[Bf-blender-cvs] [2ce0bb13589] bevelv2: Better comments and fixing implicit precision conversion warnings.
Howard Trickey
noreply at git.blender.org
Sat Nov 12 20:17:13 CET 2022
Commit: 2ce0bb135892024ffb125acf74a51218ee4eb0bb
Author: Howard Trickey
Date: Sat Nov 12 14:16:47 2022 -0500
Branches: bevelv2
https://developer.blender.org/rB2ce0bb135892024ffb125acf74a51218ee4eb0bb
Better comments and fixing implicit precision conversion warnings.
===================================================================
M source/blender/blenlib/BLI_mesh_inset.hh
M source/blender/blenlib/intern/mesh_inset.cc
===================================================================
diff --git a/source/blender/blenlib/BLI_mesh_inset.hh b/source/blender/blenlib/BLI_mesh_inset.hh
index 599ea061b2e..98a0ec762ce 100644
--- a/source/blender/blenlib/BLI_mesh_inset.hh
+++ b/source/blender/blenlib/BLI_mesh_inset.hh
@@ -17,6 +17,60 @@
namespace blender::meshinset {
+/*
+ * This is the library interface to a function that can inset
+ * contours (closed sequences of vertices) of a 3D mesh.
+ * For generality, the mesh is specified by #Span of faces,
+ * where each face has the sequence of vertex indices that
+ * are traversed in CCW order to form the face.
+ * The indices given the position in a #Span of #float3 entries,
+ * which are 3D coordinates.
+ *
+ * An "inset" of a contour by a given amount is conceptually
+ * formed as follows: offset each edge of the contour on its left
+ * side by the specified amount, shortening and joining up each
+ * offset edge with its neighbor offset edges. If the contour
+ * forms a face, this is typically known as a "face inset".
+ * However, that conceptual description fails to describe what
+ * to do if an offset edge shortens so much that it vanishes,
+ * or if advancing intersection points of offset edges collide
+ * into offset edges from another part of the contour (or another
+ * contour).
+ *
+ * An algorithm called the "Straight Skeleton Algorithm"
+ * (see https://wikipedia.org/wiki/Straight_skeleton)
+ * deals with such complications, and is what is used in this
+ * library routine. That algorithm regards each edge of the
+ * contour as a wavefront that advances at a constant speed,
+ * dealing with topological changes as wavefront edges collapse
+ * or crash into opposite ones. The Straight Skeleton is what
+ * remains if you advance the wavefronts as far as they can go,
+ * but we can stop at any particular amount of advancement to
+ * achieve an inset by that amount.
+ *
+ * However, the Straight Skeleton Algorithm is a 2D algorithm,
+ * doesn't deal with internal geometry. This library function
+ * is adapted to work in 3D and "flow over" internal geometry
+ * as the wavefronts advance.
+ *
+ * Also, an extra feature of this library is to allow the advancing
+ * wavefronts to raise (along face normals) at a given slope.
+ * Users like this as an option to a "face inset" function.
+ *
+ * Usage:
+ * Populate a #MeshInset_Input structure with the mesh
+ * (vertex coordinates and faces), the contours to inset
+ * (vertex indices forming closed loops to inset),
+ * and the amount to inset and the slope.
+ * Pass this to #mesh_inset_calc, and receive a #MeshInset_Result
+ * as output.
+ * The #MeshInset_Result has a new mesh, also give by vertex
+ * coordinates and faces. It also has some data to help understand
+ * how to map the output back to the input:
+ * TODO: Document the extras when this interface finally settles down.
+ */
+
+/** #MeshInset_Input is the input structure for #mesh_inset_calc. */
class MeshInset_Input {
public:
/** The vertices. Can be a superset of the needed vertices. */
@@ -30,6 +84,7 @@ public:
bool need_ids;
};
+/** #MeshInset_Result is the output structure for #mesh_inset_calc. */
class MeshInset_Result {
public:
/** The output vertices. A subset (perhaps) of input vertices, plus some new ones. */
@@ -44,6 +99,12 @@ public:
Array<int> orig_face;
};
+/**
+ * Calculate a mesh inset -- the offset of a set of contours, dealing with collisions.
+ *
+ * \param input: a #MeshInset_Input containing a mesh, contours to offet, and offset parameters.
+ * \return a #MeshInset_Result giving a new mesh and data to relate the output to the input.
+ */
MeshInset_Result mesh_inset_calc(const MeshInset_Input &input);
} // namespace blender::meshinset
diff --git a/source/blender/blenlib/intern/mesh_inset.cc b/source/blender/blenlib/intern/mesh_inset.cc
index 228507bdda2..3d04a21a1d4 100644
--- a/source/blender/blenlib/intern/mesh_inset.cc
+++ b/source/blender/blenlib/intern/mesh_inset.cc
@@ -502,7 +502,7 @@ class TriangleMesh {
Vert *add_vert(const float3 co)
{
Vert *vert = new Vert(co);
- int v = verts_.append_and_get_index(vert);
+ int v = int(verts_.append_and_get_index(vert));
vert->id = v;
return vert;
}
@@ -515,7 +515,7 @@ class TriangleMesh {
Triangle *add_triangle(Vert *v0, Vert *v1, Vert *v2)
{
Triangle *tri = new Triangle(v0, v1, v2);
- int t = triangles_.append_and_get_index(tri);
+ int t = int(triangles_.append_and_get_index(tri));
tri->set_id(t);
return tri;
}
@@ -523,7 +523,7 @@ class TriangleMesh {
/** Add pointer to already allocated Triangle \a tri. Takes ownership of memory.*/
void add_allocated_triangle(Triangle *tri)
{
- int t = triangles_.append_and_get_index(tri);
+ int t = int(triangles_.append_and_get_index(tri));
tri->set_id(t);
}
@@ -683,7 +683,7 @@ static void trimesh_draw(const std::string &label, const TriangleMesh &trimesh)
axis_dominant_v3_to_m3(axis_mat, avg_normal);
Array<float2> proj_vertco(verts.size());
- for (int i : verts.index_range()) {
+ for (int64_t i : verts.index_range()) {
mul_v2_m3v3(proj_vertco[i], axis_mat, verts[i]->co);
}
@@ -750,7 +750,7 @@ static void trimesh_draw(const std::string &label, const TriangleMesh &trimesh)
}
else {
float2 center(0.0f, 0.0f);
- for (int i : IndexRange(3)) {
+ for (int i = 0; i < 3; ++i) {
float2 p0 = mapxy(proj_vertco[tri->vert(i)->id]);
float2 p1 = mapxy(proj_vertco[tri->vert(succ_index(i))->id]);
/* Make spokes and boundary between in-region and out-region bolder. */
@@ -867,7 +867,7 @@ Vert *TriangleMesh::split_vert(Vert *v, Edge e1, Edge e2)
v->e = null_edge;
Triangle *tri_new_first = nullptr;
Triangle *tri_new_last = nullptr;
- for (int i : fan.index_range()) {
+ for (int64_t i : fan.index_range()) {
ecur = fan[i];
if (ecur == e2) {
break;
@@ -1064,9 +1064,9 @@ static Vector<Vector<Edge>> init_contour_inset(TriangleMesh &trimesh, Span<Vecto
ans.reserve(contours.size());
for (const Vector<int> &cont : contours) {
/* Find the edges that make up the contour. */
- int n = cont.size();
+ int n = int(cont.size());
Array<Edge> cont_edges(n);
- for (int i : cont.index_range()) {
+ for (int i = 0; i < n; ++i) {
int v_index = cont[i];
int v_next_index = cont[(i + 1) % n];
Vert *v = trimesh.get_vert_by_index(v_index);
@@ -1080,7 +1080,7 @@ static Vector<Vector<Edge>> init_contour_inset(TriangleMesh &trimesh, Span<Vecto
Vector<Vert *> split_verts;
split_verts.reserve(n);
- for (int i : cont.index_range()) {
+ for (int i = 0; i < n; ++i) {
Vert *v = trimesh.get_vert_by_index(cont[i]);
Edge e = cont_edges[i];
Edge e_prev_reverse = neighbor_edge(cont_edges[(i + n - 1) % n]);
@@ -1093,7 +1093,7 @@ static Vector<Vector<Edge>> init_contour_inset(TriangleMesh &trimesh, Span<Vecto
ans.append(Vector<Edge>());
Vector<Edge> &contour_edges = ans.last();
contour_edges.reserve(n);
- for (int i : split_verts.index_range()) {
+ for (int i = 0; i < int(split_verts.size()); ++i) {
Vert *v0 = split_verts[i];
Vert *v1 = split_verts[(i + 1) % n];
Edge e = edge_between(v0, v1);
@@ -1487,7 +1487,8 @@ void StraightSkeleton::dump_state() const
dump_event_queue();
std::cout << trimesh_;
trimesh_draw("dump_state", trimesh_);
- for (int i : IndexRange(trimesh_.all_tris().size())) {
+ int num_t = int(trimesh_.all_tris().size());
+ for (int i = 0; i < num_t; ++i) {
SkeletonVertex *skv = skel_vertex_map_.lookup_default(i, nullptr);
if (skv != nullptr) {
std::cout << "skv[" << i << "] = " << *skv << "\n";
@@ -1522,7 +1523,7 @@ void StraightSkeleton::calculate_contour_and_region_data()
stack.append(seed_tri);
while (!stack.is_empty()) {
Triangle *tri = stack.pop_last();
- for (int i : IndexRange(3)) {
+ for (int i = 0; i < 3; ++i) {
Edge e = tri->edge(i);
/* Cannot cross over contour edges. */
if (!contour_edge_set_.contains(e)) {
@@ -1914,7 +1915,7 @@ void StraightSkeleton::add_triangle(Edge edge, float min_height)
float res1, res2;
int nroots = solve_quadratic(a, b, c, &res1, &res2);
float height = inf;
- for (int i : IndexRange(nroots)) {
+ for (int i = 0; i < nroots; ++i) {
float h = i == 1 ? res1 : res2;
if (0.0f <= h && h < height) {
height = h;
@@ -2242,8 +2243,8 @@ void StraightSkeleton::compute()
/* Create the skeleton vertices, first for the contours. */
int count_non_zero = 0;
for (Vector<Edge> &contour : contour_edges_) {
- int n = contour.size();
- for (int i : contour.index_range()) {
+ int n = int(contour.size());
+ for (int i = 0; i < n; ++i) {
Edge e = contour[i];
Edge e_prev = contour[(i + n - 1) % n];
float e_weight = 1.0f;
@@ -2276,7 +2277,7 @@ void StraightSkeleton::compute()
continue;
}
Edge e = tri->edge(0);
- for (int i : IndexRange(3)) {
+ for (int i = 0; i < 3; ++i) {
Vert *v = tri->vert(i);
float3 vnormal = vertex_normal(v);
if (!skel_vertex_map_has_id(v->id)) {
@@ -2619,7 +2620,7 @@ void StraightSkeleton::compute()
}
Triangle *tri = event.edge().tri();
remaining_triangles_set.add(tri);
- for (int i : IndexRange(3)) {
+ for (int i = 0; i < 3; ++i) {
Vert *vert = tri->vert(i);
SkeletonVertex *skv = skel_vertex_map(vert->id);
if (skv != nullptr) {
@@ -2640,7 +2641,7 @@ void StraightSkeleton::compute()
static float3 poly_normal(Span<Vert *> verts)
{
Array<float3> poly(verts.size());
- for (const int i : verts.index_range()) {
+ for (const int64_t i : verts.index_range()) {
poly[i] = verts[i]->co;
}
float3 n = math::cross_poly(poly.as_span());
@@ -2660,7 +2661,7 @@ static int edgepos_by_canon_pair(const Triangle *tri, const std::pair<int, int>
{
int a = vert_id_pair.first;
int b = vert_id_pair.second;
- for (const int i : IndexRange(3)) {
+ for (int i = 0; i < 3; ++i) {
if ((tri->vert(i)->id == a && tri->vert(succ_index(i))->id == b) ||
(tri->vert(i)->id == b && tri->vert(succ_index(i))->id == a)) {
@@ Diff output truncated at 10240 characters. @@
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