Cleanup: Move public docs to BKE_spline.hh header

This commit is contained in:
Hans Goudey 2021-12-02 09:24:21 -05:00
parent 23ffcb242d
commit a1f0f2eacb
4 changed files with 99 additions and 93 deletions

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@ -286,6 +286,9 @@ class BezierSpline final : public Spline {
int resolution() const;
void set_resolution(const int value);
/**
* \warning Call #reallocate on the spline's attributes after adding all points.
*/
void add_point(const blender::float3 position,
const HandleType handle_type_left,
const blender::float3 handle_position_left,
@ -321,12 +324,24 @@ class BezierSpline final : public Spline {
* uninitialized memory while auto-generating handles.
*/
blender::MutableSpan<blender::float3> handle_positions_right(bool write_only = false);
/**
* Recalculate all #Auto and #Vector handles with positions automatically
* derived from the neighboring control points.
*/
void ensure_auto_handles() const;
void translate(const blender::float3 &translation) override;
void transform(const blender::float4x4 &matrix) override;
/**
* Set positions for the right handle of the control point, ensuring that
* aligned handles stay aligned. Has no effect for auto and vector type handles.
*/
void set_handle_position_right(const int index, const blender::float3 &value);
/**
* Set positions for the left handle of the control point, ensuring that
* aligned handles stay aligned. Has no effect for auto and vector type handles.
*/
void set_handle_position_left(const int index, const blender::float3 &value);
bool point_is_sharp(const int index) const;
@ -334,7 +349,22 @@ class BezierSpline final : public Spline {
void mark_cache_invalid() final;
int evaluated_points_size() const final;
/**
* Returns access to a cache of offsets into the evaluated point array for each control point.
* While most control point edges generate the number of edges specified by the resolution,
* vector segments only generate one edge.
*
* \note The length of the result is one greater than the number of points, so that the last item
* is the total number of evaluated points. This is useful to avoid recalculating the size of the
* last segment everywhere.
*/
blender::Span<int> control_point_offsets() const;
/**
* Returns non-owning access to an array of values containing the information necessary to
* interpolate values from the original control points to evaluated points. The control point
* index is the integer part of each value, and the factor used for interpolating to the next
* control point is the remaining factional part.
*/
blender::Span<float> evaluated_mappings() const;
blender::Span<blender::float3> evaluated_positions() const final;
struct InterpolationData {
@ -346,6 +376,11 @@ class BezierSpline final : public Spline {
*/
float factor;
};
/**
* Convert the data encoded in #evaulated_mappings into its parts-- the information necessary
* to interpolate data from control points to evaluated points between them. The next control
* point index result will not overflow the size of the control point vectors.
*/
InterpolationData interpolation_data_from_index_factor(const float index_factor) const;
virtual blender::fn::GVArray interpolate_to_evaluated(
@ -354,6 +389,9 @@ class BezierSpline final : public Spline {
void evaluate_segment(const int index,
const int next_index,
blender::MutableSpan<blender::float3> positions) const;
/**
* \warning This functional assumes that the spline has more than one point.
*/
bool segment_is_vector(const int start_index) const;
/** See comment and diagram for #calculate_segment_insertion. */
@ -364,6 +402,25 @@ class BezierSpline final : public Spline {
blender::float3 right_handle;
blender::float3 handle_next;
};
/**
* De Casteljau Bezier subdivision.
* \param index: The index of the segment's start control point.
* \param next_index: The index of the control point at the end of the segment. Could be 0,
* if the spline is cyclic.
* \param parameter: The factor along the segment, between 0 and 1. Note that this is used
* directly by the calculation, it doesn't correspond to a portion of the evaluated length.
*
* <pre>
* handle_prev handle_next
* x----------------x
* / \
* / x---O---x \
* / result \
* / \
* O O
* point_prev point_next
* </pre>
*/
InsertResult calculate_segment_insertion(const int index,
const int next_index,
const float parameter);
@ -460,6 +517,9 @@ class NURBSpline final : public Spline {
uint8_t order() const;
void set_order(const uint8_t value);
/**
* \warning Call #reallocate on the spline's attributes after adding all points.
*/
void add_point(const blender::float3 position,
const float radius,
const float tilt,
@ -521,6 +581,9 @@ class PolySpline final : public Spline {
int size() const final;
/**
* \warning Call #reallocate on the spline's attributes after adding all points.
*/
void add_point(const blender::float3 position, const float radius, const float tilt);
void resize(const int size) final;
@ -546,8 +609,12 @@ class PolySpline final : public Spline {
};
/**
* A #CurveEval corresponds to the #Curve object data. The name is different for clarity, since
* more of the data is stored in the splines, but also just to be different than the name in DNA.
* A collection of #Spline objects with the same attribute types and names. Most data and
* functionality is in splines, but this contains some helpers for working with them as a group.
*
* \note A #CurveEval corresponds to the #Curve object data. The name is different for clarity,
* since more of the data is stored in the splines, but also just to be different than the name in
* DNA.
*/
struct CurveEval {
private:
@ -566,9 +633,18 @@ struct CurveEval {
blender::Span<SplinePtr> splines() const;
blender::MutableSpan<SplinePtr> splines();
/**
* \return True if the curve contains a spline with the given type.
*
* \note If you are looping over all of the splines in the same scope anyway,
* it's better to avoid calling this function, in case there are many splines.
*/
bool has_spline_with_type(const Spline::Type type) const;
void resize(const int size);
/**
* \warning Call #reallocate on the spline's attributes after adding all splines.
*/
void add_spline(SplinePtr spline);
void remove_splines(blender::IndexMask mask);
@ -576,8 +652,22 @@ struct CurveEval {
void transform(const blender::float4x4 &matrix);
void bounds_min_max(blender::float3 &min, blender::float3 &max, const bool use_evaluated) const;
/**
* Return the start indices for each of the curve spline's control points, if they were part
* of a flattened array. This can be used to facilitate parallelism by avoiding the need to
* accumulate an offset while doing more complex calculations.
*
* \note The result is one longer than the spline count; the last element is the total size.
*/
blender::Array<int> control_point_offsets() const;
/**
* Exactly like #control_point_offsets, but uses the number of evaluated points instead.
*/
blender::Array<int> evaluated_point_offsets() const;
/**
* Return the accumulated length at the start of every spline in the curve.
* \note The result is one longer than the spline count; the last element is the total length.
*/
blender::Array<float> accumulated_spline_lengths() const;
float total_length() const;
@ -585,6 +675,13 @@ struct CurveEval {
void mark_cache_invalid();
/**
* Check the invariants that curve control point attributes should always uphold, necessary
* because attributes are stored on splines rather than in a flat array on the curve:
* - The same set of attributes exists on every spline.
* - Attributes with the same name have the same type on every spline.
* - Attributes are in the same order on every spline.
*/
void assert_valid_point_attributes() const;
};

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@ -50,12 +50,6 @@ blender::MutableSpan<SplinePtr> CurveEval::splines()
return splines_;
}
/**
* \return True if the curve contains a spline with the given type.
*
* \note If you are looping over all of the splines in the same scope anyway,
* it's better to avoid calling this function, in case there are many splines.
*/
bool CurveEval::has_spline_with_type(const Spline::Type type) const
{
for (const SplinePtr &spline : this->splines()) {
@ -72,9 +66,6 @@ void CurveEval::resize(const int size)
attributes.reallocate(size);
}
/**
* \warning Call #reallocate on the spline's attributes after adding all splines.
*/
void CurveEval::add_spline(SplinePtr spline)
{
splines_.append(std::move(spline));
@ -127,13 +118,6 @@ int CurveEval::total_control_point_size() const
return count;
}
/**
* Return the start indices for each of the curve spline's control points, if they were part
* of a flattened array. This can be used to facilitate parallelism by avoiding the need to
* accumulate an offset while doing more complex calculations.
*
* \note The result array is one longer than the spline count; the last element is the total size.
*/
blender::Array<int> CurveEval::control_point_offsets() const
{
Array<int> offsets(splines_.size() + 1);
@ -146,9 +130,6 @@ blender::Array<int> CurveEval::control_point_offsets() const
return offsets;
}
/**
* Exactly like #control_point_offsets, but uses the number of evaluated points instead.
*/
blender::Array<int> CurveEval::evaluated_point_offsets() const
{
Array<int> offsets(splines_.size() + 1);
@ -161,11 +142,6 @@ blender::Array<int> CurveEval::evaluated_point_offsets() const
return offsets;
}
/**
* Return the accumulated length at the start of every spline in the curve.
*
* \note The result is one longer than the spline count; the last element is the total length.
*/
blender::Array<float> CurveEval::accumulated_spline_lengths() const
{
Array<float> spline_lengths(splines_.size() + 1);
@ -361,13 +337,6 @@ std::unique_ptr<CurveEval> curve_eval_from_dna_curve(const Curve &dna_curve)
return curve_eval_from_dna_curve(dna_curve, *BKE_curve_nurbs_get_for_read(&dna_curve));
}
/**
* Check the invariants that curve control point attributes should always uphold, necessary
* because attributes are stored on splines rather than in a flat array on the curve:
* - The same set of attributes exists on every spline.
* - Attributes with the same name have the same type on every spline.
* - Attributes are in the same order on every spline.
*/
void CurveEval::assert_valid_point_attributes() const
{
#ifdef DEBUG

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@ -70,9 +70,6 @@ void BezierSpline::set_resolution(const int value)
this->mark_cache_invalid();
}
/**
* \warning Call #reallocate on the spline's attributes after adding all points.
*/
void BezierSpline::add_point(const float3 position,
const HandleType handle_type_left,
const float3 handle_position_left,
@ -203,10 +200,6 @@ static float3 next_position(Span<float3> positions, const bool cyclic, const int
return positions[i + 1];
}
/**
* Recalculate all #Auto and #Vector handles with positions automatically
* derived from the neighboring control points.
*/
void BezierSpline::ensure_auto_handles() const
{
if (!auto_handles_dirty_) {
@ -315,10 +308,6 @@ static void set_handle_position(const float3 &position,
}
}
/**
* Set positions for the right handle of the control point, ensuring that
* aligned handles stay aligned. Has no effect for auto and vector type handles.
*/
void BezierSpline::set_handle_position_right(const int index, const blender::float3 &value)
{
set_handle_position(positions_[index],
@ -329,10 +318,6 @@ void BezierSpline::set_handle_position_right(const int index, const blender::flo
handle_positions_left_[index]);
}
/**
* Set positions for the left handle of the control point, ensuring that
* aligned handles stay aligned. Has no effect for auto and vector type handles.
*/
void BezierSpline::set_handle_position_left(const int index, const blender::float3 &value)
{
set_handle_position(positions_[index],
@ -349,9 +334,6 @@ bool BezierSpline::point_is_sharp(const int index) const
ELEM(handle_types_right_[index], HandleType::Vector, HandleType::Free);
}
/**
* \warning This functional assumes that the spline has more than one point.
*/
bool BezierSpline::segment_is_vector(const int index) const
{
/* Two control points are necessary to form a segment, that should be checked by the caller. */
@ -409,25 +391,6 @@ void BezierSpline::correct_end_tangents() const
}
}
/**
* De Casteljau Bezier subdivision.
* \param index: The index of the segment's start control point.
* \param next_index: The index of the control point at the end of the segment. Could be 0,
* if the spline is cyclic.
* \param parameter: The factor along the segment, between 0 and 1. Note that this is used
* directly by the calculation, it doesn't correspond to a portion of the evaluated length.
*
* <pre>
* handle_prev handle_next
* x----------------x
* / \
* / x---O---x \
* / result \
* / \
* O O
* point_prev point_next
* </pre>
*/
BezierSpline::InsertResult BezierSpline::calculate_segment_insertion(const int index,
const int next_index,
const float parameter)
@ -493,15 +456,6 @@ void BezierSpline::evaluate_segment(const int index,
}
}
/**
* Returns access to a cache of offsets into the evaluated point array for each control point.
* While most control point edges generate the number of edges specified by the resolution, vector
* segments only generate one edge.
*
* \note The length of the result is one greater than the number of points, so that the last item
* is the total number of evaluated points. This is useful to avoid recalculating the size of the
* last segment everywhere.
*/
Span<int> BezierSpline::control_point_offsets() const
{
if (!offset_cache_dirty_) {
@ -568,12 +522,6 @@ static void calculate_mappings_linear_resolution(Span<int> offsets,
}
}
/**
* Returns non-owning access to an array of values containing the information necessary to
* interpolate values from the original control points to evaluated points. The control point
* index is the integer part of each value, and the factor used for interpolating to the next
* control point is the remaining factional part.
*/
Span<float> BezierSpline::evaluated_mappings() const
{
if (!mapping_cache_dirty_) {
@ -659,11 +607,6 @@ Span<float3> BezierSpline::evaluated_positions() const
return positions;
}
/**
* Convert the data encoded in #evaulated_mappings into its parts-- the information necessary
* to interpolate data from control points to evaluated points between them. The next control
* point index result will not overflow the size of the control point vectors.
*/
BezierSpline::InterpolationData BezierSpline::interpolation_data_from_index_factor(
const float index_factor) const
{

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@ -45,9 +45,6 @@ int PolySpline::size() const
return size;
}
/**
* \warning Call #reallocate on the spline's attributes after adding all points.
*/
void PolySpline::add_point(const float3 position, const float radius, const float tilt)
{
positions_.append(position);