366 lines
14 KiB
C++
366 lines
14 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
|
|
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
|
|
#pragma once
|
|
|
|
/** \file
|
|
* \ingroup bke
|
|
*/
|
|
|
|
#ifdef __cplusplus
|
|
# include "BLI_array.hh"
|
|
# include "BLI_math_vector_types.hh"
|
|
# include "BLI_offset_indices.hh"
|
|
#endif
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
struct MLoopTri;
|
|
|
|
/* UvVertMap */
|
|
#define STD_UV_CONNECT_LIMIT 0.0001f
|
|
|
|
/* Map from uv vertex to face. Used by select linked, uv subdivision-surface and obj exporter. */
|
|
typedef struct UvVertMap {
|
|
struct UvMapVert **vert;
|
|
struct UvMapVert *buf;
|
|
} UvVertMap;
|
|
|
|
typedef struct UvMapVert {
|
|
struct UvMapVert *next;
|
|
unsigned int poly_index;
|
|
unsigned short loop_of_poly_index;
|
|
bool separate;
|
|
} UvMapVert;
|
|
|
|
/* UvElement stores per uv information so that we can quickly access information for a uv.
|
|
* it is actually an improved UvMapVert, including an island and a direct pointer to the face
|
|
* to avoid initializing face arrays */
|
|
typedef struct UvElement {
|
|
/* Next UvElement corresponding to same vertex */
|
|
struct UvElement *next;
|
|
/* Face the element belongs to */
|
|
struct BMLoop *l;
|
|
/* index in loop. */
|
|
unsigned short loop_of_poly_index;
|
|
/* Whether this element is the first of coincident elements */
|
|
bool separate;
|
|
/* general use flag */
|
|
unsigned char flag;
|
|
/* If generating element map with island sorting, this stores the island index */
|
|
unsigned int island;
|
|
} UvElement;
|
|
|
|
/** UvElementMap is a container for UvElements of a BMesh.
|
|
*
|
|
* It simplifies access to UV information and ensures the
|
|
* different UV selection modes are respected.
|
|
*
|
|
* If islands are calculated, it also stores UvElements
|
|
* belonging to the same uv island in sequence and
|
|
* the number of uvs per island.
|
|
*
|
|
* \note in C++, #head_table and #unique_index_table would
|
|
* be `mutable`, as they are created on demand, and never
|
|
* changed after creation.
|
|
*/
|
|
typedef struct UvElementMap {
|
|
/** UvElement Storage. */
|
|
struct UvElement *storage;
|
|
/** Total number of UVs. */
|
|
int total_uvs;
|
|
/** Total number of unique UVs. */
|
|
int total_unique_uvs;
|
|
|
|
/** If Non-NULL, address UvElements by `BM_elem_index_get(BMVert*)`. */
|
|
struct UvElement **vertex;
|
|
|
|
/** If Non-NULL, pointer to local head of each unique UV. */
|
|
struct UvElement **head_table;
|
|
|
|
/** If Non-NULL, pointer to index of each unique UV. */
|
|
int *unique_index_table;
|
|
|
|
/** Number of islands, or zero if not calculated. */
|
|
int total_islands;
|
|
/** Array of starting index in #storage where each island begins. */
|
|
int *island_indices;
|
|
/** Array of number of UVs in each island. */
|
|
int *island_total_uvs;
|
|
/** Array of number of unique UVs in each island. */
|
|
int *island_total_unique_uvs;
|
|
} UvElementMap;
|
|
|
|
/* Connectivity data */
|
|
typedef struct MeshElemMap {
|
|
int *indices;
|
|
int count;
|
|
} MeshElemMap;
|
|
|
|
#ifdef __cplusplus
|
|
|
|
/* mapping */
|
|
|
|
UvVertMap *BKE_mesh_uv_vert_map_create(blender::OffsetIndices<int> polys,
|
|
const bool *hide_poly,
|
|
const bool *select_poly,
|
|
const int *corner_verts,
|
|
const float (*mloopuv)[2],
|
|
unsigned int totvert,
|
|
const float limit[2],
|
|
bool selected,
|
|
bool use_winding);
|
|
|
|
#endif
|
|
|
|
UvMapVert *BKE_mesh_uv_vert_map_get_vert(UvVertMap *vmap, unsigned int v);
|
|
void BKE_mesh_uv_vert_map_free(UvVertMap *vmap);
|
|
|
|
#ifdef __cplusplus
|
|
|
|
/**
|
|
* Generates a map where the key is the vertex and the value
|
|
* is a list of polys that use that vertex as a corner.
|
|
* The lists are allocated from one memory pool.
|
|
*/
|
|
void BKE_mesh_vert_poly_map_create(MeshElemMap **r_map,
|
|
int **r_mem,
|
|
blender::OffsetIndices<int> polys,
|
|
const int *corner_verts,
|
|
int totvert);
|
|
/**
|
|
* Generates a map where the key is the vertex and the value
|
|
* is a list of loops that use that vertex as a corner.
|
|
* The lists are allocated from one memory pool.
|
|
*/
|
|
void BKE_mesh_vert_loop_map_create(MeshElemMap **r_map,
|
|
int **r_mem,
|
|
blender::OffsetIndices<int> polys,
|
|
const int *corner_verts,
|
|
int totvert);
|
|
|
|
/**
|
|
* Generates a map where the key is the edge and the value
|
|
* is a list of looptris that use that edge.
|
|
* The lists are allocated from one memory pool.
|
|
*/
|
|
void BKE_mesh_vert_looptri_map_create(MeshElemMap **r_map,
|
|
int **r_mem,
|
|
int totvert,
|
|
const struct MLoopTri *mlooptri,
|
|
int totlooptri,
|
|
const int *corner_verts,
|
|
int totloop);
|
|
/**
|
|
* Generates a map where the key is the vertex and the value
|
|
* is a list of edges that use that vertex as an endpoint.
|
|
* The lists are allocated from one memory pool.
|
|
*/
|
|
void BKE_mesh_vert_edge_map_create(
|
|
MeshElemMap **r_map, int **r_mem, const blender::int2 *edges, int totvert, int totedge);
|
|
/**
|
|
* A version of #BKE_mesh_vert_edge_map_create that references connected vertices directly
|
|
* (not their edges).
|
|
*/
|
|
void BKE_mesh_vert_edge_vert_map_create(
|
|
MeshElemMap **r_map, int **r_mem, const blender::int2 *edges, int totvert, int totedge);
|
|
|
|
/**
|
|
* Generates a map where the key is the edge and the value is a list of loops that use that edge.
|
|
* Loops indices of a same poly are contiguous and in winding order.
|
|
* The lists are allocated from one memory pool.
|
|
*/
|
|
void BKE_mesh_edge_loop_map_create(MeshElemMap **r_map,
|
|
int **r_mem,
|
|
int totedge,
|
|
blender::OffsetIndices<int> polys,
|
|
const int *corner_edges,
|
|
int totloop);
|
|
/**
|
|
* Generates a map where the key is the edge and the value
|
|
* is a list of polygons that use that edge.
|
|
* The lists are allocated from one memory pool.
|
|
*/
|
|
void BKE_mesh_edge_poly_map_create(MeshElemMap **r_map,
|
|
int **r_mem,
|
|
int totedge,
|
|
blender::OffsetIndices<int> polys,
|
|
const int *corner_edges,
|
|
int totloop);
|
|
/**
|
|
* This function creates a map so the source-data (vert/edge/loop/poly)
|
|
* can loop over the destination data (using the destination arrays origindex).
|
|
*
|
|
* This has the advantage that it can operate on any data-types.
|
|
*
|
|
* \param totsource: The total number of elements that \a final_origindex points to.
|
|
* \param totfinal: The size of \a final_origindex
|
|
* \param final_origindex: The size of the final array.
|
|
*
|
|
* \note `totsource` could be `totpoly`,
|
|
* `totfinal` could be `tottessface` and `final_origindex` its ORIGINDEX custom-data.
|
|
* This would allow a poly to loop over its tessfaces.
|
|
*/
|
|
void BKE_mesh_origindex_map_create(
|
|
MeshElemMap **r_map, int **r_mem, int totsource, const int *final_origindex, int totfinal);
|
|
/**
|
|
* A version of #BKE_mesh_origindex_map_create that takes a looptri array.
|
|
* Making a poly -> looptri map.
|
|
*/
|
|
void BKE_mesh_origindex_map_create_looptri(MeshElemMap **r_map,
|
|
int **r_mem,
|
|
blender::OffsetIndices<int> polys,
|
|
const int *looptri_polys,
|
|
int looptri_num);
|
|
|
|
/* islands */
|
|
|
|
/* Loop islands data helpers. */
|
|
enum {
|
|
MISLAND_TYPE_NONE = 0,
|
|
MISLAND_TYPE_VERT = 1,
|
|
MISLAND_TYPE_EDGE = 2,
|
|
MISLAND_TYPE_POLY = 3,
|
|
MISLAND_TYPE_LOOP = 4,
|
|
};
|
|
|
|
typedef struct MeshIslandStore {
|
|
short item_type; /* MISLAND_TYPE_... */
|
|
short island_type; /* MISLAND_TYPE_... */
|
|
short innercut_type; /* MISLAND_TYPE_... */
|
|
|
|
int items_to_islands_num;
|
|
int *items_to_islands; /* map the item to the island index */
|
|
|
|
int islands_num;
|
|
size_t islands_num_alloc;
|
|
struct MeshElemMap **islands; /* Array of pointers, one item per island. */
|
|
struct MeshElemMap **innercuts; /* Array of pointers, one item per island. */
|
|
|
|
struct MemArena *mem; /* Memory arena, internal use only. */
|
|
} MeshIslandStore;
|
|
|
|
void BKE_mesh_loop_islands_init(MeshIslandStore *island_store,
|
|
short item_type,
|
|
int items_num,
|
|
short island_type,
|
|
short innercut_type);
|
|
void BKE_mesh_loop_islands_clear(MeshIslandStore *island_store);
|
|
void BKE_mesh_loop_islands_free(MeshIslandStore *island_store);
|
|
void BKE_mesh_loop_islands_add(MeshIslandStore *island_store,
|
|
int item_num,
|
|
const int *items_indices,
|
|
int num_island_items,
|
|
int *island_item_indices,
|
|
int num_innercut_items,
|
|
int *innercut_item_indices);
|
|
|
|
typedef bool (*MeshRemapIslandsCalc)(const float (*vert_positions)[3],
|
|
int totvert,
|
|
const blender::int2 *edges,
|
|
int totedge,
|
|
const bool *uv_seams,
|
|
blender::OffsetIndices<int> polys,
|
|
const int *corner_verts,
|
|
const int *corner_edges,
|
|
int totloop,
|
|
struct MeshIslandStore *r_island_store);
|
|
|
|
/* Above vert/UV mapping stuff does not do what we need here, but does things we do not need here.
|
|
* So better keep them separated for now, I think. */
|
|
|
|
/**
|
|
* Calculate 'generic' UV islands, i.e. based only on actual geometry data (edge seams),
|
|
* not some UV layers coordinates.
|
|
*/
|
|
bool BKE_mesh_calc_islands_loop_poly_edgeseam(const float (*vert_positions)[3],
|
|
int totvert,
|
|
const blender::int2 *edges,
|
|
int totedge,
|
|
const bool *uv_seams,
|
|
blender::OffsetIndices<int> polys,
|
|
const int *corner_verts,
|
|
const int *corner_edges,
|
|
int totloop,
|
|
MeshIslandStore *r_island_store);
|
|
|
|
/**
|
|
* Calculate UV islands.
|
|
*
|
|
* \note If no UV layer is passed, we only consider edges tagged as seams as UV boundaries.
|
|
* This has the advantages of simplicity, and being valid/common to all UV maps.
|
|
* However, it means actual UV islands without matching UV seams will not be handled correctly.
|
|
* If a valid UV layer is passed as \a luvs parameter,
|
|
* UV coordinates are also used to detect islands boundaries.
|
|
*
|
|
* \note All this could be optimized.
|
|
* Not sure it would be worth the more complex code, though,
|
|
* those loops are supposed to be really quick to do.
|
|
*/
|
|
bool BKE_mesh_calc_islands_loop_poly_uvmap(float (*vert_positions)[3],
|
|
int totvert,
|
|
blender::int2 *edges,
|
|
int totedge,
|
|
const bool *uv_seams,
|
|
blender::OffsetIndices<int> polys,
|
|
const int *corner_verts,
|
|
const int *corner_edges,
|
|
int totloop,
|
|
const float (*luvs)[2],
|
|
MeshIslandStore *r_island_store);
|
|
|
|
#endif
|
|
|
|
/**
|
|
* Calculate smooth groups from sharp edges.
|
|
*
|
|
* \param r_totgroup: The total number of groups, 1 or more.
|
|
* \return Polygon aligned array of group index values (bitflags if use_bitflags is true),
|
|
* starting at 1 (0 being used as 'invalid' flag).
|
|
* Note it's callers's responsibility to MEM_freeN returned array.
|
|
*/
|
|
int *BKE_mesh_calc_smoothgroups(int totedge,
|
|
const int *poly_offsets,
|
|
int totpoly,
|
|
const int *corner_edges,
|
|
int totloop,
|
|
const bool *sharp_edges,
|
|
const bool *sharp_faces,
|
|
int *r_totgroup,
|
|
bool use_bitflags);
|
|
|
|
/* use on looptri vertex values */
|
|
#define BKE_MESH_TESSTRI_VINDEX_ORDER(_tri, _v) \
|
|
((CHECK_TYPE_ANY( \
|
|
_tri, unsigned int *, int *, int[3], const unsigned int *, const int *, const int[3]), \
|
|
CHECK_TYPE_ANY(_v, unsigned int, const unsigned int, int, const int)), \
|
|
(((_tri)[0] == _v) ? 0 : \
|
|
((_tri)[1] == _v) ? 1 : \
|
|
((_tri)[2] == _v) ? 2 : \
|
|
-1))
|
|
|
|
#ifdef __cplusplus
|
|
}
|
|
#endif
|
|
|
|
#ifdef __cplusplus
|
|
|
|
namespace blender::bke::mesh_topology {
|
|
|
|
Array<int> build_loop_to_poly_map(OffsetIndices<int> polys);
|
|
|
|
Array<Vector<int>> build_vert_to_edge_map(Span<int2> edges, int verts_num);
|
|
Array<Vector<int>> build_vert_to_poly_map(OffsetIndices<int> polys,
|
|
Span<int> corner_verts,
|
|
int verts_num);
|
|
Array<Vector<int>> build_vert_to_loop_map(Span<int> corner_verts, int verts_num);
|
|
Array<Vector<int>> build_edge_to_loop_map(Span<int> corner_edges, int edges_num);
|
|
Array<Vector<int, 2>> build_edge_to_poly_map(OffsetIndices<int> polys,
|
|
Span<int> corner_edges,
|
|
int edges_num);
|
|
Vector<Vector<int>> build_edge_to_loop_map_resizable(Span<int> corner_edges, int edges_num);
|
|
|
|
} // namespace blender::bke::mesh_topology
|
|
#endif
|