tornavis/source/blender/blenkernel/BKE_modifier.h

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 14:34:04 +01:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __BKE_MODIFIER_H__
#define __BKE_MODIFIER_H__
/** \file
* \ingroup bke
*/
#include "DNA_modifier_types.h" /* needed for all enum typdefs */
#include "BLI_compiler_attrs.h"
#include "BKE_customdata.h"
struct BMEditMesh;
struct CustomData_MeshMasks;
struct DepsNodeHandle;
struct Depsgraph;
struct DerivedMesh;
struct ID;
struct ListBase;
struct Main;
struct Mesh;
struct ModifierData;
struct Object;
struct Scene;
struct ViewLayer;
struct bArmature;
typedef enum {
/* Should not be used, only for None modifier type */
eModifierTypeType_None,
/* Modifier only does deformation, implies that modifier
* type should have a valid deformVerts function. OnlyDeform
* style modifiers implicitly accept either mesh or CV
* input but should still declare flags appropriately.
*/
eModifierTypeType_OnlyDeform,
eModifierTypeType_Constructive,
eModifierTypeType_Nonconstructive,
/* both deformVerts & applyModifier are valid calls
* used for particles modifier that doesn't actually modify the object
* unless it's a mesh and can be exploded -> curve can also emit particles
*/
eModifierTypeType_DeformOrConstruct,
/* Like eModifierTypeType_Nonconstructive, but does not affect the geometry
* of the object, rather some of its CustomData layers.
* E.g. UVProject and WeightVG modifiers. */
eModifierTypeType_NonGeometrical,
} ModifierTypeType;
typedef enum {
eModifierTypeFlag_AcceptsMesh = (1 << 0),
eModifierTypeFlag_AcceptsCVs = (1 << 1),
eModifierTypeFlag_SupportsMapping = (1 << 2),
eModifierTypeFlag_SupportsEditmode = (1 << 3),
/* For modifiers that support editmode this determines if the
* modifier should be enabled by default in editmode. This should
* only be used by modifiers that are relatively speedy and
* also generally used in editmode, otherwise let the user enable
* it by hand.
*/
eModifierTypeFlag_EnableInEditmode = (1 << 4),
/* For modifiers that require original data and so cannot
* be placed after any non-deformative modifier.
*/
eModifierTypeFlag_RequiresOriginalData = (1 << 5),
/* For modifiers that support pointcache, so we can check to see if it has files we need to deal with
*/
eModifierTypeFlag_UsesPointCache = (1 << 6),
/* For physics modifiers, max one per type */
eModifierTypeFlag_Single = (1 << 7),
/* Some modifier can't be added manually by user */
eModifierTypeFlag_NoUserAdd = (1 << 8),
/* For modifiers that use CD_PREVIEW_MCOL for preview. */
eModifierTypeFlag_UsesPreview = (1 << 9),
eModifierTypeFlag_AcceptsLattice = (1 << 10),
} ModifierTypeFlag;
/* IMPORTANT! Keep ObjectWalkFunc and IDWalkFunc signatures compatible. */
typedef void (*ObjectWalkFunc)(void *userData, struct Object *ob, struct Object **obpoin, int cb_flag);
typedef void (*IDWalkFunc)(void *userData, struct Object *ob, struct ID **idpoin, int cb_flag);
typedef void (*TexWalkFunc)(void *userData, struct Object *ob, struct ModifierData *md, const char *propname);
typedef enum ModifierApplyFlag {
MOD_APPLY_RENDER = 1 << 0, /* Render time. */
MOD_APPLY_USECACHE = 1 << 1, /* Result of evaluation will be cached, so modifier might
* want to cache data for quick updates (used by subsurf) */
MOD_APPLY_ORCO = 1 << 2, /* Modifier evaluated for undeformed texture coordinates */
MOD_APPLY_IGNORE_SIMPLIFY = 1 << 3, /* Ignore scene simplification flag and use subdivisions
* level set in multires modifier.
*/
} ModifierApplyFlag;
typedef struct ModifierUpdateDepsgraphContext {
struct Scene *scene;
struct Object *object;
struct DepsNodeHandle *node;
} ModifierUpdateDepsgraphContext;
/* Contains the information for deformXXX and applyXXX functions below that
* doesn't change between consecutive modifiers. */
typedef struct ModifierEvalContext {
struct Depsgraph *depsgraph;
struct Object *object;
ModifierApplyFlag flag;
} ModifierEvalContext;
typedef struct ModifierTypeInfo {
/* The user visible name for this modifier */
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
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char name[32];
/* The DNA struct name for the modifier data type, used to
* write the DNA data out.
*/
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
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char structName[32];
/* The size of the modifier data type, used by allocation. */
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
int structSize;
ModifierTypeType type;
ModifierTypeFlag flags;
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
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/********************* Non-optional functions *********************/
/* Copy instance data for this modifier type. Should copy all user
* level settings to the target modifier.
*
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* \param flag: Copying options (see BKE_library.h's LIB_ID_COPY_... flags for more).
*/
void (*copyData)(const struct ModifierData *md, struct ModifierData *target, const int flag);
/********************* Deform modifier functions *********************/ /* DEPRECATED */
void (*deformVerts_DM_removed)(void);
void (*deformMatrices_DM_removed)(void);
void (*deformVertsEM_DM_removed)(void);
void (*deformMatricesEM_DM_removed)(void);
/********************* Non-deform modifier functions *********************/ /* DEPRECATED */
void (*applyModifier_DM_removed)(void);
/********************* Deform modifier functions *********************/
/* Only for deform types, should apply the deformation
* to the given vertex array. If the deformer requires information from
* the object it can obtain it from the mesh argument if non-NULL,
* and otherwise the ob argument.
*/
void (*deformVerts)(struct ModifierData *md, const struct ModifierEvalContext *ctx,
struct Mesh *mesh, float (*vertexCos)[3], int numVerts);
/* Like deformMatricesEM but called from object mode (for supporting modifiers in sculpt mode) */
void (*deformMatrices)(struct ModifierData *md, const struct ModifierEvalContext *ctx,
struct Mesh *mesh, float (*vertexCos)[3], float (*defMats)[3][3], int numVerts);
/* Like deformVerts but called during editmode (for supporting modifiers)
*/
void (*deformVertsEM)(struct ModifierData *md, const struct ModifierEvalContext *ctx,
struct BMEditMesh *editData,
struct Mesh *mesh, float (*vertexCos)[3], int numVerts);
/* Set deform matrix per vertex for crazyspace correction */
void (*deformMatricesEM)(struct ModifierData *md, const struct ModifierEvalContext *ctx,
struct BMEditMesh *editData,
struct Mesh *mesh, float (*vertexCos)[3], float (*defMats)[3][3], int numVerts);
/********************* Non-deform modifier functions *********************/
/* For non-deform types: apply the modifier and return a mesh object.
*
* The mesh argument should always be non-NULL; the modifier
* should read the object data from the mesh object instead of the
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* actual object data.
*
* The modifier may reuse the mesh argument (i.e. return it in
* modified form), but must not release it.
*/
struct Mesh *(*applyModifier)(struct ModifierData *md, const struct ModifierEvalContext *ctx,
struct Mesh *mesh);
/********************* Optional functions *********************/
/* Initialize new instance data for this modifier type, this function
* should set modifier variables to their default values.
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*
* This function is optional.
*/
void (*initData)(struct ModifierData *md);
/* Should add to passed \a r_cddata_masks the data types that this
* modifier needs. If (mask & (1 << (layer type))) != 0, this modifier
* needs that custom data layer. It can change required layers
* depending on the modifier's settings.
*
* Note that this means extra data (e.g. vertex groups) - it is assumed
* that all modifiers need mesh data and deform modifiers need vertex
* coordinates.
*
* If this function is not present, it is assumed that no extra data is needed.
*
* This function is optional.
*/
void (*requiredDataMask)(struct Object *ob, struct ModifierData *md, struct CustomData_MeshMasks *r_cddata_masks);
/* Free internal modifier data variables, this function should
* not free the md variable itself.
*
* This function is optional.
*/
void (*freeData)(struct ModifierData *md);
/* Return a boolean value indicating if this modifier is able to be
* calculated based on the modifier data. This is *not* regarding the
* md->flag, that is tested by the system, this is just if the data
* validates (for example, a lattice will return false if the lattice
* object is not defined).
*
* This function is optional (assumes never disabled if not present).
*/
bool (*isDisabled)(const struct Scene *scene, struct ModifierData *md, bool userRenderParams);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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/* Add the appropriate relations to the dependency graph.
*
* This function is optional.
*/
void (*updateDepsgraph)(struct ModifierData *md,
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const ModifierUpdateDepsgraphContext *ctx);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 12:05:57 +02:00
/* Should return true if the modifier needs to be recalculated on time
* changes.
*
* This function is optional (assumes false if not present).
*/
bool (*dependsOnTime)(struct ModifierData *md);
/* True when a deform modifier uses normals, the requiredDataMask
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* cant be used here because that refers to a normal layer whereas
* in this case we need to know if the deform modifier uses normals.
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*
* this is needed because applying 2 deform modifiers will give the
* second modifier bogus normals.
* */
bool (*dependsOnNormals)(struct ModifierData *md);
/* Should call the given walk function on with a pointer to each Object
* pointer that the modifier data stores. This is used for linking on file
* load and for unlinking objects or forwarding object references.
*
* This function is optional.
*/
void (*foreachObjectLink)(struct ModifierData *md, struct Object *ob,
ObjectWalkFunc walk, void *userData);
/* Should call the given walk function with a pointer to each ID
* pointer (i.e. each datablock pointer) that the modifier data
* stores. This is used for linking on file load and for
* unlinking datablocks or forwarding datablock references.
*
* This function is optional. If it is not present, foreachObjectLink
* will be used.
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
2005-07-21 22:30:33 +02:00
*/
void (*foreachIDLink)(struct ModifierData *md, struct Object *ob,
IDWalkFunc walk, void *userData);
/* Should call the given walk function for each texture that the
* modifier data stores. This is used for finding all textures in
* the context for the UI.
*
* This function is optional. If it is not present, it will be
* assumed the modifier has no textures.
*/
void (*foreachTexLink)(struct ModifierData *md, struct Object *ob,
TexWalkFunc walk, void *userData);
} ModifierTypeInfo;
/* Initialize modifier's global data (type info and some common global storages). */
void BKE_modifier_init(void);
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const ModifierTypeInfo *modifierType_getInfo(ModifierType type);
/* Modifier utility calls, do call through type pointer and return
* default values if pointer is optional.
*/
struct ModifierData *modifier_new(int type);
void modifier_free_ex(struct ModifierData *md, const int flag);
void modifier_free(struct ModifierData *md);
bool modifier_unique_name(struct ListBase *modifiers, struct ModifierData *md);
void modifier_copyData_generic(const struct ModifierData *md, struct ModifierData *target, const int flag);
void modifier_copyData(struct ModifierData *md, struct ModifierData *target);
void modifier_copyData_ex(struct ModifierData *md, struct ModifierData *target, const int flag);
bool modifier_dependsOnTime(struct ModifierData *md);
bool modifier_supportsMapping(struct ModifierData *md);
bool modifier_supportsCage(struct Scene *scene, struct ModifierData *md);
bool modifier_couldBeCage(struct Scene *scene, struct ModifierData *md);
bool modifier_isCorrectableDeformed(struct ModifierData *md);
bool modifier_isSameTopology(ModifierData *md);
bool modifier_isNonGeometrical(ModifierData *md);
bool modifier_isEnabled(const struct Scene *scene, struct ModifierData *md, int required_mode);
void modifier_setError(struct ModifierData *md, const char *format, ...) ATTR_PRINTF_FORMAT(2, 3);
bool modifier_isPreview(struct ModifierData *md);
void modifiers_foreachObjectLink(struct Object *ob,
ObjectWalkFunc walk,
void *userData);
void modifiers_foreachIDLink(struct Object *ob,
IDWalkFunc walk,
void *userData);
void modifiers_foreachTexLink(struct Object *ob,
TexWalkFunc walk,
void *userData);
struct ModifierData *modifiers_findByType(struct Object *ob, ModifierType type);
struct ModifierData *modifiers_findByName(struct Object *ob, const char *name);
void modifiers_clearErrors(struct Object *ob);
int modifiers_getCageIndex(struct Scene *scene, struct Object *ob,
int *r_lastPossibleCageIndex, bool is_virtual);
bool modifiers_isModifierEnabled(struct Object *ob, int modifierType);
bool modifiers_isSoftbodyEnabled(struct Object *ob);
bool modifiers_isClothEnabled(struct Object *ob);
bool modifiers_isParticleEnabled(struct Object *ob);
struct Object *modifiers_isDeformedByArmature(struct Object *ob);
struct Object *modifiers_isDeformedByMeshDeform(struct Object *ob);
struct Object *modifiers_isDeformedByLattice(struct Object *ob);
struct Object *modifiers_isDeformedByCurve(struct Object *ob);
bool modifiers_usesArmature(struct Object *ob, struct bArmature *arm);
bool modifiers_isCorrectableDeformed(struct Scene *scene, struct Object *ob);
void modifier_freeTemporaryData(struct ModifierData *md);
bool modifiers_isPreview(struct Object *ob);
typedef struct CDMaskLink {
struct CDMaskLink *next;
struct CustomData_MeshMasks mask;
} CDMaskLink;
/* Calculates and returns a linked list of CustomData_MeshMasks indicating the
* data required by each modifier in the stack pointed to by md for correct
* evaluation, assuming the data indicated by dataMask is required at the
* end of the stack.
*/
struct CDMaskLink *modifiers_calcDataMasks(struct Scene *scene,
struct Object *ob,
struct ModifierData *md,
const struct CustomData_MeshMasks *dataMask,
int required_mode,
ModifierData *previewmd,
const struct CustomData_MeshMasks *previewmask);
struct ModifierData *modifiers_getLastPreview(struct Scene *scene,
struct ModifierData *md,
int required_mode);
typedef struct VirtualModifierData {
ArmatureModifierData amd;
CurveModifierData cmd;
LatticeModifierData lmd;
ShapeKeyModifierData smd;
} VirtualModifierData;
struct ModifierData *modifiers_getVirtualModifierList(struct Object *ob, struct VirtualModifierData *data);
/* ensure modifier correctness when changing ob->data */
void test_object_modifiers(struct Object *ob);
/* here for do_versions */
void modifier_mdef_compact_influences(struct ModifierData *md);
void modifier_path_init(char *path, int path_maxlen, const char *name);
const char *modifier_path_relbase(struct Main *bmain, struct Object *ob);
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const char *modifier_path_relbase_from_global(struct Object *ob);
/* wrappers for modifier callbacks that ensure valid normals */
struct Mesh *modwrap_applyModifier(
ModifierData *md, const struct ModifierEvalContext *ctx,
struct Mesh *me);
void modwrap_deformVerts(
ModifierData *md, const struct ModifierEvalContext *ctx,
struct Mesh *me,
float (*vertexCos)[3], int numVerts);
void modwrap_deformVertsEM(
ModifierData *md, const struct ModifierEvalContext *ctx,
struct BMEditMesh *em, struct Mesh *me,
float (*vertexCos)[3], int numVerts);
/* wrappers for modifier callbacks that accept Mesh and select the proper implementation
* depending on if the modifier has been ported to Mesh or is still using DerivedMesh
*/
2018-05-01 11:02:58 +02:00
struct DerivedMesh *modifier_applyModifier_DM_deprecated(
struct ModifierData *md, const struct ModifierEvalContext *ctx,
struct DerivedMesh *dm);
struct Mesh *BKE_modifier_get_evaluated_mesh_from_evaluated_object(
struct Object *ob_eval, const bool get_cage_mesh);
#endif