tornavis/source/blender/blenkernel/BKE_shrinkwrap.hh

260 lines
9.0 KiB
C++

/* SPDX-FileCopyrightText: Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
/* Shrinkwrap stuff */
#include "BKE_bvhutils.hh"
#include "BLI_array.hh"
#include "BLI_bit_vector.hh"
#include "BLI_math_vector_types.hh"
#include "BLI_offset_indices.hh"
#include "BLI_span.hh"
#include "BLI_virtual_array.hh"
/*
* Shrinkwrap is composed by a set of functions and options that define the type of shrink.
*
* 3 modes are available:
* - Nearest vertex.
* - Nearest surface.
* - Normal projection.
*
* #ShrinkwrapCalcData encapsulates all needed data for shrink-wrap functions.
* (So that you don't have to pass an enormous amount of arguments to functions)
*/
struct BVHTree;
struct MDeformVert;
struct Mesh;
struct ModifierEvalContext;
struct Object;
struct ShrinkwrapGpencilModifierData;
struct ShrinkwrapModifierData;
struct SpaceTransform;
/* Information about boundary edges in the mesh. */
struct ShrinkwrapBoundaryVertData {
/* Average direction of edges that meet here. */
float direction[3];
/* Closest vector to direction that is orthogonal to vertex normal. */
float normal_plane[3];
};
class ShrinkwrapBoundaryData {
public:
/* Returns true if there is boundary information. If there is no boundary information, then the
* mesh from which this data is created from has no boundaries. */
inline bool has_boundary() const
{
return !edge_is_boundary.is_empty();
}
/* True if the edge belongs to exactly one face. */
blender::BitVector<> edge_is_boundary;
/* True if the triangle has any boundary edges. */
blender::BitVector<> tri_has_boundary;
/* Mapping from vertex index to boundary vertex index, or -1.
* Used for compact storage of data about boundary vertices. */
blender::Array<int> vert_boundary_id;
/* Direction data about boundary vertices. */
blender::Array<ShrinkwrapBoundaryVertData> boundary_verts;
};
namespace blender::bke::shrinkwrap {
const ShrinkwrapBoundaryData &boundary_cache_ensure(const Mesh &mesh);
} // namespace blender::bke::shrinkwrap
/* Information about a mesh and BVH tree. */
struct ShrinkwrapTreeData {
Mesh *mesh;
BVHTree *bvh;
BVHTreeFromMesh treeData;
blender::OffsetIndices<int> faces;
blender::Span<int> corner_edges;
blender::Span<blender::float3> face_normals;
blender::Span<blender::float3> vert_normals;
blender::Span<blender::float3> corner_normals;
blender::VArraySpan<bool> sharp_faces;
const ShrinkwrapBoundaryData *boundary;
};
/**
* Checks if the modifier needs target normals with these settings.
*/
bool BKE_shrinkwrap_needs_normals(int shrinkType, int shrinkMode);
/**
* Initializes the mesh data structure from the given mesh and settings.
*/
bool BKE_shrinkwrap_init_tree(
ShrinkwrapTreeData *data, Mesh *mesh, int shrinkType, int shrinkMode, bool force_normals);
/**
* Frees the tree data if necessary.
*/
void BKE_shrinkwrap_free_tree(ShrinkwrapTreeData *data);
/**
* Main shrink-wrap function (implementation of the shrink-wrap modifier).
*/
void shrinkwrapModifier_deform(ShrinkwrapModifierData *smd,
const ModifierEvalContext *ctx,
Scene *scene,
Object *ob,
Mesh *mesh,
const MDeformVert *dvert,
int defgrp_index,
float (*vertexCos)[3],
int numVerts);
/* Implementation of the Shrinkwrap Grease Pencil modifier. */
void shrinkwrapGpencilModifier_deform(ShrinkwrapGpencilModifierData *mmd,
Object *ob,
MDeformVert *dvert,
int defgrp_index,
float (*vertexCos)[3],
int numVerts);
struct ShrinkwrapParams {
/** Shrink target. */
Object *target = nullptr;
/** Additional shrink target. */
Object *aux_target = nullptr;
/* Use inverse vertex group weights. */
bool invert_vertex_weights = false;
/** Distance offset to keep from mesh/projection point. */
float keep_distance = 0.05f;
/** Shrink type projection. */
short shrink_type = 0 /*MOD_SHRINKWRAP_NEAREST_SURFACE*/;
/** Shrink options. */
char shrink_options = 0 /*MOD_SHRINKWRAP_PROJECT_ALLOW_POS_DIR*/;
/** Shrink to surface mode. */
char shrink_mode = 0 /*MOD_SHRINKWRAP_ON_SURFACE*/;
/** Limit the projection ray cast. */
float projection_limit = 0.0f;
/** Axis to project over. */
char projection_axis = 0 /*MOD_SHRINKWRAP_PROJECT_OVER_NORMAL*/;
/**
* If using projection over vertex normal this controls the level of subsurface that must be
* done before getting the vertex coordinates and normal.
*/
char subsurf_levels = 0;
};
void shrinkwrapParams_deform(const ShrinkwrapParams &params,
Object &object,
ShrinkwrapTreeData &tree,
blender::Span<MDeformVert> dvert,
int defgrp_index,
blender::MutableSpan<blender::float3> positions);
/**
* Used in `editmesh_mask_extract.cc` to shrink-wrap the extracted mesh to the sculpt.
*/
void BKE_shrinkwrap_mesh_nearest_surface_deform(Depsgraph *depsgraph,
Scene *scene,
Object *ob_source,
Object *ob_target);
/**
* Used in `object_remesh.cc` to preserve the details and volume in the voxel remesher.
*/
void BKE_shrinkwrap_remesh_target_project(Mesh *src_me, Mesh *target_me, Object *ob_target);
/**
* This function ray-cast a single vertex and updates the hit if the "hit" is considered valid.
*
* \param options: Opts control whether an hit is valid or not.
* Supported options are:
* - #MOD_SHRINKWRAP_CULL_TARGET_FRONTFACE (front faces hits are ignored)
* - #MOD_SHRINKWRAP_CULL_TARGET_BACKFACE (back faces hits are ignored)
*
* \param transf: Take into consideration the space_transform, that is:
* if `transf` was configured with `SPACE_TRANSFORM_SETUP( &transf, ob1, ob2)`
* then the input (vert, dir, #BVHTreeRayHit) must be defined in ob1 coordinates space
* and the #BVHTree must be built in ob2 coordinate space.
* Thus it provides an easy way to cast the same ray across several trees
* (where each tree was built on its own coords space).
*
* \return true if "hit" was updated.
*/
bool BKE_shrinkwrap_project_normal(char options,
const float vert[3],
const float dir[3],
float ray_radius,
const SpaceTransform *transf,
ShrinkwrapTreeData *tree,
BVHTreeRayHit *hit);
/**
* Maps the point to the nearest surface, either by simple nearest, or by target normal projection.
*/
void BKE_shrinkwrap_find_nearest_surface(ShrinkwrapTreeData *tree,
BVHTreeNearest *nearest,
float co[3],
int type);
/**
* Compute a smooth normal of the target (if applicable) at the hit location.
*
* \param tree: information about the mesh.
* \param transform: transform from the hit coordinate space to the object space; may be null.
* \param r_no: output in hit coordinate space; may be shared with inputs.
*/
void BKE_shrinkwrap_compute_smooth_normal(const ShrinkwrapTreeData *tree,
const SpaceTransform *transform,
int tri_idx,
const float hit_co[3],
const float hit_no[3],
float r_no[3]);
/**
* Apply the shrink to surface modes to the given original coordinates and nearest point.
*
* \param tree: mesh data for smooth normals.
* \param transform: transform from the hit coordinate space to the object space; may be null.
* \param r_point_co: may be the same memory location as `point_co`, `hit_co`, or `hit_no`.
*/
void BKE_shrinkwrap_snap_point_to_surface(const ShrinkwrapTreeData *tree,
const SpaceTransform *transform,
int mode,
int hit_idx,
const float hit_co[3],
const float hit_no[3],
float goal_dist,
const float point_co[3],
float r_point_co[3]);
/*
* NULL initializes to local data
*/
#define NULL_ShrinkwrapCalcData \
{ \
NULL, \
}
#define NULL_BVHTreeFromMesh \
{ \
NULL, \
}
#define NULL_BVHTreeRayHit \
{ \
NULL, \
}
#define NULL_BVHTreeNearest \
{ \
0, \
}