234 lines
10 KiB
C
234 lines
10 KiB
C
/* 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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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct CustomData;
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struct CustomData_MeshMasks;
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struct MVert;
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struct MemArena;
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struct Mesh;
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/* Generic ways to map some geometry elements from a source mesh to a dest one. */
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typedef struct MeshPairRemapItem {
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int sources_num;
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int *indices_src; /* NULL if no source found. */
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float *weights_src; /* NULL if no source found, else, always normalized! */
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/* UNUSED (at the moment). */
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// float hit_dist; /* FLT_MAX if irrelevant or no source found. */
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int island; /* For loops only. */
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} MeshPairRemapItem;
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/* All mapping computing func return this. */
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typedef struct MeshPairRemap {
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int items_num;
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MeshPairRemapItem *items; /* array, one item per dest element. */
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struct MemArena *mem; /* memory arena, internal use only. */
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} MeshPairRemap;
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/* Helpers! */
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void BKE_mesh_remap_init(MeshPairRemap *map, int items_num);
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void BKE_mesh_remap_free(MeshPairRemap *map);
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void BKE_mesh_remap_item_define_invalid(MeshPairRemap *map, int index);
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/* TODO:
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* Add other 'from/to' mapping sources, like e.g. using an UVMap, etc.
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* https://blenderartists.org/t/619105
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*
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* We could also use similar topology mappings inside a same mesh
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* (cf. Campbell's 'select face islands from similar topology' wip work).
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* Also, users will have to check, whether we can get rid of some modes here,
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* not sure all will be useful!
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*/
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enum {
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MREMAP_USE_VERT = 1 << 4,
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MREMAP_USE_EDGE = 1 << 5,
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MREMAP_USE_LOOP = 1 << 6,
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MREMAP_USE_POLY = 1 << 7,
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MREMAP_USE_NEAREST = 1 << 8,
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MREMAP_USE_NORPROJ = 1 << 9,
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MREMAP_USE_INTERP = 1 << 10,
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MREMAP_USE_NORMAL = 1 << 11,
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/* ***** Target's vertices ***** */
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MREMAP_MODE_VERT = 1 << 24,
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/* Nearest source vert. */
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MREMAP_MODE_VERT_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_VERT | MREMAP_USE_NEAREST,
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/* Nearest vertex of nearest edge. */
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MREMAP_MODE_VERT_EDGE_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_EDGE | MREMAP_USE_NEAREST,
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/* This one uses two verts of selected edge (weighted interpolation). */
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/* Nearest point on nearest edge. */
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MREMAP_MODE_VERT_EDGEINTERP_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_EDGE | MREMAP_USE_NEAREST |
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MREMAP_USE_INTERP,
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/* Nearest vertex of nearest poly. */
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MREMAP_MODE_VERT_POLY_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
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/* Those two use all verts of selected poly (weighted interpolation). */
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/* Nearest point on nearest poly. */
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MREMAP_MODE_VERT_POLYINTERP_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NEAREST |
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MREMAP_USE_INTERP,
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/* Point on nearest face hit by ray from target vertex's normal. */
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MREMAP_MODE_VERT_POLYINTERP_VNORPROJ = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NORPROJ |
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MREMAP_USE_INTERP,
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/* ***** Target's edges ***** */
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MREMAP_MODE_EDGE = 1 << 25,
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/* Source edge which both vertices are nearest of dest ones. */
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MREMAP_MODE_EDGE_VERT_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_VERT | MREMAP_USE_NEAREST,
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/* Nearest source edge (using mid-point). */
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MREMAP_MODE_EDGE_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_EDGE | MREMAP_USE_NEAREST,
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/* Nearest edge of nearest poly (using mid-point). */
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MREMAP_MODE_EDGE_POLY_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
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/* Cast a set of rays from along dest edge,
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* interpolating its vertices' normals, and use hit source edges. */
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MREMAP_MODE_EDGE_EDGEINTERP_VNORPROJ = MREMAP_MODE_EDGE | MREMAP_USE_VERT | MREMAP_USE_NORPROJ |
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MREMAP_USE_INTERP,
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/* ***** Target's loops ***** */
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/* NOTE: when islands are given to loop mapping func,
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* all loops from the same destination face will always be mapped
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* to loops of source faces within a same island, regardless of mapping mode. */
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MREMAP_MODE_LOOP = 1 << 26,
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/* Best normal-matching loop from nearest vert. */
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MREMAP_MODE_LOOP_NEAREST_LOOPNOR = MREMAP_MODE_LOOP | MREMAP_USE_LOOP | MREMAP_USE_VERT |
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MREMAP_USE_NEAREST | MREMAP_USE_NORMAL,
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/* Loop from best normal-matching poly from nearest vert. */
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MREMAP_MODE_LOOP_NEAREST_POLYNOR = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_VERT |
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MREMAP_USE_NEAREST | MREMAP_USE_NORMAL,
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/* Loop from nearest vertex of nearest poly. */
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MREMAP_MODE_LOOP_POLY_NEAREST = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
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/* Those two use all verts of selected poly (weighted interpolation). */
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/* Nearest point on nearest poly. */
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MREMAP_MODE_LOOP_POLYINTERP_NEAREST = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NEAREST |
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MREMAP_USE_INTERP,
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/* Point on nearest face hit by ray from target loop's normal. */
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MREMAP_MODE_LOOP_POLYINTERP_LNORPROJ = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NORPROJ |
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MREMAP_USE_INTERP,
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/* ***** Target's polygons ***** */
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MREMAP_MODE_POLY = 1 << 27,
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/* Nearest source poly. */
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MREMAP_MODE_POLY_NEAREST = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
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/* Source poly from best normal-matching dest poly. */
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MREMAP_MODE_POLY_NOR = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NORMAL,
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/* Project dest poly onto source mesh using its normal,
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* and use interpolation of all intersecting source polys. */
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MREMAP_MODE_POLY_POLYINTERP_PNORPROJ = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NORPROJ |
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MREMAP_USE_INTERP,
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/* ***** Same topology, applies to all four elements types. ***** */
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MREMAP_MODE_TOPOLOGY = MREMAP_MODE_VERT | MREMAP_MODE_EDGE | MREMAP_MODE_LOOP | MREMAP_MODE_POLY,
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};
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void BKE_mesh_remap_calc_source_cddata_masks_from_map_modes(
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int vert_mode,
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int edge_mode,
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int loop_mode,
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int poly_mode,
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struct CustomData_MeshMasks *cddata_mask);
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/**
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* Compute a value of the difference between both given meshes.
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* The smaller the result, the better the match.
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*
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* We return the inverse of the average of the inversed
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* shortest distance from each dst vertex to src ones.
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* In other words, beyond a certain (relatively small) distance, all differences have more or less
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* the same weight in final result, which allows to reduce influence of a few high differences,
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* in favor of a global good matching.
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*/
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float BKE_mesh_remap_calc_difference_from_mesh(const struct SpaceTransform *space_transform,
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const struct MVert *verts_dst,
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int numverts_dst,
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struct Mesh *me_src);
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/**
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* Set r_space_transform so that best bbox of dst matches best bbox of src.
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*/
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void BKE_mesh_remap_find_best_match_from_mesh(const struct MVert *verts_dst,
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int numverts_dst,
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struct Mesh *me_src,
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struct SpaceTransform *r_space_transform);
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void BKE_mesh_remap_calc_verts_from_mesh(int mode,
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const struct SpaceTransform *space_transform,
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float max_dist,
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float ray_radius,
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const struct MVert *verts_dst,
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int numverts_dst,
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bool dirty_nors_dst,
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struct Mesh *me_src,
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struct Mesh *me_dst,
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MeshPairRemap *r_map);
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void BKE_mesh_remap_calc_edges_from_mesh(int mode,
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const struct SpaceTransform *space_transform,
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float max_dist,
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float ray_radius,
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const struct MVert *verts_dst,
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int numverts_dst,
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const struct MEdge *edges_dst,
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int numedges_dst,
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bool dirty_nors_dst,
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struct Mesh *me_src,
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struct Mesh *me_dst,
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MeshPairRemap *r_map);
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void BKE_mesh_remap_calc_loops_from_mesh(int mode,
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const struct SpaceTransform *space_transform,
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float max_dist,
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float ray_radius,
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struct Mesh *mesh_dst,
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struct MVert *verts_dst,
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int numverts_dst,
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struct MEdge *edges_dst,
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int numedges_dst,
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struct MLoop *loops_dst,
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int numloops_dst,
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struct MPoly *polys_dst,
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int numpolys_dst,
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struct CustomData *ldata_dst,
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bool use_split_nors_dst,
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float split_angle_dst,
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bool dirty_nors_dst,
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struct Mesh *me_src,
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MeshRemapIslandsCalc gen_islands_src,
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float islands_precision_src,
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struct MeshPairRemap *r_map);
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void BKE_mesh_remap_calc_polys_from_mesh(int mode,
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const struct SpaceTransform *space_transform,
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float max_dist,
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float ray_radius,
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struct Mesh *mesh_dst,
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struct MVert *verts_dst,
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struct MLoop *loops_dst,
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struct MPoly *polys_dst,
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int numpolys_dst,
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struct Mesh *me_src,
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struct MeshPairRemap *r_map);
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#ifdef __cplusplus
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}
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#endif
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