26 for (
const int i :
mask) {
27 const int looptri_index = looptri_indices[i];
28 const MLoopTri &looptri = looptris[looptri_index];
29 const float3 &bary_coord = bary_coords[i];
35 const T v0 = data_in[v0_index];
36 const T v1 = data_in[v1_index];
37 const T v2 = data_in[v2_index];
40 data_out[i] = interpolated_value;
56 using T = decltype(dummy);
57 sample_point_attribute<T>(
73 for (
const int i :
mask) {
74 const int looptri_index = looptri_indices[i];
75 const MLoopTri &looptri = looptris[looptri_index];
76 const float3 &bary_coord = bary_coords[i];
78 const int loop_index_0 = looptri.
tri[0];
79 const int loop_index_1 = looptri.
tri[1];
80 const int loop_index_2 = looptri.
tri[2];
82 const T v0 = data_in[loop_index_0];
83 const T v1 = data_in[loop_index_1];
84 const T v2 = data_in[loop_index_2];
87 data_out[i] = interpolated_value;
103 using T = decltype(dummy);
104 sample_corner_attribute<T>(
119 for (
const int i :
mask) {
120 const int looptri_index = looptri_indices[i];
121 const MLoopTri &looptri = looptris[looptri_index];
122 const int poly_index = looptri.
poly;
123 data_out[i] = data_in[poly_index];
138 using T = decltype(dummy);
147 : mesh_(
mesh), mask_(
mask), positions_(
positions), looptri_indices_(looptri_indices)
154 if (!bary_coords_.is_empty()) {
163 for (
const int i : mask_) {
164 const int looptri_index = looptri_indices_[i];
165 const MLoopTri &looptri = looptris[looptri_index];
167 const int v0_index = mesh_->
mloop[looptri.
tri[0]].
v;
168 const int v1_index = mesh_->
mloop[looptri.
tri[1]].
v;
169 const int v2_index = mesh_->
mloop[looptri.
tri[2]].
v;
182 if (!nearest_weights_.is_empty()) {
184 return nearest_weights_;
191 for (
const int i : mask_) {
192 const int looptri_index = looptri_indices_[i];
193 const MLoopTri &looptri = looptris[looptri_index];
195 const int v0_index = mesh_->
mloop[looptri.
tri[0]].
v;
196 const int v1_index = mesh_->
mloop[looptri.
tri[1]].
v;
197 const int v2_index = mesh_->
mloop[looptri.
tri[2]].
v;
203 nearest_weights_[i] =
MIN3_PAIR(d0, d1, d2,
float3(1, 0, 0),
float3(0, 1, 0),
float3(0, 0, 1));
205 return nearest_weights_;
259 if (src_attribute && dst_attribute) {
266 const Span<int> looptri_indices_to_sample,
268 const float sample_radius,
269 const float approximate_density,
277 const float sample_radius_sq =
pow2f(sample_radius);
278 const float sample_plane_area =
M_PI * sample_radius_sq;
280 const float area_threshold = sample_plane_area;
282 const int old_num = r_bary_coords.
size();
284 for (
const int looptri_index : looptri_indices_to_sample) {
285 const MLoopTri &looptri = looptris[looptri_index];
293 if (looptri_area < area_threshold) {
297 for ([[maybe_unused]]
const int i :
IndexRange(amount)) {
301 if (dist_to_sample_sq > sample_radius_sq) {
305 r_bary_coords.
append(bary_coord);
306 r_looptri_indices.
append(looptri_index);
307 r_positions.
append(point_pos);
316 float3 sample_pos_proj = sample_pos;
320 const float sample_radius_factor_sq = 1.0f -
321 std::min(1.0f, proj_distance_sq / sample_radius_sq);
322 const float radius_proj_sq = sample_radius_sq * sample_radius_factor_sq;
323 const float radius_proj =
std::sqrt(radius_proj_sq);
324 const float circle_area =
M_PI * radius_proj_sq;
332 for ([[maybe_unused]]
const int i :
IndexRange(amount)) {
337 const float3 point_pos = sample_pos_proj + axis_1 *
x + axis_2 *
y;
346 r_bary_coords.
append(bary_coord);
347 r_looptri_indices.
append(looptri_index);
348 r_positions.
append(point_pos);
352 return r_bary_coords.
size() - old_num;
359 const float2 &sample_pos_re,
360 const float sample_radius_re,
362 region_position_to_ray,
363 const bool front_face_only,
365 const int max_points,
374 for ([[maybe_unused]]
const int _ :
IndexRange(tries_num)) {
375 if (point_count == max_points) {
381 float3 ray_start, ray_end;
383 region_position_to_ray(pos_re, ray_start, ray_end);
387 ray_hit.
dist = FLT_MAX;
397 if (ray_hit.
index == -1) {
401 if (front_face_only) {
408 const int looptri_index = ray_hit.
index;
414 r_bary_coords.
append(bary_coords);
415 r_looptri_indices.
append(looptri_index);
const struct MLoopTri * BKE_mesh_runtime_looptri_ensure(const struct Mesh *mesh)
int BKE_mesh_runtime_looptri_len(const struct Mesh *mesh)
#define BLI_assert_unreachable()
int BLI_bvhtree_ray_cast(BVHTree *tree, const float co[3], const float dir[3], float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata)
MINLINE float pow2f(float x)
void interp_weights_tri_v3(float w[3], const float v1[3], const float v2[3], const float v3[3], const float co[3])
float area_tri_v3(const float v1[3], const float v2[3], const float v3[3])
float normal_tri_v3(float n[3], const float v1[3], const float v2[3], const float v3[3])
bool isect_point_tri_prism_v3(const float p[3], const float v1[3], const float v2[3], const float v3[3])
MINLINE float len_squared_v3v3(const float a[3], const float b[3]) ATTR_WARN_UNUSED_RESULT
void project_v3_plane(float out[3], const float plane_no[3], const float plane_co[3])
#define MIN3_PAIR(cmp_a, cmp_b, cmp_c, ret_a, ret_b, ret_c)
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble GLdouble r _GL_VOID_RET _GL_VOID GLfloat GLfloat r _GL_VOID_RET _GL_VOID GLint GLint r _GL_VOID_RET _GL_VOID GLshort GLshort r _GL_VOID_RET _GL_VOID GLdouble GLdouble r
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble v1
ATTR_WARN_UNUSED_RESULT const BMVert * v2
SIMD_FORCE_INLINE btScalar angle(const btVector3 &v) const
Return the angle between this and another vector.
const CPPType & type() const
MutableSpan< T > typed() const
const CPPType & type() const
VArray< T > typed() const
int64_t min_array_size() const
int round_probabilistic(float x)
float3 get_barycentric_coordinates()
constexpr int64_t size() const
void append(const T &value)
Span< float3 > ensure_nearest_weights()
void sample_data(const GVArray &src, eAttrDomain domain, eAttributeMapMode mode, const GMutableSpan dst)
void sample_attribute(const GAttributeReader &src_attribute, GSpanAttributeWriter &dst_attribute, eAttributeMapMode mode)
Span< float3 > ensure_barycentric_coords()
MeshAttributeInterpolator(const Mesh *mesh, const IndexMask mask, const Span< float3 > positions, const Span< int > looptri_indices)
SyclQueue void void * src
IconTextureDrawCall normal
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)
INLINE Rall1d< T, V, S > cos(const Rall1d< T, V, S > &arg)
INLINE Rall1d< T, V, S > sin(const Rall1d< T, V, S > &arg)
T mix3(const float3 &weights, const T &v0, const T &v1, const T &v2)
void convert_to_static_type(const CPPType &cpp_type, const Func &func)
void sample_face_attribute(const Mesh &mesh, Span< int > looptri_indices, const GVArray &data_in, const IndexMask mask, GMutableSpan data_out)
float3 compute_bary_coord_in_triangle(const Mesh &mesh, const MLoopTri &looptri, const float3 &position)
void sample_point_attribute(const Mesh &mesh, Span< int > looptri_indices, Span< float3 > bary_coords, const GVArray &data_in, const IndexMask mask, GMutableSpan data_out)
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)
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)
void sample_corner_attribute(const Mesh &mesh, Span< int > looptri_indices, Span< float3 > bary_coords, const GVArray &data_in, const IndexMask mask, GMutableSpan data_out)
T distance_squared(const vec_base< T, Size > &a, const vec_base< T, Size > &b)
T dot(const vec_base< T, Size > &a, const vec_base< T, Size > &b)
vec_base< T, 3 > cross(const vec_base< T, 3 > &a, const vec_base< T, 3 > &b)
vec_base< T, Size > normalize(const vec_base< T, Size > &v)
vec_base< float, 3 > float3
vec_base< float, 2 > float2
MutableSpan< float3 > positions
BVHTree_RayCastCallback raycast_callback