tornavis/source/blender/blenkernel/BKE_mesh_sample.hh

195 lines
7.0 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_function_ref.hh"
#include "BLI_generic_virtual_array.hh"
#include "BLI_math_vector_types.hh"
#include "FN_field.hh"
#include "FN_multi_function.hh"
#include "DNA_meshdata_types.h"
#include "BKE_attribute.h"
#include "BKE_geometry_fields.hh"
struct Mesh;
struct BVHTreeFromMesh;
namespace blender {
class RandomNumberGenerator;
}
namespace blender::bke::mesh_surface_sample {
void sample_point_attribute(Span<int> corner_verts,
Span<MLoopTri> looptris,
Span<int> looptri_indices,
Span<float3> bary_coords,
const GVArray &src,
const IndexMask &mask,
GMutableSpan dst);
void sample_point_normals(Span<int> corner_verts,
Span<MLoopTri> looptris,
Span<int> looptri_indices,
Span<float3> bary_coords,
Span<float3> src,
IndexMask mask,
MutableSpan<float3> dst);
void sample_corner_attribute(Span<MLoopTri> looptris,
Span<int> looptri_indices,
Span<float3> bary_coords,
const GVArray &src,
const IndexMask &mask,
GMutableSpan dst);
void sample_corner_normals(Span<MLoopTri> looptris,
Span<int> looptri_indices,
Span<float3> bary_coords,
Span<float3> src,
const IndexMask &mask,
MutableSpan<float3> dst);
void sample_face_attribute(Span<int> looptri_faces,
Span<int> looptri_indices,
const GVArray &src,
const IndexMask &mask,
GMutableSpan dst);
/**
* Find randomly distributed points on the surface of a mesh within a 3D sphere. This does not
* sample an exact number of points because it comes with extra overhead to avoid bias that is only
* required in some cases. If an exact number of points is required, that has to be implemented at
* a higher level.
*
* \param approximate_density: Roughly the number of points per unit of area.
* \return The number of added points.
*/
int sample_surface_points_spherical(RandomNumberGenerator &rng,
const Mesh &mesh,
Span<int> looptri_indices_to_sample,
const float3 &sample_pos,
float sample_radius,
float approximate_density,
Vector<float3> &r_bary_coords,
Vector<int> &r_looptri_indices,
Vector<float3> &r_positions);
/**
* Find randomly distributed points on the surface of a mesh within a circle that is projected on
* the mesh. This does not result in an exact number of points because that would come with extra
* overhead and is not always possible. If an exact number of points is required, that has to be
* implemented at a higher level.
*
* \param region_position_to_ray: Function that converts a 2D position into a 3D ray that is used
* to find positions on the mesh.
* \param mesh_bvhtree: BVH tree of the triangles in the mesh. Passed in so that it does not have
* to be retrieved again.
* \param tries_num: Number of 2d positions that are sampled. The maximum
* number of new samples.
* \return The number of added points.
*/
int sample_surface_points_projected(
RandomNumberGenerator &rng,
const Mesh &mesh,
BVHTreeFromMesh &mesh_bvhtree,
const float2 &sample_pos_re,
float sample_radius_re,
FunctionRef<void(const float2 &pos_re, float3 &r_start, float3 &r_end)> region_position_to_ray,
bool front_face_only,
int tries_num,
int max_points,
Vector<float3> &r_bary_coords,
Vector<int> &r_looptri_indices,
Vector<float3> &r_positions);
float3 compute_bary_coord_in_triangle(Span<float3> vert_positions,
Span<int> corner_verts,
const MLoopTri &looptri,
const float3 &position);
template<typename T>
inline T sample_corner_attribute_with_bary_coords(const float3 &bary_weights,
const MLoopTri &looptri,
const Span<T> corner_attribute)
{
return attribute_math::mix3(bary_weights,
corner_attribute[looptri.tri[0]],
corner_attribute[looptri.tri[1]],
corner_attribute[looptri.tri[2]]);
}
template<typename T>
inline T sample_corner_attribute_with_bary_coords(const float3 &bary_weights,
const MLoopTri &looptri,
const VArray<T> &corner_attribute)
{
return attribute_math::mix3(bary_weights,
corner_attribute[looptri.tri[0]],
corner_attribute[looptri.tri[1]],
corner_attribute[looptri.tri[2]]);
}
/**
* Calculate barycentric weights from triangle indices and positions within the triangles.
*/
class BaryWeightFromPositionFn : public mf::MultiFunction {
GeometrySet source_;
Span<float3> vert_positions_;
Span<int> corner_verts_;
Span<MLoopTri> looptris_;
public:
BaryWeightFromPositionFn(GeometrySet geometry);
void call(const IndexMask &mask, mf::Params params, mf::Context context) const;
};
/**
* Calculate face corner weights from triangle indices and positions within the triangles.
* The weights are 1 for the nearest corner and 0 for the two others.
*/
class CornerBaryWeightFromPositionFn : public mf::MultiFunction {
GeometrySet source_;
Span<float3> vert_positions_;
Span<int> corner_verts_;
Span<MLoopTri> looptris_;
public:
CornerBaryWeightFromPositionFn(GeometrySet geometry);
void call(const IndexMask &mask, mf::Params params, mf::Context context) const;
};
/**
* Evaluate an attribute on the input geometry and sample it with input barycentric weights and
* triangle indices.
*/
class BaryWeightSampleFn : public mf::MultiFunction {
mf::Signature signature_;
GeometrySet source_;
Span<MLoopTri> looptris_;
std::optional<bke::MeshFieldContext> source_context_;
std::unique_ptr<fn::FieldEvaluator> source_evaluator_;
const GVArray *source_data_;
eAttrDomain domain_;
public:
BaryWeightSampleFn(GeometrySet geometry, fn::GField src_field);
void call(const IndexMask &mask, mf::Params params, mf::Context context) const;
private:
void evaluate_source(fn::GField src_field);
};
} // namespace blender::bke::mesh_surface_sample