
const SpaceTransform *space_transform,
const float max_dist,
const float ray_radius,
const float (*vert_positions_dst)[3],
const int numverts_dst,
const blender::int2 *edges_dst,
const int numedges_dst,
const Mesh *me_src,
Mesh *me_dst,
MeshPairRemap *r_map)
{
using namespace blender;
const float full_weight = 1.0f;
const float max_dist_sq = max_dist * max_dist;
int i;
BLI_assert(mode & MREMAP_MODE_EDGE);
BKE_mesh_remap_init(r_map, numedges_dst);
if (mode == MREMAP_MODE_TOPOLOGY) {
BLI_assert(numedges_dst == me_src->totedge);
for (i = 0; i < numedges_dst; i++) {
mesh_remap_item_define(r_map, i, FLT_MAX, 0, 1, &i, &full_weight);
}
}
else {
BVHTreeFromMesh treedata = {nullptr};
BVHTreeNearest nearest = {0};
BVHTreeRayHit rayhit = {0};
float hit_dist;
float tmp_co[3], tmp_no[3];
if (mode == MREMAP_MODE_EDGE_VERT_NEAREST) {
const int num_verts_src = me_src->totvert;
const blender::Span<blender::int2> edges_src = me_src->edges();
const blender::Span<blender::float3> positions_src = me_src->vert_positions();
struct HitData {
float hit_dist;
int index;
};
HitData *v_dst_to_src_map = static_cast<HitData *>(
MEM_mallocN(sizeof(*v_dst_to_src_map) * size_t(numverts_dst), __func__));
for (i = 0; i < numverts_dst; i++) {
v_dst_to_src_map[i].hit_dist = -1.0f;
}
Array<int> vert_to_edge_src_offsets;
Array<int> vert_to_edge_src_indices;
const GroupedSpan<int> vert_to_edge_src_map = bke::mesh::build_vert_to_edge_map(
edges_src, num_verts_src, vert_to_edge_src_offsets, vert_to_edge_src_indices);
BKE_bvhtree_from_mesh_get(&treedata, me_src, BVHTREE_FROM_VERTS, 2);
nearest.index = -1;
for (i = 0; i < numedges_dst; i++) {
const blender::int2 &e_dst = edges_dst[i];
float best_totdist = FLT_MAX;
int best_eidx_src = -1;
int j = 2;
while (j--) {
const int vidx_dst = j ? e_dst[0] : e_dst[1];
/* Compute closest verts only once! */
if (v_dst_to_src_map[vidx_dst].hit_dist == -1.0f) {
copy_v3_v3(tmp_co, vert_positions_dst[vidx_dst]);
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
if (mesh_remap_bvhtree_query_nearest(
&treedata, &nearest, tmp_co, max_dist_sq, &hit_dist)) {
v_dst_to_src_map[vidx_dst].hit_dist = hit_dist;
v_dst_to_src_map[vidx_dst].index = nearest.index;
}
else {
/* No source for this dest vert! */
v_dst_to_src_map[vidx_dst].hit_dist = FLT_MAX;
}
}
}
/* Now, check all source edges of closest sources vertices,
* and select the one giving the smallest total verts-to-verts distance. */
for (j = 2; j--;) {
const int vidx_dst = j ? e_dst[0] : e_dst[1];
const float first_dist = v_dst_to_src_map[vidx_dst].hit_dist;
const int vidx_src = v_dst_to_src_map[vidx_dst].index;
const int *eidx_src;
int k;
if (vidx_src < 0) {
continue;
}
eidx_src = vert_to_edge_src_map[vidx_src].data();
k = int(vert_to_edge_src_map[vidx_src].size());
for (; k--; eidx_src++) {
const blender::int2 &edge_src = edges_src[*eidx_src];
const float *other_co_src =
positions_src[blender::bke::mesh::edge_other_vert(edge_src, vidx_src)];
const float *other_co_dst =
vert_positions_dst[blender::bke::mesh::edge_other_vert(e_dst, int(vidx_dst))];
const float totdist = first_dist + len_v3v3(other_co_src, other_co_dst);
if (totdist < best_totdist) {
best_totdist = totdist;
best_eidx_src = *eidx_src;
}
}
}
if (best_eidx_src >= 0) {
const float *co1_src = positions_src[edges_src[best_eidx_src][0]];
const float *co2_src = positions_src[edges_src[best_eidx_src][1]];
const float *co1_dst = vert_positions_dst[e_dst[0]];
const float *co2_dst = vert_positions_dst[e_dst[1]];
float co_src[3], co_dst[3];
/* TODO: would need an isect_seg_seg_v3(), actually! */
const int isect_type = isect_line_line_v3(
co1_src, co2_src, co1_dst, co2_dst, co_src, co_dst);
if (isect_type != 0) {
const float fac_src = line_point_factor_v3(co_src, co1_src, co2_src);
const float fac_dst = line_point_factor_v3(co_dst, co1_dst, co2_dst);
if (fac_src < 0.0f) {
copy_v3_v3(co_src, co1_src);
}
else if (fac_src > 1.0f) {
copy_v3_v3(co_src, co2_src);
}
if (fac_dst < 0.0f) {
copy_v3_v3(co_dst, co1_dst);
}
else if (fac_dst > 1.0f) {
copy_v3_v3(co_dst, co2_dst);
}
}
hit_dist = len_v3v3(co_dst, co_src);
mesh_remap_item_define(r_map, i, hit_dist, 0, 1, &best_eidx_src, &full_weight);
}
else {
/* No source for this dest edge! */
BKE_mesh_remap_item_define_invalid(r_map, i);
}
}
MEM_freeN(v_dst_to_src_map);
}
else if (mode == MREMAP_MODE_EDGE_NEAREST) {
BKE_bvhtree_from_mesh_get(&treedata, me_src, BVHTREE_FROM_EDGES, 2);
nearest.index = -1;
for (i = 0; i < numedges_dst; i++) {
interp_v3_v3v3(tmp_co,
vert_positions_dst[edges_dst[i][0]],
vert_positions_dst[edges_dst[i][1]],
0.5f);
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
if (mesh_remap_bvhtree_query_nearest(&treedata, &nearest, tmp_co, max_dist_sq, &hit_dist))
{
mesh_remap_item_define(r_map, i, hit_dist, 0, 1, &nearest.index, &full_weight);
}
else {
/* No source for this dest edge! */
BKE_mesh_remap_item_define_invalid(r_map, i);
}
}
}
else if (mode == MREMAP_MODE_EDGE_POLY_NEAREST) {
const blender::Span<blender::int2> edges_src = me_src->edges();
const blender::OffsetIndices faces_src = me_src->faces();
const blender::Span<int> corner_edges_src = me_src->corner_edges();
const blender::Span<blender::float3> positions_src = me_src->vert_positions();
const blender::Span<int> looptri_faces = me_src->looptri_faces();
BKE_bvhtree_from_mesh_get(&treedata, me_src, BVHTREE_FROM_LOOPTRI, 2);
for (i = 0; i < numedges_dst; i++) {
interp_v3_v3v3(tmp_co,
vert_positions_dst[edges_dst[i][0]],
vert_positions_dst[edges_dst[i][1]],
0.5f);
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
if (mesh_remap_bvhtree_query_nearest(&treedata, &nearest, tmp_co, max_dist_sq, &hit_dist))
{
const int face_index = looptri_faces[nearest.index];
const blender::IndexRange face_src = faces_src[face_index];
const int *corner_edge_src = &corner_edges_src[face_src.start()];
int nloops = int(face_src.size());
float best_dist_sq = FLT_MAX;
int best_eidx_src = -1;
for (; nloops--; corner_edge_src++) {
const blender::int2 &edge_src = edges_src[*corner_edge_src];
const float *co1_src = positions_src[edge_src[0]];
const float *co2_src = positions_src[edge_src[1]];
float co_src[3];
float dist_sq;
interp_v3_v3v3(co_src, co1_src, co2_src, 0.5f);
dist_sq = len_squared_v3v3(tmp_co, co_src);
if (dist_sq < best_dist_sq) {
best_dist_sq = dist_sq;
best_eidx_src = *corner_edge_src;
}
}
if (best_eidx_src >= 0) {
mesh_remap_item_define(r_map, i, hit_dist, 0, 1, &best_eidx_src, &full_weight);
}
}
else {
/* No source for this dest edge! */
BKE_mesh_remap_item_define_invalid(r_map, i);
}
}
}
else if (mode == MREMAP_MODE_EDGE_EDGEINTERP_VNORPROJ) {
const int num_rays_min = 5, num_rays_max = 100;
const int numedges_src = me_src->totedge;
/* Subtleness - this one we can allocate only max number of cast rays per edges! */
int *indices = static_cast<int *>(
MEM_mallocN(sizeof(*indices) * size_t(min_ii(numedges_src, num_rays_max)), __func__));
/* Here it's simpler to just allocate for all edges :/ */
float *weights = static_cast<float *>(
MEM_mallocN(sizeof(*weights) * size_t(numedges_src), __func__));
BKE_bvhtree_from_mesh_get(&treedata, me_src, BVHTREE_FROM_EDGES, 2);
const blender::Span<blender::float3> vert_normals_dst = me_dst->vert_normals();
for (i = 0; i < numedges_dst; i++) {
/* For each dst edge, we sample some rays from it (interpolated from its vertices)
* and use their hits to interpolate from source edges. */
const blender::int2 &edge = edges_dst[i];
float v1_co[3], v2_co[3];
float v1_no[3], v2_no[3];
int grid_size;
float edge_dst_len;
float grid_step;
float totweights = 0.0f;
float hit_dist_accum = 0.0f;
int sources_num = 0;
int j;
copy_v3_v3(v1_co, vert_positions_dst[edge[0]]);
copy_v3_v3(v2_co, vert_positions_dst[edge[1]]);
copy_v3_v3(v1_no, vert_normals_dst[edge[0]]);
copy_v3_v3(v2_no, vert_normals_dst[edge[1]]);
/* We do our transform here, allows to interpolate from normals already in src space. */
if (space_transform) {
BLI_space_transform_apply(space_transform, v1_co);
BLI_space_transform_apply(space_transform, v2_co);
BLI_space_transform_apply_normal(space_transform, v1_no);
BLI_space_transform_apply_normal(space_transform, v2_no);
}
copy_vn_fl(weights, int(numedges_src), 0.0f);
/* We adjust our ray-casting grid to ray_radius (the smaller, the more rays are cast),
* with lower/upper bounds. */
edge_dst_len = len_v3v3(v1_co, v2_co);
grid_size = int((edge_dst_len / ray_radius) + 0.5f);
CLAMP(grid_size, num_rays_min, num_rays_max); /* min 5 rays/edge, max 100. */
/* Not actual distance here, rather an interp fac... */
grid_step = 1.0f / float(grid_size);
/* And now we can cast all our rays, and see what we get! */
for (j = 0; j < grid_size; j++) {
const float fac = grid_step * float(j);
int n = (ray_radius > 0.0f) ? MREMAP_RAYCAST_APPROXIMATE_NR : 1;
float w = 1.0f;
interp_v3_v3v3(tmp_co, v1_co, v2_co, fac);
interp_v3_v3v3_slerp_safe(tmp_no, v1_no, v2_no, fac);
while (n--) {
if (mesh_remap_bvhtree_query_raycast(
&treedata, &rayhit, tmp_co, tmp_no, ray_radius / w, max_dist, &hit_dist))
{
weights[rayhit.index] += w;
totweights += w;
hit_dist_accum += hit_dist;
break;
}
/* Next iteration will get bigger radius but smaller weight! */
w /= MREMAP_RAYCAST_APPROXIMATE_FAC;
}
}
/* A sampling is valid (as in, its result can be considered as valid sources)
* only if at least half of the rays found a source! */
if (totweights > (float(grid_size) / 2.0f)) {
for (j = 0; j < int(numedges_src); j++) {
if (!weights[j]) {
continue;
}
/* NOTE: sources_num is always <= j! */
weights[sources_num] = weights[j] / totweights;
indices[sources_num] = j;
sources_num++;
}
mesh_remap_item_define(
r_map, i, hit_dist_accum / totweights, 0, sources_num, indices, weights);
}
else {
/* No source for this dest edge! */
BKE_mesh_remap_item_define_invalid(r_map, i);
}
}
MEM_freeN(indices);
MEM_freeN(weights);
}
else {
CLOG_WARN(&LOG, "Unsupported mesh-to-mesh edge mapping mode (%d)!", mode);
memset(r_map->items, 0, sizeof(*r_map->items) * size_t(numedges_dst));
}
free_bvhtree_from_mesh(&treedata);
}
}
#define POLY_UNSET 0
#define POLY_CENTER_INIT 1
#define POLY_COMPLETE 2
static void mesh_island_to_astar_graph_edge_process(
MeshIslandStore *islands,
const int island_index,
BLI_AStarGraph *as_graph,
const blender::Span<blender::float3> positions,
const blender::OffsetIndices<int> faces,
const blender::Span<int> corner_verts,
const int edge_idx,
BLI_bitmap *done_edges,
const blender::GroupedSpan<int> edge_to_face_map,
const bool is_edge_innercut,
const int *face_island_index_map,
float (*face_centers)[3],
uchar *face_status)
{
blender::Array<int, 16> face_island_indices(edge_to_face_map[edge_idx].size());
int i, j;
for (i = 0; i < edge_to_face_map[edge_idx].size(); i++) {
const int pidx = edge_to_face_map[edge_idx][i];
const blender::IndexRange face = faces[pidx];
const int pidx_isld = islands ? face_island_index_map[pidx] : pidx;
void *custom_data = is_edge_innercut ? POINTER_FROM_INT(edge_idx) : POINTER_FROM_INT(-1);
if (UNLIKELY(islands && (islands->items_to_islands[face.start()] != island_index))) {
/* face not in current island, happens with border edges... */
face_island_indices[i] = -1;
continue;
}
if (face_status[pidx_isld] == POLY_COMPLETE) {
face_island_indices[i] = pidx_isld;
continue;
}
if (face_status[pidx_isld] == POLY_UNSET) {
copy_v3_v3(face_centers[pidx_isld],
blender::bke::mesh::face_center_calc(positions, corner_verts.slice(face)));
BLI_astar_node_init(as_graph, pidx_isld, face_centers[pidx_isld]);
face_status[pidx_isld] = POLY_CENTER_INIT;
}
for (j = i; j--;) {
float dist_cost;
const int pidx_isld_other = face_island_indices[j];
if (pidx_isld_other == -1 || face_status[pidx_isld_other] == POLY_COMPLETE) {
/* If the other face is complete, that link has already been added! */
continue;
}
dist_cost = len_v3v3(face_centers[pidx_isld_other], face_centers[pidx_isld]);
BLI_astar_node_link_add(as_graph, pidx_isld_other, pidx_isld, dist_cost, custom_data);
}
face_island_indices[i] = pidx_isld;
}
BLI_BITMAP_ENABLE(done_edges, edge_idx);
}
static void mesh_island_to_astar_graph(MeshIslandStore *islands,
const int island_index,
const blender::Span<blender::float3> positions,
const blender::GroupedSpan<int> edge_to_face_map,
const int numedges,
const blender::OffsetIndices<int> faces,
const blender::Span<int> corner_verts,
const blender::Span<int> corner_edges,
BLI_AStarGraph *r_as_graph)
{
MeshElemMap *island_face_map = islands ? islands->islands[island_index] : nullptr;
MeshElemMap *island_einnercut_map = islands ? islands->innercuts[island_index] : nullptr;
int *face_island_index_map = nullptr;
BLI_bitmap *done_edges = BLI_BITMAP_NEW(numedges, __func__);
const int node_num = islands ? island_face_map->count : int(faces.size());
uchar *face_status = static_cast<uchar *>(
MEM_callocN(sizeof(*face_status) * size_t(node_num), __func__));
float(*face_centers)[3];
int pidx_isld;
int i;
BLI_astar_graph_init(r_as_graph, node_num, nullptr);
/* face_centers is owned by graph memarena. */
face_centers = static_cast<float(*)[3]>(
BLI_memarena_calloc(r_as_graph->mem, sizeof(*face_centers) * size_t(node_num)));
if (islands) {
/* face_island_index_map is owned by graph memarena. */
face_island_index_map = static_cast<int *>(BLI_memarena_calloc(
r_as_graph->mem, sizeof(*face_island_index_map) * size_t(faces.size())));
for (i = island_face_map->count; i--;) {
face_island_index_map[island_face_map->indices[i]] = i;
}
r_as_graph->custom_data = face_island_index_map;
for (i = island_einnercut_map->count; i--;) {
mesh_island_to_astar_graph_edge_process(islands,
island_index,
r_as_graph,
positions,
faces,
corner_verts,
island_einnercut_map->indices[i],
done_edges,
edge_to_face_map,
true,
face_island_index_map,
face_centers,
face_status);
}
}
for (pidx_isld = node_num; pidx_isld--;) {
const int pidx = islands ? island_face_map->indices[pidx_isld] : pidx_isld;
if (face_status[pidx_isld] == POLY_COMPLETE) {
continue;
}
for (const int edge : corner_edges.slice(faces[pidx])) {
if (BLI_BITMAP_TEST(done_edges, edge)) {
continue;
}
mesh_island_to_astar_graph_edge_process(islands,
island_index,
r_as_graph,
positions,
faces,
corner_verts,
edge,
done_edges,
edge_to_face_map,
false,
face_island_index_map,
face_centers,
face_status);
}
face_status[pidx_isld] = POLY_COMPLETE;
}
MEM_freeN(done_edges);
MEM_freeN(face_status);
}
#undef POLY_UNSET
#undef POLY_CENTER_INIT
#undef POLY_COMPLETE
/* Our 'f_cost' callback func, to find shortest face-path between two remapped-loops.
* Note we do not want to make innercuts 'walls' here,
* just detect when the shortest path goes by those. */
static float mesh_remap_calc_loops_astar_f_cost(BLI_AStarGraph *as_graph,
BLI_AStarSolution *as_solution,
BLI_AStarGNLink *link,
const int node_idx_curr,
const int node_idx_next,
const int node_idx_dst)
{
float *co_next, *co_dest;
if (link && (POINTER_AS_INT(link->custom_data) != -1)) {
/* An innercut edge... We tag our solution as potentially crossing innercuts.
* Note it might not be the case in the end (AStar will explore around optimal path), but helps
* trimming off some processing later... */
if (!POINTER_AS_INT(as_solution->custom_data)) {
as_solution->custom_data = POINTER_FROM_INT(true);
}
}
/* Our heuristic part of current f_cost is distance from next node to destination one.
* It is guaranteed to be less than (or equal to)
* actual shortest face-path between next node and destination one. */
co_next = (float *)as_graph->nodes[node_idx_next].custom_data;
co_dest = (float *)as_graph->nodes[node_idx_dst].custom_data;
return (link ? (as_solution->g_costs[node_idx_curr] + link->cost) : 0.0f) +
len_v3v3(co_next, co_dest);
}
#define ASTAR_STEPS_MAX 64
void BKE_mesh_remap_calc_loops_from_mesh(const int mode,
const SpaceTransform *space_transform,
const float max_dist,
const float ray_radius,
const Mesh *mesh_dst,
const float (*vert_positions_dst)[3],
const int numverts_dst,
const int *corner_verts_dst,
const int numloops_dst,
const blender::OffsetIndices<int> faces_dst,
const Mesh *me_src,
MeshRemapIslandsCalc gen_islands_src,
const float islands_precision_src,
MeshPairRemap *r_map)
{
using namespace blender;
const float full_weight = 1.0f;
const float max_dist_sq = max_dist * max_dist;
BLI_assert(mode & MREMAP_MODE_LOOP);
BLI_assert((islands_precision_src >= 0.0f) && (islands_precision_src <= 1.0f));
BKE_mesh_remap_init(r_map, numloops_dst);
if (mode == MREMAP_MODE_TOPOLOGY) {
/* In topology mapping, we assume meshes are identical, islands included! */
BLI_assert(numloops_dst == me_src->totloop);
for (int i = 0; i < numloops_dst; i++) {
mesh_remap_item_define(r_map, i, FLT_MAX, 0, 1, &i, &full_weight);
}
}
else {
BVHTreeFromMesh *treedata = nullptr;
BVHTreeNearest nearest = {0};
BVHTreeRayHit rayhit = {0};
int num_trees = 0;
float hit_dist;
float tmp_co[3], tmp_no[3];
const bool use_from_vert = (mode & MREMAP_USE_VERT);
MeshIslandStore island_store = {0};
bool use_islands = false;
BLI_AStarGraph *as_graphdata = nullptr;
BLI_AStarSolution as_solution = {0};
const int isld_steps_src = (islands_precision_src ?
max_ii(int(ASTAR_STEPS_MAX * islands_precision_src + 0.499f),
1) :
0);
blender::Span<blender::float3> face_normals_src;
blender::Span<blender::float3> loop_normals_src;
blender::Span<blender::float3> face_normals_dst;
blender::Span<blender::float3> loop_normals_dst;
blender::Array<blender::float3> face_cents_src;
GroupedSpan<int> vert_to_loop_map_src;
GroupedSpan<int> vert_to_face_map_src;
Array<int> edge_to_face_src_offsets;
Array<int> edge_to_face_src_indices;
GroupedSpan<int> edge_to_face_map_src;
MeshElemMap *face_to_looptri_map_src = nullptr;
int *face_to_looptri_map_src_buff = nullptr;
/* Unlike above, those are one-to-one mappings, simpler! */
blender::Span<int> loop_to_face_map_src;
const blender::Span<blender::float3> positions_src = me_src->vert_positions();
const int num_verts_src = me_src->totvert;
const blender::Span<blender::int2> edges_src = me_src->edges();
const blender::OffsetIndices faces_src = me_src->faces();
const blender::Span<int> corner_verts_src = me_src->corner_verts();
const blender::Span<int> corner_edges_src = me_src->corner_edges();
blender::Span<MLoopTri> looptris_src;
blender::Span<int> looptri_faces_src;
size_t buff_size_interp = MREMAP_DEFAULT_BUFSIZE;
float(*vcos_interp)[3] = nullptr;
int *indices_interp = nullptr;
float *weights_interp = nullptr;
int tindex, pidx_dst, lidx_dst, plidx_dst, pidx_src, lidx_src, plidx_src;
IslandResult **islands_res;
size_t islands_res_buff_size = MREMAP_DEFAULT_BUFSIZE;
if (!use_from_vert) {
vcos_interp = static_cast<float(*)[3]>(
MEM_mallocN(sizeof(*vcos_interp) * buff_size_interp, __func__));
indices_interp = static_cast<int *>(
MEM_mallocN(sizeof(*indices_interp) * buff_size_interp, __func__));
weights_interp = static_cast<float *>(
MEM_mallocN(sizeof(*weights_interp) * buff_size_interp, __func__));
}
{
const bool need_lnors_src = (mode & MREMAP_USE_LOOP) && (mode & MREMAP_USE_NORMAL);
const bool need_lnors_dst = need_lnors_src || (mode & MREMAP_USE_NORPROJ);
const bool need_pnors_src = need_lnors_src ||
((mode & MREMAP_USE_POLY) && (mode & MREMAP_USE_NORMAL));
const bool need_pnors_dst = need_lnors_dst || need_pnors_src;
if (need_pnors_dst) {
face_normals_dst = mesh_dst->face_normals();
}
if (need_lnors_dst) {
loop_normals_dst = mesh_dst->corner_normals();
}
if (need_pnors_src) {
face_normals_src = me_src->face_normals();
}
if (need_lnors_src) {
loop_normals_src = me_src->corner_normals();
}
}
if (use_from_vert) {
vert_to_loop_map_src = me_src->vert_to_corner_map();
if (mode & MREMAP_USE_POLY) {
vert_to_face_map_src = me_src->vert_to_face_map();
}
}
/* Needed for islands (or plain mesh) to AStar graph conversion. */
edge_to_face_map_src = bke::mesh::build_edge_to_face_map(faces_src,
corner_edges_src,
int(edges_src.size()),
edge_to_face_src_offsets,
edge_to_face_src_indices);
if (use_from_vert) {
loop_to_face_map_src = me_src->corner_to_face_map();
face_cents_src.reinitialize(faces_src.size());
for (const int64_t i : faces_src.index_range()) {
face_cents_src[i] = blender::bke::mesh::face_center_calc(
positions_src, corner_verts_src.slice(faces_src[i]));
}
}
/* Island makes things slightly more complex here.
* Basically, we:
* * Make one treedata for each island's elements.
* * Check all loops of a same dest face against all treedata.
* * Choose the island's elements giving the best results.
*/
/* First, generate the islands, if possible. */
if (gen_islands_src) {
const bool *uv_seams = static_cast<const bool *>(
CustomData_get_layer_named(&me_src->edge_data, CD_PROP_BOOL, ".uv_seam"));
use_islands = gen_islands_src(reinterpret_cast<const float(*)[3]>(positions_src.data()),
num_verts_src,
edges_src.data(),
int(edges_src.size()),
uv_seams,
faces_src,
corner_verts_src.data(),
corner_edges_src.data(),
int(corner_verts_src.size()),
&island_store);
num_trees = use_islands ? island_store.islands_num : 1;
treedata = static_cast<BVHTreeFromMesh *>(
MEM_callocN(sizeof(*treedata) * size_t(num_trees), __func__));
if (isld_steps_src) {
as_graphdata = static_cast<BLI_AStarGraph *>(
MEM_callocN(sizeof(*as_graphdata) * size_t(num_trees), __func__));
}
if (use_islands) {
/* We expect our islands to contain face indices, with edge indices of 'inner cuts',
* and a mapping loops -> islands indices.
* This implies all loops of a same face are in the same island. */
BLI_assert((island_store.item_type == MISLAND_TYPE_LOOP) &&
(island_store.island_type == MISLAND_TYPE_POLY) &&
(island_store.innercut_type == MISLAND_TYPE_EDGE));
}
}
else {
num_trees = 1;
treedata = static_cast<BVHTreeFromMesh *>(MEM_callocN(sizeof(*treedata), __func__));
if (isld_steps_src) {
as_graphdata = static_cast<BLI_AStarGraph *>(MEM_callocN(sizeof(*as_graphdata), __func__));
}
}
/* Build our AStar graphs. */
if (isld_steps_src) {
for (tindex = 0; tindex < num_trees; tindex++) {
mesh_island_to_astar_graph(use_islands ? &island_store : nullptr,
tindex,
positions_src,
edge_to_face_map_src,
int(edges_src.size()),
faces_src,
corner_verts_src,
corner_edges_src,
&as_graphdata[tindex]);
}
}
/* Build our BVHtrees, either from verts or tessfaces. */
if (use_from_vert) {
if (use_islands) {
blender::BitVector<> verts_active(num_verts_src);
for (tindex = 0; tindex < num_trees; tindex++) {
MeshElemMap *isld = island_store.islands[tindex];
int num_verts_active = 0;
verts_active.fill(false);
for (int i = 0; i < isld->count; i++) {
for (const int vidx_src : corner_verts_src.slice(faces_src[isld->indices[i]])) {
if (!verts_active[vidx_src]) {
verts_active[vidx_src].set();
num_verts_active++;
}
}
}
bvhtree_from_mesh_verts_ex(&treedata[tindex],
reinterpret_cast<const float(*)[3]>(positions_src.data()),
num_verts_src,
verts_active,
num_verts_active,
0.0,
2,
6);
}
}
else {
BLI_assert(num_trees == 1);
BKE_bvhtree_from_mesh_get(&treedata[0], me_src, BVHTREE_FROM_VERTS, 2);
}
}
else { /* We use faces. */
if (use_islands) {
looptris_src = me_src->looptris();
looptri_faces_src = me_src->looptri_faces();
blender::BitVector<> looptri_active(looptris_src.size());
for (tindex = 0; tindex < num_trees; tindex++) {
int num_looptri_active = 0;
looptri_active.fill(false);
for (const int64_t i : looptris_src.index_range()) {
const blender::IndexRange face = faces_src[looptri_faces_src[i]];
if (island_store.items_to_islands[face.start()] == tindex) {
looptri_active[i].set();
num_looptri_active++;
}
}
bvhtree_from_mesh_looptri_ex(&treedata[tindex],
reinterpret_cast<const float(*)[3]>(positions_src.data()),
corner_verts_src.data(),
looptris_src.data(),
int(looptris_src.size()),
looptri_active,
num_looptri_active,
0.0,
2,
6);
}
}
else {
BLI_assert(num_trees == 1);
BKE_bvhtree_from_mesh_get(&treedata[0], me_src, BVHTREE_FROM_LOOPTRI, 2);
}
}
/* And check each dest face! */
islands_res = static_cast<IslandResult **>(
MEM_mallocN(sizeof(*islands_res) * size_t(num_trees), __func__));
for (tindex = 0; tindex < num_trees; tindex++) {
islands_res[tindex] = static_cast<IslandResult *>(
MEM_mallocN(sizeof(**islands_res) * islands_res_buff_size, __func__));
}
const blender::Span<int> looptri_faces = me_src->looptri_faces();
for (pidx_dst = 0; pidx_dst < faces_dst.size(); pidx_dst++) {
const blender::IndexRange face_dst = faces_dst[pidx_dst];
float pnor_dst[3];
/* Only in use_from_vert case, we may need faces' centers as fallback
* in case we cannot decide which corner to use from normals only. */
blender::float3 pcent_dst;
bool pcent_dst_valid = false;
if (mode == MREMAP_MODE_LOOP_NEAREST_POLYNOR) {
copy_v3_v3(pnor_dst, face_normals_dst[pidx_dst]);
if (space_transform) {
BLI_space_transform_apply_normal(space_transform, pnor_dst);
}
}
if (size_t(face_dst.size()) > islands_res_buff_size) {
islands_res_buff_size = size_t(face_dst.size()) + MREMAP_DEFAULT_BUFSIZE;
for (tindex = 0; tindex < num_trees; tindex++) {
islands_res[tindex] = static_cast<IslandResult *>(
MEM_reallocN(islands_res[tindex], sizeof(**islands_res) * islands_res_buff_size));
}
}
for (tindex = 0; tindex < num_trees; tindex++) {
BVHTreeFromMesh *tdata = &treedata[tindex];
for (plidx_dst = 0; plidx_dst < face_dst.size(); plidx_dst++) {
const int vert_dst = corner_verts_dst[face_dst.start() + plidx_dst];
if (use_from_vert) {
blender::Span<int> vert_to_refelem_map_src;
copy_v3_v3(tmp_co, vert_positions_dst[vert_dst]);
nearest.index = -1;
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
if (mesh_remap_bvhtree_query_nearest(tdata, &nearest, tmp_co, max_dist_sq, &hit_dist))
{
float(*nor_dst)[3];
blender::Span<blender::float3> nors_src;
float best_nor_dot = -2.0f;
float best_sqdist_fallback = FLT_MAX;
int best_index_src = -1;
if (mode == MREMAP_MODE_LOOP_NEAREST_LOOPNOR) {
copy_v3_v3(tmp_no, loop_normals_dst[plidx_dst + face_dst.start()]);
if (space_transform) {
BLI_space_transform_apply_normal(space_transform, tmp_no);
}
nor_dst = &tmp_no;
nors_src = loop_normals_src;
vert_to_refelem_map_src = vert_to_loop_map_src[nearest.index];
}
else { /* if (mode == MREMAP_MODE_LOOP_NEAREST_POLYNOR) { */
nor_dst = &pnor_dst;
nors_src = face_normals_src;
vert_to_refelem_map_src = vert_to_face_map_src[nearest.index];
}
for (const int index_src : vert_to_refelem_map_src) {
BLI_assert(index_src != -1);
const float dot = dot_v3v3(nors_src[index_src], *nor_dst);
pidx_src = ((mode == MREMAP_MODE_LOOP_NEAREST_LOOPNOR) ?
loop_to_face_map_src[index_src] :
index_src);
/* WARNING! This is not the *real* lidx_src in case of POLYNOR, we only use it
* to check we stay on current island (all loops from a given face are
* on same island!). */
lidx_src = ((mode == MREMAP_MODE_LOOP_NEAREST_LOOPNOR) ?
index_src :
int(faces_src[pidx_src].start()));
/* A same vert may be at the boundary of several islands! Hence, we have to ensure
* face/loop we are currently considering *belongs* to current island! */
if (use_islands && island_store.items_to_islands[lidx_src] != tindex) {
continue;
}
if (dot > best_nor_dot - 1e-6f) {
/* We need something as fallback decision in case dest normal matches several
* source normals (see #44522), using distance between faces' centers here. */
float *pcent_src;
float sqdist;
if (!pcent_dst_valid) {
pcent_dst = blender::bke::mesh::face_center_calc(
{reinterpret_cast<const blender::float3 *>(vert_positions_dst),
numverts_dst},
blender::Span(corner_verts_dst, numloops_dst).slice(face_dst));
pcent_dst_valid = true;
}
pcent_src = face_cents_src[pidx_src];
sqdist = len_squared_v3v3(pcent_dst, pcent_src);
if ((dot > best_nor_dot + 1e-6f) || (sqdist < best_sqdist_fallback)) {
best_nor_dot = dot;
best_sqdist_fallback = sqdist;
best_index_src = index_src;
}
}
}
if (best_index_src == -1) {
/* We found no item to map back from closest vertex... */
best_nor_dot = -1.0f;
hit_dist = FLT_MAX;
}
else if (mode == MREMAP_MODE_LOOP_NEAREST_POLYNOR) {
/* Our best_index_src is a face one for now!
* Have to find its loop matching our closest vertex. */
const blender::IndexRange face_src = faces_src[best_index_src];
for (plidx_src = 0; plidx_src < face_src.size(); plidx_src++) {
const int vert_src = corner_verts_src[face_src.start() + plidx_src];
if (vert_src == nearest.index) {
best_index_src = plidx_src + int(face_src.start());
break;
}
}
}
best_nor_dot = (best_nor_dot + 1.0f) * 0.5f;
islands_res[tindex][plidx_dst].factor = hit_dist ? (best_nor_dot / hit_dist) : 1e18f;
islands_res[tindex][plidx_dst].hit_dist = hit_dist;
islands_res[tindex][plidx_dst].index_src = best_index_src;
}
else {
/* No source for this dest loop! */
islands_res[tindex][plidx_dst].factor = 0.0f;
islands_res[tindex][plidx_dst].hit_dist = FLT_MAX;
islands_res[tindex][plidx_dst].index_src = -1;
}
}
else if (mode & MREMAP_USE_NORPROJ) {
int n = (ray_radius > 0.0f) ? MREMAP_RAYCAST_APPROXIMATE_NR : 1;
float w = 1.0f;
copy_v3_v3(tmp_co, vert_positions_dst[vert_dst]);
copy_v3_v3(tmp_no, loop_normals_dst[plidx_dst + face_dst.start()]);
/* We do our transform here, since we may do several raycast/nearest queries. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
BLI_space_transform_apply_normal(space_transform, tmp_no);
}
while (n--) {
if (mesh_remap_bvhtree_query_raycast(
tdata, &rayhit, tmp_co, tmp_no, ray_radius / w, max_dist, &hit_dist))
{
islands_res[tindex][plidx_dst].factor = (hit_dist ? (1.0f / hit_dist) : 1e18f) * w;
islands_res[tindex][plidx_dst].hit_dist = hit_dist;
islands_res[tindex][plidx_dst].index_src = looptri_faces[rayhit.index];
copy_v3_v3(islands_res[tindex][plidx_dst].hit_point, rayhit.co);
break;
}
/* Next iteration will get bigger radius but smaller weight! */
w /= MREMAP_RAYCAST_APPROXIMATE_FAC;
}
if (n == -1) {
/* Fallback to 'nearest' hit here, loops usually comes in 'face group', not good to
* have only part of one dest face's loops to map to source.
* Note that since we give this a null weight, if whole weight for a given face
* is null, it means none of its loop mapped to this source island,
* hence we can skip it later.
*/
copy_v3_v3(tmp_co, vert_positions_dst[vert_dst]);
nearest.index = -1;
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
/* In any case, this fallback nearest hit should have no weight at all
* in 'best island' decision! */
islands_res[tindex][plidx_dst].factor = 0.0f;
if (mesh_remap_bvhtree_query_nearest(
tdata, &nearest, tmp_co, max_dist_sq, &hit_dist)) {
islands_res[tindex][plidx_dst].hit_dist = hit_dist;
islands_res[tindex][plidx_dst].index_src = looptri_faces[nearest.index];
copy_v3_v3(islands_res[tindex][plidx_dst].hit_point, nearest.co);
}
else {
/* No source for this dest loop! */
islands_res[tindex][plidx_dst].hit_dist = FLT_MAX;
islands_res[tindex][plidx_dst].index_src = -1;
}
}
}
else { /* Nearest face either to use all its loops/verts or just closest one. */
copy_v3_v3(tmp_co, vert_positions_dst[vert_dst]);
nearest.index = -1;
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
if (mesh_remap_bvhtree_query_nearest(tdata, &nearest, tmp_co, max_dist_sq, &hit_dist))
{
islands_res[tindex][plidx_dst].factor = hit_dist ? (1.0f / hit_dist) : 1e18f;
islands_res[tindex][plidx_dst].hit_dist = hit_dist;
islands_res[tindex][plidx_dst].index_src = looptri_faces[nearest.index];
copy_v3_v3(islands_res[tindex][plidx_dst].hit_point, nearest.co);
}
else {
/* No source for this dest loop! */
islands_res[tindex][plidx_dst].factor = 0.0f;
islands_res[tindex][plidx_dst].hit_dist = FLT_MAX;
islands_res[tindex][plidx_dst].index_src = -1;
}
}
}
}
/* And now, find best island to use! */
/* We have to first select the 'best source island' for given dst face and its loops.
* Then, we have to check that face does not 'spread' across some island's limits
* (like inner seams for UVs, etc.).
* Note we only still partially support that kind of situation here, i.e.
* Faces spreading over actual cracks
* (like a narrow space without faces on src, splitting a 'tube-like' geometry).
* That kind of situation should be relatively rare, though.
*/
/* XXX This block in itself is big and complex enough to be a separate function but...
* it uses a bunch of locale vars.
* Not worth sending all that through parameters (for now at least). */
{
BLI_AStarGraph *as_graph = nullptr;
int *face_island_index_map = nullptr;
int pidx_src_prev = -1;
MeshElemMap *best_island = nullptr;
float best_island_fac = 0.0f;
int best_island_index = -1;
for (tindex = 0; tindex < num_trees; tindex++) {
float island_fac = 0.0f;
for (plidx_dst = 0; plidx_dst < face_dst.size(); plidx_dst++) {
island_fac += islands_res[tindex][plidx_dst].factor;
}
island_fac /= float(face_dst.size());
if (island_fac > best_island_fac) {
best_island_fac = island_fac;
best_island_index = tindex;
}
}
if (best_island_index != -1 && isld_steps_src) {
best_island = use_islands ? island_store.islands[best_island_index] : nullptr;
as_graph = &as_graphdata[best_island_index];
face_island_index_map = (int *)as_graph->custom_data;
BLI_astar_solution_init(as_graph, &as_solution, nullptr);
}
for (plidx_dst = 0; plidx_dst < face_dst.size(); plidx_dst++) {
IslandResult *isld_res;
lidx_dst = plidx_dst + int(face_dst.start());
if (best_island_index == -1) {
/* No source for any loops of our dest face in any source islands. */
BKE_mesh_remap_item_define_invalid(r_map, lidx_dst);
continue;
}
as_solution.custom_data = POINTER_FROM_INT(false);
isld_res = &islands_res[best_island_index][plidx_dst];
if (use_from_vert) {
/* Indices stored in islands_res are those of loops, one per dest loop. */
lidx_src = isld_res->index_src;
if (lidx_src >= 0) {
pidx_src = loop_to_face_map_src[lidx_src];
/* If prev and curr face are the same, no need to do anything more!!! */
if (!ELEM(pidx_src_prev, -1, pidx_src) && isld_steps_src) {
int pidx_isld_src, pidx_isld_src_prev;
if (face_island_index_map) {
pidx_isld_src = face_island_index_map[pidx_src];
pidx_isld_src_prev = face_island_index_map[pidx_src_prev];
}
else {
pidx_isld_src = pidx_src;
pidx_isld_src_prev = pidx_src_prev;
}
BLI_astar_graph_solve(as_graph,
pidx_isld_src_prev,
pidx_isld_src,
mesh_remap_calc_loops_astar_f_cost,
&as_solution,
isld_steps_src);
if (POINTER_AS_INT(as_solution.custom_data) && (as_solution.steps > 0)) {
/* Find first 'cutting edge' on path, and bring back lidx_src on face just
* before that edge.
* Note we could try to be much smarter, g.g. Storing a whole face's indices,
* and making decision (on which side of cutting edge(s!) to be) on the end,
* but this is one more level of complexity, better to first see if
* simple solution works!
*/
int last_valid_pidx_isld_src = -1;
/* Note we go backward here, from dest to src face. */
for (int i = as_solution.steps - 1; i--;) {
BLI_AStarGNLink *as_link = as_solution.prev_links[pidx_isld_src];
const int eidx = POINTER_AS_INT(as_link->custom_data);
pidx_isld_src = as_solution.prev_nodes[pidx_isld_src];
BLI_assert(pidx_isld_src != -1);
if (eidx != -1) {
/* we are 'crossing' a cutting edge. */
last_valid_pidx_isld_src = pidx_isld_src;
}
}
if (last_valid_pidx_isld_src != -1) {
/* Find a new valid loop in that new face (nearest one for now).
* Note we could be much more subtle here, again that's for later... */
float best_dist_sq = FLT_MAX;
copy_v3_v3(tmp_co, vert_positions_dst[corner_verts_dst[lidx_dst]]);
/* We do our transform here,
* since we may do several raycast/nearest queries. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
pidx_src = (use_islands ? best_island->indices[last_valid_pidx_isld_src] :
last_valid_pidx_isld_src);
const blender::IndexRange face_src = faces_src[pidx_src];
for (const int64_t corner : face_src) {
const int vert_src = corner_verts_src[corner];
const float dist_sq = len_squared_v3v3(positions_src[vert_src], tmp_co);
if (dist_sq < best_dist_sq) {
best_dist_sq = dist_sq;
lidx_src = int(corner);
}
}
}
}
}
mesh_remap_item_define(r_map,
lidx_dst,
isld_res->hit_dist,
best_island_index,
1,
&lidx_src,
&full_weight);
pidx_src_prev = pidx_src;
}
else {
/* No source for this loop in this island. */
/* TODO: would probably be better to get a source
* at all cost in best island anyway? */
mesh_remap_item_define(
r_map, lidx_dst, FLT_MAX, best_island_index, 0, nullptr, nullptr);
}
}
else {
/* Else, we use source face, indices stored in islands_res are those of faces. */
pidx_src = isld_res->index_src;
if (pidx_src >= 0) {
float *hit_co = isld_res->hit_point;
int best_loop_index_src;
const blender::IndexRange face_src = faces_src[pidx_src];
/* If prev and curr face are the same, no need to do anything more!!! */
if (!ELEM(pidx_src_prev, -1, pidx_src) && isld_steps_src) {
int pidx_isld_src, pidx_isld_src_prev;
if (face_island_index_map) {
pidx_isld_src = face_island_index_map[pidx_src];
pidx_isld_src_prev = face_island_index_map[pidx_src_prev];
}
else {
pidx_isld_src = pidx_src;
pidx_isld_src_prev = pidx_src_prev;
}
BLI_astar_graph_solve(as_graph,
pidx_isld_src_prev,
pidx_isld_src,
mesh_remap_calc_loops_astar_f_cost,
&as_solution,
isld_steps_src);
if (POINTER_AS_INT(as_solution.custom_data) && (as_solution.steps > 0)) {
/* Find first 'cutting edge' on path, and bring back lidx_src on face just
* before that edge.
* Note we could try to be much smarter: e.g. Storing a whole face's indices,
* and making decision (one which side of cutting edge(s)!) to be on the end,
* but this is one more level of complexity, better to first see if
* simple solution works!
*/
int last_valid_pidx_isld_src = -1;
/* Note we go backward here, from dest to src face. */
for (int i = as_solution.steps - 1; i--;) {
BLI_AStarGNLink *as_link = as_solution.prev_links[pidx_isld_src];
int eidx = POINTER_AS_INT(as_link->custom_data);
pidx_isld_src = as_solution.prev_nodes[pidx_isld_src];
BLI_assert(pidx_isld_src != -1);
if (eidx != -1) {
/* we are 'crossing' a cutting edge. */
last_valid_pidx_isld_src = pidx_isld_src;
}
}
if (last_valid_pidx_isld_src != -1) {
/* Find a new valid loop in that new face (nearest point on face for now).
* Note we could be much more subtle here, again that's for later... */
float best_dist_sq = FLT_MAX;
int j;
const int vert_dst = corner_verts_dst[lidx_dst];
copy_v3_v3(tmp_co, vert_positions_dst[vert_dst]);
/* We do our transform here,
* since we may do several raycast/nearest queries. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
pidx_src = (use_islands ? best_island->indices[last_valid_pidx_isld_src] :
last_valid_pidx_isld_src);
/* Create that one on demand. */
if (face_to_looptri_map_src == nullptr) {
BKE_mesh_origindex_map_create_looptri(&face_to_looptri_map_src,
&face_to_looptri_map_src_buff,
faces_src,
looptri_faces_src.data(),
int(looptri_faces_src.size()));
}
for (j = face_to_looptri_map_src[pidx_src].count; j--;) {
float h[3];
const MLoopTri *lt =
&looptris_src[face_to_looptri_map_src[pidx_src].indices[j]];
float dist_sq;
closest_on_tri_to_point_v3(h,
tmp_co,
positions_src[corner_verts_src[lt->tri[0]]],
positions_src[corner_verts_src[lt->tri[1]]],
positions_src[corner_verts_src[lt->tri[2]]]);
dist_sq = len_squared_v3v3(tmp_co, h);
if (dist_sq < best_dist_sq) {
copy_v3_v3(hit_co, h);
best_dist_sq = dist_sq;
}
}
}
}
}
if (mode == MREMAP_MODE_LOOP_POLY_NEAREST) {
mesh_remap_interp_face_data_get(face_src,
corner_verts_src,
positions_src,
hit_co,
&buff_size_interp,
&vcos_interp,
true,
&indices_interp,
&weights_interp,
false,
&best_loop_index_src);
mesh_remap_item_define(r_map,
lidx_dst,
isld_res->hit_dist,
best_island_index,
1,
&best_loop_index_src,
&full_weight);
}
else {
const int sources_num = mesh_remap_interp_face_data_get(face_src,
corner_verts_src,
positions_src,
hit_co,
&buff_size_interp,
&vcos_interp,
true,
&indices_interp,
&weights_interp,
true,
nullptr);
mesh_remap_item_define(r_map,
lidx_dst,
isld_res->hit_dist,
best_island_index,
sources_num,
indices_interp,
weights_interp);
}
pidx_src_prev = pidx_src;
}
else {
/* No source for this loop in this island. */
/* TODO: would probably be better to get a source
* at all cost in best island anyway? */
mesh_remap_item_define(
r_map, lidx_dst, FLT_MAX, best_island_index, 0, nullptr, nullptr);
}
}
}
BLI_astar_solution_clear(&as_solution);
}
}
for (tindex = 0; tindex < num_trees; tindex++) {
MEM_freeN(islands_res[tindex]);
free_bvhtree_from_mesh(&treedata[tindex]);
if (isld_steps_src) {
BLI_astar_graph_free(&as_graphdata[tindex]);
}
}
MEM_freeN(islands_res);
BKE_mesh_loop_islands_free(&island_store);
MEM_freeN(treedata);
if (isld_steps_src) {
MEM_freeN(as_graphdata);
BLI_astar_solution_free(&as_solution);
}
if (face_to_looptri_map_src) {
MEM_freeN(face_to_looptri_map_src);
}
if (face_to_looptri_map_src_buff) {
MEM_freeN(face_to_looptri_map_src_buff);
}
if (vcos_interp) {
MEM_freeN(vcos_interp);
}
if (indices_interp) {
MEM_freeN(indices_interp);
}
if (weights_interp) {
MEM_freeN(weights_interp);
}
}
}
void BKE_mesh_remap_calc_faces_from_mesh(const int mode,
const SpaceTransform *space_transform,
const float max_dist,
const float ray_radius,
const Mesh *mesh_dst,
const float (*vert_positions_dst)[3],
const int numverts_dst,
const int *corner_verts_dst,
const blender::OffsetIndices<int> faces_dst,
const Mesh *me_src,
MeshPairRemap *r_map)
{
const float full_weight = 1.0f;
const float max_dist_sq = max_dist * max_dist;
blender::Span<blender::float3> face_normals_dst;
blender::float3 tmp_co, tmp_no;
BLI_assert(mode & MREMAP_MODE_POLY);
if (mode & (MREMAP_USE_NORMAL | MREMAP_USE_NORPROJ)) {
face_normals_dst = mesh_dst->face_normals();
}
BKE_mesh_remap_init(r_map, int(faces_dst.size()));
if (mode == MREMAP_MODE_TOPOLOGY) {
BLI_assert(faces_dst.size() == me_src->faces_num);
for (const int64_t i : faces_dst.index_range()) {
const int index = int(i);
mesh_remap_item_define(r_map, int(i), FLT_MAX, 0, 1, &index, &full_weight);
}
}
else {
BVHTreeFromMesh treedata = {nullptr};
BVHTreeNearest nearest = {0};
BVHTreeRayHit rayhit = {0};
float hit_dist;
const blender::Span<int> looptri_faces = me_src->looptri_faces();
BKE_bvhtree_from_mesh_get(&treedata, me_src, BVHTREE_FROM_LOOPTRI, 2);
if (mode == MREMAP_MODE_POLY_NEAREST) {
nearest.index = -1;
for (const int64_t i : faces_dst.index_range()) {
const blender::IndexRange face = faces_dst[i];
tmp_co = blender::bke::mesh::face_center_calc(
{reinterpret_cast<const blender::float3 *>(vert_positions_dst), numverts_dst},
{&corner_verts_dst[face.start()], face.size()});
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
if (mesh_remap_bvhtree_query_nearest(&treedata, &nearest, tmp_co, max_dist_sq, &hit_dist))
{
const int face_index = looptri_faces[nearest.index];
mesh_remap_item_define(r_map, int(i), hit_dist, 0, 1, &face_index, &full_weight);
}
else {
/* No source for this dest face! */
BKE_mesh_remap_item_define_invalid(r_map, int(i));
}
}
}
else if (mode == MREMAP_MODE_POLY_NOR) {
for (const int64_t i : faces_dst.index_range()) {
const blender::IndexRange face = faces_dst[i];
tmp_co = blender::bke::mesh::face_center_calc(
{reinterpret_cast<const blender::float3 *>(vert_positions_dst), numverts_dst},
{&corner_verts_dst[face.start()], face.size()});
copy_v3_v3(tmp_no, face_normals_dst[i]);
/* Convert the vertex to tree coordinates, if needed. */
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
BLI_space_transform_apply_normal(space_transform, tmp_no);
}
if (mesh_remap_bvhtree_query_raycast(
&treedata, &rayhit, tmp_co, tmp_no, ray_radius, max_dist, &hit_dist))
{
const int face_index = looptri_faces[rayhit.index];
mesh_remap_item_define(r_map, int(i), hit_dist, 0, 1, &face_index, &full_weight);
}
else {
/* No source for this dest face! */
BKE_mesh_remap_item_define_invalid(r_map, int(i));
}
}
}
else if (mode == MREMAP_MODE_POLY_POLYINTERP_PNORPROJ) {
/* We cast our rays randomly, with a pseudo-even distribution
* (since we spread across tessellated tris,
* with additional weighting based on each tri's relative area).
*/
RNG *rng = BLI_rng_new(0);
const size_t numfaces_src = size_t(me_src->faces_num);
/* Here it's simpler to just allocate for all faces :/ */
int *indices = static_cast<int *>(MEM_mallocN(sizeof(*indices) * numfaces_src, __func__));
float *weights = static_cast<float *>(
MEM_mallocN(sizeof(*weights) * numfaces_src, __func__));
size_t tmp_face_size = MREMAP_DEFAULT_BUFSIZE;
float(*face_vcos_2d)[2] = static_cast<float(*)[2]>(
MEM_mallocN(sizeof(*face_vcos_2d) * tmp_face_size, __func__));
/* Tessellated 2D face, always (num_loops - 2) triangles. */
int(*tri_vidx_2d)[3] = static_cast<int(*)[3]>(
MEM_mallocN(sizeof(*tri_vidx_2d) * (tmp_face_size - 2), __func__));
for (const int64_t i : faces_dst.index_range()) {
/* For each dst face, we sample some rays from it (2D grid in pnor space)
* and use their hits to interpolate from source faces. */
/* NOTE: dst face is early-converted into src space! */
const blender::IndexRange face = faces_dst[i];
int tot_rays, done_rays = 0;
float face_area_2d_inv, done_area = 0.0f;
blender::float3 pcent_dst;
float to_pnor_2d_mat[3][3], from_pnor_2d_mat[3][3];
float faces_dst_2d_min[2], faces_dst_2d_max[2], faces_dst_2d_z;
float faces_dst_2d_size[2];
float totweights = 0.0f;
float hit_dist_accum = 0.0f;
int sources_num = 0;
const int tris_num = int(face.size()) - 2;
int j;
pcent_dst = blender::bke::mesh::face_center_calc(
{reinterpret_cast<const blender::float3 *>(vert_positions_dst), numverts_dst},
{&corner_verts_dst[face.start()], face.size()});
copy_v3_v3(tmp_no, face_normals_dst[i]);
/* We do our transform here, else it'd be redone by raycast helper for each ray, ugh! */
if (space_transform) {
BLI_space_transform_apply(space_transform, pcent_dst);
BLI_space_transform_apply_normal(space_transform, tmp_no);
}
copy_vn_fl(weights, int(numfaces_src), 0.0f);
if (UNLIKELY(size_t(face.size()) > tmp_face_size)) {
tmp_face_size = size_t(face.size());
face_vcos_2d = static_cast<float(*)[2]>(
MEM_reallocN(face_vcos_2d, sizeof(*face_vcos_2d) * tmp_face_size));
tri_vidx_2d = static_cast<int(*)[3]>(
MEM_reallocN(tri_vidx_2d, sizeof(*tri_vidx_2d) * (tmp_face_size - 2)));
}
axis_dominant_v3_to_m3(to_pnor_2d_mat, tmp_no);
invert_m3_m3(from_pnor_2d_mat, to_pnor_2d_mat);
mul_m3_v3(to_pnor_2d_mat, pcent_dst);
faces_dst_2d_z = pcent_dst[2];
/* Get (2D) bounding square of our face. */
INIT_MINMAX2(faces_dst_2d_min, faces_dst_2d_max);
for (j = 0; j < face.size(); j++) {
const int vert = corner_verts_dst[face[j]];
copy_v3_v3(tmp_co, vert_positions_dst[vert]);
if (space_transform) {
BLI_space_transform_apply(space_transform, tmp_co);
}
mul_v2_m3v3(face_vcos_2d[j], to_pnor_2d_mat, tmp_co);
minmax_v2v2_v2(faces_dst_2d_min, faces_dst_2d_max, face_vcos_2d[j]);
}
/* We adjust our ray-casting grid to ray_radius (the smaller, the more rays are cast),
* with lower/upper bounds. */
sub_v2_v2v2(faces_dst_2d_size, faces_dst_2d_max, faces_dst_2d_min);
if (ray_radius) {
tot_rays = int((max_ff(faces_dst_2d_size[0], faces_dst_2d_size[1]) / ray_radius) + 0.5f);
CLAMP(tot_rays, MREMAP_RAYCAST_TRI_SAMPLES_MIN, MREMAP_RAYCAST_TRI_SAMPLES_MAX);
}
else {
/* If no radius (pure rays), give max number of rays! */
tot_rays = MREMAP_RAYCAST_TRI_SAMPLES_MIN;
}
tot_rays *= tot_rays;
face_area_2d_inv = area_poly_v2(face_vcos_2d, uint(face.size()));
/* In case we have a null-area degenerated face... */
face_area_2d_inv = 1.0f / max_ff(face_area_2d_inv, 1e-9f);
/* Tessellate our face. */
if (face.size() == 3) {
tri_vidx_2d[0][0] = 0;
tri_vidx_2d[0][1] = 1;
tri_vidx_2d[0][2] = 2;
}
if (face.size() == 4) {
tri_vidx_2d[0][0] = 0;
tri_vidx_2d[0][1] = 1;
tri_vidx_2d[0][2] = 2;
tri_vidx_2d[1][0] = 0;
tri_vidx_2d[1][1] = 2;
tri_vidx_2d[1][2] = 3;
}
else {
BLI_polyfill_calc(face_vcos_2d, uint(face.size()), -1, (uint(*)[3])tri_vidx_2d);
}
for (j = 0; j < tris_num; j++) {
float *v1 = face_vcos_2d[tri_vidx_2d[j][0]];
float *v2 = face_vcos_2d[tri_vidx_2d[j][1]];
float *v3 = face_vcos_2d[tri_vidx_2d[j][2]];
int rays_num;
/* All this allows us to get 'absolute' number of rays for each tri,
* avoiding accumulating errors over iterations, and helping better even distribution. */
done_area += area_tri_v2(v1, v2, v3);
rays_num = max_ii(int(float(tot_rays) * done_area * face_area_2d_inv + 0.5f) - done_rays,
0);
done_rays += rays_num;
while (rays_num--) {
int n = (ray_radius > 0.0f) ? MREMAP_RAYCAST_APPROXIMATE_NR : 1;
float w = 1.0f;
BLI_rng_get_tri_sample_float_v2(rng, v1, v2, v3, tmp_co);
tmp_co[2] = faces_dst_2d_z;
mul_m3_v3(from_pnor_2d_mat, tmp_co);
/* At this point, tmp_co is a point on our face surface, in mesh_src space! */
while (n--) {
if (mesh_remap_bvhtree_query_raycast(
&treedata, &rayhit, tmp_co, tmp_no, ray_radius / w, max_dist, &hit_dist))
{
const int face_index = looptri_faces[rayhit.index];
weights[face_index] += w;
totweights += w;
hit_dist_accum += hit_dist;
break;
}
/* Next iteration will get bigger radius but smaller weight! */
w /= MREMAP_RAYCAST_APPROXIMATE_FAC;
}
}
}
if (totweights > 0.0f) {
for (j = 0; j < int(numfaces_src); j++) {
if (!weights[j]) {
continue;
}
/* NOTE: sources_num is always <= j! */
weights[sources_num] = weights[j] / totweights;
indices[sources_num] = j;
sources_num++;
}
mesh_remap_item_define(
r_map, int(i), hit_dist_accum / totweights, 0, sources_num, indices, weights);
}
else {
/* No source for this dest face! */
BKE_mesh_remap_item_define_invalid(r_map, int(i));
}
}
MEM_freeN(tri_vidx_2d);
MEM_freeN(face_vcos_2d);
MEM_freeN(indices);
MEM_freeN(weights);
BLI_rng_free(rng);
}
else {
CLOG_WARN(&LOG, "Unsupported mesh-to-mesh face mapping mode (%d)!", mode);
memset(r_map->items, 0, sizeof(*r_map->items) * size_t(faces_dst.size()));
}
free_bvhtree_from_mesh(&treedata);
}
}
#undef MREMAP_RAYCAST_APPROXIMATE_NR
#undef MREMAP_RAYCAST_APPROXIMATE_FAC
#undef MREMAP_RAYCAST_TRI_SAMPLES_MIN
#undef MREMAP_RAYCAST_TRI_SAMPLES_MAX
#undef MREMAP_DEFAULT_BUFSIZE
/** \} */