45 lines
1.4 KiB
C++
45 lines
1.4 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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* Mesh Fairing algorithm designed by Brett Fedack, used in the addon "Mesh Fairing":
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* https://github.com/fedackb/mesh-fairing.
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*/
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#include "BLI_math_vector_types.hh"
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#include "BLI_span.hh"
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#include "BLI_utildefines.h"
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struct BMesh;
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struct Mesh;
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/* Mesh Fairing. */
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/* Creates a smooth as possible geometry patch in a defined area. Different values of depth allow
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* to minimize changes in the vertex positions or tangency in the affected area. */
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enum eMeshFairingDepth {
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MESH_FAIRING_DEPTH_POSITION = 1,
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MESH_FAIRING_DEPTH_TANGENCY = 2,
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};
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/**
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* Affect_vertices is used to define the fairing area. Indexed by vertex index, set to true when
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* the vertex should be modified by fairing.
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*/
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void BKE_bmesh_prefair_and_fair_verts(BMesh *bm,
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const bool affected_verts[],
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eMeshFairingDepth depth);
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/**
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* This function can optionally use the vertex coordinates of deform_mverts to read and write the
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* fairing result. When NULL, the function will use mesh positions directly.
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*/
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void BKE_mesh_prefair_and_fair_verts(Mesh *mesh,
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blender::MutableSpan<blender::float3> deform_vert_positions,
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const bool affected_verts[],
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eMeshFairingDepth depth);
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