tornavis/source/blender/blenkernel/intern/DerivedMesh.c

2488 lines
74 KiB
C
Raw Normal View History

/*
* 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.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup bke
2011-02-27 21:40:57 +01:00
*/
#include <string.h>
#include <limits.h>
#include "MEM_guardedalloc.h"
#include "DNA_cloth_types.h"
#include "DNA_customdata_types.h"
#include "DNA_key_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
Fix T47038: Particles in Particle Edit Mode get added in completely wrong location. It also fixes another issue (crash) related to symmetric editing. Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time... This patch mostly fixes particle editing mode: - Adding/removing particles when using generative modifiers (like subsurf) should now work. - Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work. - X-axis-mirror-editing particles over ngons does not really work, not sure why currently. - All this in both 'modes' (with or without using modifier stack for particles). Tech side: - Store a deformed-only DM in particle modifier data. - Rename existing DM to make it clear it's a final one. - Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches. - Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface from an final DM tessface index). Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway), it's more like some urgency bandage. Whole crap needs complete rewrite anyway, BMesh's polygons make it really hard to work with current system (and looptri would not help much here). Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too. Reviewers: psy-fi Subscribers: dfelinto, eyecandy Maniphest Tasks: T47038 Differential Revision: https://developer.blender.org/D1685
2016-01-04 12:19:45 +01:00
#include "BLI_array.h"
#include "BLI_blenlib.h"
#include "BLI_bitmap.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
2011-10-22 03:53:35 +02:00
#include "BLI_linklist.h"
#include "BLI_task.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_colorband.h"
2013-04-18 19:09:56 +02:00
#include "BKE_editmesh.h"
#include "BKE_key.h"
#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_material.h"
#include "BKE_modifier.h"
#include "BKE_mesh.h"
#include "BKE_mesh_iterators.h"
#include "BKE_mesh_mapping.h"
#include "BKE_mesh_runtime.h"
#include "BKE_mesh_tangent.h"
#include "BKE_object.h"
#include "BKE_object_deform.h"
#include "BKE_paint.h"
#include "BKE_multires.h"
#include "BKE_bvhutils.h"
#include "BKE_deform.h"
#include "BLI_sys_types.h" /* for intptr_t support */
2018-04-16 20:45:43 +02:00
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "BKE_shrinkwrap.h"
2018-04-16 20:45:43 +02:00
#include "CLG_log.h"
#ifdef WITH_OPENSUBDIV
# include "DNA_userdef_types.h"
#endif
/* very slow! enable for testing only! */
//#define USE_MODIFIER_VALIDATE
#ifdef USE_MODIFIER_VALIDATE
# define ASSERT_IS_VALID_DM(dm) (BLI_assert((dm == NULL) || (DM_is_valid(dm) == true)))
# define ASSERT_IS_VALID_MESH(mesh) (BLI_assert((mesh == NULL) || (BKE_mesh_is_valid(mesh) == true)))
#else
# define ASSERT_IS_VALID_DM(dm)
# define ASSERT_IS_VALID_MESH(mesh)
#endif
static CLG_LogRef LOG = {"bke.derivedmesh"};
static ThreadRWMutex loops_cache_lock = PTHREAD_RWLOCK_INITIALIZER;
static void shapekey_layers_to_keyblocks(DerivedMesh *dm, Mesh *me, int actshape_uid);
static void mesh_init_origspace(Mesh *mesh);
/* -------------------------------------------------------------------- */
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
static MVert *dm_getVertArray(DerivedMesh *dm)
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
{
MVert *mvert = CustomData_get_layer(&dm->vertData, CD_MVERT);
if (!mvert) {
mvert = CustomData_add_layer(&dm->vertData, CD_MVERT, CD_CALLOC, NULL,
2012-05-12 21:18:02 +02:00
dm->getNumVerts(dm));
CustomData_set_layer_flag(&dm->vertData, CD_MVERT, CD_FLAG_TEMPORARY);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm->copyVertArray(dm, mvert);
}
return mvert;
}
static MEdge *dm_getEdgeArray(DerivedMesh *dm)
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
{
MEdge *medge = CustomData_get_layer(&dm->edgeData, CD_MEDGE);
if (!medge) {
medge = CustomData_add_layer(&dm->edgeData, CD_MEDGE, CD_CALLOC, NULL,
2012-05-12 21:18:02 +02:00
dm->getNumEdges(dm));
CustomData_set_layer_flag(&dm->edgeData, CD_MEDGE, CD_FLAG_TEMPORARY);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm->copyEdgeArray(dm, medge);
}
return medge;
}
static MFace *dm_getTessFaceArray(DerivedMesh *dm)
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
{
MFace *mface = CustomData_get_layer(&dm->faceData, CD_MFACE);
if (!mface) {
int numTessFaces = dm->getNumTessFaces(dm);
2018-06-17 17:05:51 +02:00
if (!numTessFaces) {
/* Do not add layer if there's no elements in it, this leads to issues later when
* this layer is needed with non-zero size, but currently CD stuff does not check
* for requested layer size on creation and just returns layer which was previously
* added (sergey) */
return NULL;
}
2018-06-17 17:05:51 +02:00
mface = CustomData_add_layer(&dm->faceData, CD_MFACE, CD_CALLOC, NULL, numTessFaces);
CustomData_set_layer_flag(&dm->faceData, CD_MFACE, CD_FLAG_TEMPORARY);
dm->copyTessFaceArray(dm, mface);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
}
return mface;
}
static MLoop *dm_getLoopArray(DerivedMesh *dm)
{
MLoop *mloop = CustomData_get_layer(&dm->loopData, CD_MLOOP);
if (!mloop) {
mloop = CustomData_add_layer(&dm->loopData, CD_MLOOP, CD_CALLOC, NULL,
2012-05-12 21:18:02 +02:00
dm->getNumLoops(dm));
CustomData_set_layer_flag(&dm->loopData, CD_MLOOP, CD_FLAG_TEMPORARY);
dm->copyLoopArray(dm, mloop);
}
return mloop;
}
static MPoly *dm_getPolyArray(DerivedMesh *dm)
{
MPoly *mpoly = CustomData_get_layer(&dm->polyData, CD_MPOLY);
if (!mpoly) {
mpoly = CustomData_add_layer(&dm->polyData, CD_MPOLY, CD_CALLOC, NULL,
2012-05-12 21:18:02 +02:00
dm->getNumPolys(dm));
CustomData_set_layer_flag(&dm->polyData, CD_MPOLY, CD_FLAG_TEMPORARY);
dm->copyPolyArray(dm, mpoly);
}
return mpoly;
}
static MVert *dm_dupVertArray(DerivedMesh *dm)
{
MVert *tmp = MEM_malloc_arrayN(dm->getNumVerts(dm), sizeof(*tmp),
2012-05-12 21:18:02 +02:00
"dm_dupVertArray tmp");
if (tmp) dm->copyVertArray(dm, tmp);
return tmp;
}
static MEdge *dm_dupEdgeArray(DerivedMesh *dm)
{
MEdge *tmp = MEM_malloc_arrayN(dm->getNumEdges(dm), sizeof(*tmp),
2012-05-12 21:18:02 +02:00
"dm_dupEdgeArray tmp");
if (tmp) dm->copyEdgeArray(dm, tmp);
return tmp;
}
static MFace *dm_dupFaceArray(DerivedMesh *dm)
{
MFace *tmp = MEM_malloc_arrayN(dm->getNumTessFaces(dm), sizeof(*tmp),
2012-05-12 21:18:02 +02:00
"dm_dupFaceArray tmp");
if (tmp) dm->copyTessFaceArray(dm, tmp);
return tmp;
}
static MLoop *dm_dupLoopArray(DerivedMesh *dm)
{
MLoop *tmp = MEM_malloc_arrayN(dm->getNumLoops(dm), sizeof(*tmp),
2012-05-12 21:18:02 +02:00
"dm_dupLoopArray tmp");
if (tmp) dm->copyLoopArray(dm, tmp);
return tmp;
}
static MPoly *dm_dupPolyArray(DerivedMesh *dm)
{
MPoly *tmp = MEM_malloc_arrayN(dm->getNumPolys(dm), sizeof(*tmp),
2012-05-12 21:18:02 +02:00
"dm_dupPolyArray tmp");
if (tmp) dm->copyPolyArray(dm, tmp);
return tmp;
}
static int dm_getNumLoopTri(DerivedMesh *dm)
{
const int numlooptris = poly_to_tri_count(dm->getNumPolys(dm), dm->getNumLoops(dm));
BLI_assert(ELEM(dm->looptris.num, 0, numlooptris));
return numlooptris;
}
static const MLoopTri *dm_getLoopTriArray(DerivedMesh *dm)
{
MLoopTri *looptri;
BLI_rw_mutex_lock(&loops_cache_lock, THREAD_LOCK_READ);
looptri = dm->looptris.array;
BLI_rw_mutex_unlock(&loops_cache_lock);
if (looptri != NULL) {
BLI_assert(dm->getNumLoopTri(dm) == dm->looptris.num);
}
else {
BLI_rw_mutex_lock(&loops_cache_lock, THREAD_LOCK_WRITE);
/* We need to ensure array is still NULL inside mutex-protected code, some other thread might have already
* recomputed those looptris. */
if (dm->looptris.array == NULL) {
dm->recalcLoopTri(dm);
}
looptri = dm->looptris.array;
BLI_rw_mutex_unlock(&loops_cache_lock);
}
return looptri;
}
static CustomData *dm_getVertCData(DerivedMesh *dm)
{
return &dm->vertData;
}
static CustomData *dm_getEdgeCData(DerivedMesh *dm)
{
return &dm->edgeData;
}
static CustomData *dm_getTessFaceCData(DerivedMesh *dm)
{
return &dm->faceData;
}
static CustomData *dm_getLoopCData(DerivedMesh *dm)
{
return &dm->loopData;
}
static CustomData *dm_getPolyCData(DerivedMesh *dm)
{
return &dm->polyData;
}
/**
* Utility function to initialize a DerivedMesh's function pointers to
* the default implementation (for those functions which have a default)
*/
void DM_init_funcs(DerivedMesh *dm)
{
/* default function implementations */
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm->getVertArray = dm_getVertArray;
dm->getEdgeArray = dm_getEdgeArray;
dm->getTessFaceArray = dm_getTessFaceArray;
dm->getLoopArray = dm_getLoopArray;
dm->getPolyArray = dm_getPolyArray;
dm->dupVertArray = dm_dupVertArray;
dm->dupEdgeArray = dm_dupEdgeArray;
dm->dupTessFaceArray = dm_dupFaceArray;
dm->dupLoopArray = dm_dupLoopArray;
dm->dupPolyArray = dm_dupPolyArray;
dm->getLoopTriArray = dm_getLoopTriArray;
/* subtypes handle getting actual data */
dm->getNumLoopTri = dm_getNumLoopTri;
dm->getVertDataLayout = dm_getVertCData;
dm->getEdgeDataLayout = dm_getEdgeCData;
dm->getTessFaceDataLayout = dm_getTessFaceCData;
dm->getLoopDataLayout = dm_getLoopCData;
dm->getPolyDataLayout = dm_getPolyCData;
dm->getVertData = DM_get_vert_data;
dm->getEdgeData = DM_get_edge_data;
dm->getTessFaceData = DM_get_tessface_data;
dm->getPolyData = DM_get_poly_data;
dm->getVertDataArray = DM_get_vert_data_layer;
dm->getEdgeDataArray = DM_get_edge_data_layer;
dm->getTessFaceDataArray = DM_get_tessface_data_layer;
dm->getPolyDataArray = DM_get_poly_data_layer;
dm->getLoopDataArray = DM_get_loop_data_layer;
dm->bvhCache = NULL;
}
/**
* Utility function to initialize a DerivedMesh for the desired number
* of vertices, edges and faces (doesn't allocate memory for them, just
* sets up the custom data layers)
*/
void DM_init(
DerivedMesh *dm, DerivedMeshType type, int numVerts, int numEdges,
int numTessFaces, int numLoops, int numPolys)
{
dm->type = type;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm->numVertData = numVerts;
dm->numEdgeData = numEdges;
dm->numTessFaceData = numTessFaces;
dm->numLoopData = numLoops;
dm->numPolyData = numPolys;
DM_init_funcs(dm);
2018-06-17 17:05:51 +02:00
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm->needsFree = 1;
dm->dirty = 0;
/* don't use CustomData_reset(...); because we dont want to touch customdata */
copy_vn_i(dm->vertData.typemap, CD_NUMTYPES, -1);
copy_vn_i(dm->edgeData.typemap, CD_NUMTYPES, -1);
copy_vn_i(dm->faceData.typemap, CD_NUMTYPES, -1);
copy_vn_i(dm->loopData.typemap, CD_NUMTYPES, -1);
copy_vn_i(dm->polyData.typemap, CD_NUMTYPES, -1);
}
/**
* Utility function to initialize a DerivedMesh for the desired number
* of vertices, edges and faces, with a layer setup copied from source
*/
void DM_from_template_ex(
DerivedMesh *dm, DerivedMesh *source, DerivedMeshType type,
int numVerts, int numEdges, int numTessFaces,
int numLoops, int numPolys,
const CustomData_MeshMasks *mask)
{
CustomData_copy(&source->vertData, &dm->vertData, mask->vmask, CD_CALLOC, numVerts);
CustomData_copy(&source->edgeData, &dm->edgeData, mask->emask, CD_CALLOC, numEdges);
CustomData_copy(&source->faceData, &dm->faceData, mask->fmask, CD_CALLOC, numTessFaces);
CustomData_copy(&source->loopData, &dm->loopData, mask->lmask, CD_CALLOC, numLoops);
CustomData_copy(&source->polyData, &dm->polyData, mask->pmask, CD_CALLOC, numPolys);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm->cd_flag = source->cd_flag;
dm->type = type;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm->numVertData = numVerts;
dm->numEdgeData = numEdges;
dm->numTessFaceData = numTessFaces;
dm->numLoopData = numLoops;
dm->numPolyData = numPolys;
DM_init_funcs(dm);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm->needsFree = 1;
dm->dirty = 0;
}
void DM_from_template(
DerivedMesh *dm, DerivedMesh *source, DerivedMeshType type,
int numVerts, int numEdges, int numTessFaces,
int numLoops, int numPolys)
{
DM_from_template_ex(
dm, source, type,
numVerts, numEdges, numTessFaces,
numLoops, numPolys,
&CD_MASK_DERIVEDMESH);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
int DM_release(DerivedMesh *dm)
{
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
if (dm->needsFree) {
bvhcache_free(&dm->bvhCache);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CustomData_free(&dm->vertData, dm->numVertData);
CustomData_free(&dm->edgeData, dm->numEdgeData);
CustomData_free(&dm->faceData, dm->numTessFaceData);
CustomData_free(&dm->loopData, dm->numLoopData);
CustomData_free(&dm->polyData, dm->numPolyData);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
if (dm->mat) {
MEM_freeN(dm->mat);
dm->mat = NULL;
dm->totmat = 0;
}
MEM_SAFE_FREE(dm->looptris.array);
dm->looptris.num = 0;
dm->looptris.num_alloc = 0;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
return 1;
}
else {
CustomData_free_temporary(&dm->vertData, dm->numVertData);
CustomData_free_temporary(&dm->edgeData, dm->numEdgeData);
CustomData_free_temporary(&dm->faceData, dm->numTessFaceData);
CustomData_free_temporary(&dm->loopData, dm->numLoopData);
CustomData_free_temporary(&dm->polyData, dm->numPolyData);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
return 0;
}
}
void DM_DupPolys(DerivedMesh *source, DerivedMesh *target)
{
CustomData_free(&target->loopData, source->numLoopData);
CustomData_free(&target->polyData, source->numPolyData);
CustomData_copy(&source->loopData, &target->loopData, CD_MASK_DERIVEDMESH.lmask, CD_DUPLICATE, source->numLoopData);
CustomData_copy(&source->polyData, &target->polyData, CD_MASK_DERIVEDMESH.pmask, CD_DUPLICATE, source->numPolyData);
2009-08-18 22:05:08 +02:00
target->numLoopData = source->numLoopData;
target->numPolyData = source->numPolyData;
2009-08-18 22:05:08 +02:00
if (!CustomData_has_layer(&target->polyData, CD_MPOLY)) {
MPoly *mpoly;
MLoop *mloop;
2009-08-18 22:05:08 +02:00
mloop = source->dupLoopArray(source);
mpoly = source->dupPolyArray(source);
CustomData_add_layer(&target->loopData, CD_MLOOP, CD_ASSIGN, mloop, source->numLoopData);
CustomData_add_layer(&target->polyData, CD_MPOLY, CD_ASSIGN, mpoly, source->numPolyData);
}
}
void DM_ensure_normals(DerivedMesh *dm)
{
if (dm->dirty & DM_DIRTY_NORMALS) {
dm->calcNormals(dm);
}
BLI_assert((dm->dirty & DM_DIRTY_NORMALS) == 0);
}
/**
* Ensure the array is large enough
*
2019-02-11 15:21:09 +01:00
* \note This function must always be thread-protected by caller. It should only be used by internal code.
*/
void DM_ensure_looptri_data(DerivedMesh *dm)
{
const unsigned int totpoly = dm->numPolyData;
const unsigned int totloop = dm->numLoopData;
const int looptris_num = poly_to_tri_count(totpoly, totloop);
BLI_assert(dm->looptris.array_wip == NULL);
SWAP(MLoopTri *, dm->looptris.array, dm->looptris.array_wip);
if ((looptris_num > dm->looptris.num_alloc) ||
(looptris_num < dm->looptris.num_alloc * 2) ||
(totpoly == 0))
{
MEM_SAFE_FREE(dm->looptris.array_wip);
dm->looptris.num_alloc = 0;
dm->looptris.num = 0;
}
if (totpoly) {
if (dm->looptris.array_wip == NULL) {
dm->looptris.array_wip = MEM_malloc_arrayN(looptris_num, sizeof(*dm->looptris.array_wip), __func__);
dm->looptris.num_alloc = looptris_num;
}
dm->looptris.num = looptris_num;
}
}
void DM_to_mesh(DerivedMesh *dm, Mesh *me, Object *ob, const CustomData_MeshMasks *mask, bool take_ownership)
{
/* dm might depend on me, so we need to do everything with a local copy */
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
Mesh tmp = *me;
int totvert, totedge /*, totface */ /* UNUSED */, totloop, totpoly;
2012-05-12 21:18:02 +02:00
int did_shapekeys = 0;
2018-05-30 10:28:24 +02:00
eCDAllocType alloctype = CD_DUPLICATE;
if (take_ownership && dm->type == DM_TYPE_CDDM && dm->needsFree) {
bool has_any_referenced_layers =
CustomData_has_referenced(&dm->vertData) ||
CustomData_has_referenced(&dm->edgeData) ||
CustomData_has_referenced(&dm->loopData) ||
CustomData_has_referenced(&dm->faceData) ||
CustomData_has_referenced(&dm->polyData);
if (!has_any_referenced_layers) {
alloctype = CD_ASSIGN;
}
}
CustomData_reset(&tmp.vdata);
CustomData_reset(&tmp.edata);
CustomData_reset(&tmp.fdata);
CustomData_reset(&tmp.ldata);
CustomData_reset(&tmp.pdata);
DM_ensure_normals(dm);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
totvert = tmp.totvert = dm->getNumVerts(dm);
totedge = tmp.totedge = dm->getNumEdges(dm);
totloop = tmp.totloop = dm->getNumLoops(dm);
totpoly = tmp.totpoly = dm->getNumPolys(dm);
tmp.totface = 0;
CustomData_copy(&dm->vertData, &tmp.vdata, mask->vmask, alloctype, totvert);
CustomData_copy(&dm->edgeData, &tmp.edata, mask->emask, alloctype, totedge);
CustomData_copy(&dm->loopData, &tmp.ldata, mask->lmask, alloctype, totloop);
CustomData_copy(&dm->polyData, &tmp.pdata, mask->pmask, alloctype, totpoly);
tmp.cd_flag = dm->cd_flag;
tmp.runtime.deformed_only = dm->deformedOnly;
if (CustomData_has_layer(&dm->vertData, CD_SHAPEKEY)) {
KeyBlock *kb;
int uid;
2018-06-17 17:05:51 +02:00
if (ob) {
2012-05-12 21:18:02 +02:00
kb = BLI_findlink(&me->key->block, ob->shapenr - 1);
if (kb) {
uid = kb->uid;
}
else {
CLOG_ERROR(&LOG, "could not find active shapekey %d!", ob->shapenr - 1);
uid = INT_MAX;
}
}
else {
/* if no object, set to INT_MAX so we don't mess up any shapekey layers */
uid = INT_MAX;
}
shapekey_layers_to_keyblocks(dm, me, uid);
did_shapekeys = 1;
}
/* copy texture space */
if (ob) {
BKE_mesh_texspace_copy_from_object(&tmp, ob);
}
2018-06-17 17:05:51 +02:00
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
/* not all DerivedMeshes store their verts/edges/faces in CustomData, so
2012-03-09 19:28:30 +01:00
* we set them here in case they are missing */
if (!CustomData_has_layer(&tmp.vdata, CD_MVERT)) {
CustomData_add_layer(&tmp.vdata, CD_MVERT, CD_ASSIGN,
(alloctype == CD_ASSIGN) ? dm->getVertArray(dm) : dm->dupVertArray(dm),
totvert);
}
if (!CustomData_has_layer(&tmp.edata, CD_MEDGE)) {
CustomData_add_layer(&tmp.edata, CD_MEDGE, CD_ASSIGN,
(alloctype == CD_ASSIGN) ? dm->getEdgeArray(dm) : dm->dupEdgeArray(dm),
totedge);
}
if (!CustomData_has_layer(&tmp.pdata, CD_MPOLY)) {
tmp.mloop = (alloctype == CD_ASSIGN) ? dm->getLoopArray(dm) : dm->dupLoopArray(dm);
tmp.mpoly = (alloctype == CD_ASSIGN) ? dm->getPolyArray(dm) : dm->dupPolyArray(dm);
CustomData_add_layer(&tmp.ldata, CD_MLOOP, CD_ASSIGN, tmp.mloop, tmp.totloop);
CustomData_add_layer(&tmp.pdata, CD_MPOLY, CD_ASSIGN, tmp.mpoly, tmp.totpoly);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
/* object had got displacement layer, should copy this layer to save sculpted data */
/* NOTE: maybe some other layers should be copied? nazgul */
if (CustomData_has_layer(&me->ldata, CD_MDISPS)) {
if (totloop == me->totloop) {
MDisps *mdisps = CustomData_get_layer(&me->ldata, CD_MDISPS);
CustomData_add_layer(&tmp.ldata, CD_MDISPS, alloctype, mdisps, totloop);
}
}
/* yes, must be before _and_ after tessellate */
BKE_mesh_update_customdata_pointers(&tmp, false);
/* since 2.65 caller must do! */
// BKE_mesh_tessface_calc(&tmp);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CustomData_free(&me->vdata, me->totvert);
CustomData_free(&me->edata, me->totedge);
CustomData_free(&me->fdata, me->totface);
CustomData_free(&me->ldata, me->totloop);
CustomData_free(&me->pdata, me->totpoly);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
2012-03-09 19:28:30 +01:00
/* ok, this should now use new CD shapekey data,
2012-08-25 01:22:34 +02:00
* which should be fed through the modifier
* stack */
if (tmp.totvert != me->totvert && !did_shapekeys && me->key) {
CLOG_WARN(&LOG, "YEEK! this should be recoded! Shape key loss!: ID '%s'", tmp.id.name);
if (tmp.key && !(tmp.id.tag & LIB_TAG_NO_MAIN)) {
id_us_min(&tmp.key->id);
}
tmp.key = NULL;
}
/* Clear selection history */
MEM_SAFE_FREE(tmp.mselect);
tmp.totselect = 0;
BLI_assert(ELEM(tmp.bb, NULL, me->bb));
2016-02-22 13:20:18 +01:00
if (me->bb) {
MEM_freeN(me->bb);
tmp.bb = NULL;
2016-02-22 13:20:18 +01:00
}
/* skip the listbase */
MEMCPY_STRUCT_AFTER(me, &tmp, id.prev);
if (take_ownership) {
if (alloctype == CD_ASSIGN) {
CustomData_free_typemask(&dm->vertData, dm->numVertData, ~mask->vmask);
CustomData_free_typemask(&dm->edgeData, dm->numEdgeData, ~mask->emask);
CustomData_free_typemask(&dm->loopData, dm->numLoopData, ~mask->lmask);
CustomData_free_typemask(&dm->polyData, dm->numPolyData, ~mask->pmask);
}
dm->release(dm);
}
}
/** Utility function to convert an (evaluated) Mesh to a shape key block. */
/* Just a shallow wrapper around BKE_keyblock_convert_from_mesh,
* that ensures both evaluated mesh and original one has same number of vertices. */
void BKE_mesh_runtime_eval_to_meshkey(Mesh *me_deformed, Mesh *me, KeyBlock *kb)
{
const int totvert = me_deformed->totvert;
2018-06-17 17:05:51 +02:00
if (totvert == 0 || me->totvert == 0 || me->totvert != totvert) {
return;
}
2018-06-17 17:05:51 +02:00
BKE_keyblock_convert_from_mesh(me_deformed, me->key, kb);
}
/**
* set the CD_FLAG_NOCOPY flag in custom data layers where the mask is
* zero for the layer type, so only layer types specified by the mask
* will be copied
*/
void DM_set_only_copy(DerivedMesh *dm, const CustomData_MeshMasks *mask)
{
CustomData_set_only_copy(&dm->vertData, mask->vmask);
CustomData_set_only_copy(&dm->edgeData, mask->emask);
CustomData_set_only_copy(&dm->faceData, mask->fmask);
/* this wasn't in 2.63 and is disabled for 2.64 because it gives problems with
* weight paint mode when there are modifiers applied, needs further investigation,
* see replies to r50969, Campbell */
#if 0
CustomData_set_only_copy(&dm->loopData, mask->lmask);
CustomData_set_only_copy(&dm->polyData, mask->pmask);
#endif
}
static void mesh_set_only_copy(Mesh *mesh, const CustomData_MeshMasks *mask)
{
CustomData_set_only_copy(&mesh->vdata, mask->vmask);
CustomData_set_only_copy(&mesh->edata, mask->emask);
CustomData_set_only_copy(&mesh->fdata, mask->fmask);
/* this wasn't in 2.63 and is disabled for 2.64 because it gives problems with
* weight paint mode when there are modifiers applied, needs further investigation,
* see replies to r50969, Campbell */
#if 0
CustomData_set_only_copy(&mesh->ldata, mask->lmask);
CustomData_set_only_copy(&mesh->pdata, mask->pmask);
#endif
}
2018-05-30 10:28:24 +02:00
void DM_add_vert_layer(DerivedMesh *dm, int type, eCDAllocType alloctype, void *layer)
{
CustomData_add_layer(&dm->vertData, type, alloctype, layer, dm->numVertData);
}
2018-05-30 10:28:24 +02:00
void DM_add_edge_layer(DerivedMesh *dm, int type, eCDAllocType alloctype, void *layer)
{
CustomData_add_layer(&dm->edgeData, type, alloctype, layer, dm->numEdgeData);
}
2018-05-30 10:28:24 +02:00
void DM_add_tessface_layer(DerivedMesh *dm, int type, eCDAllocType alloctype, void *layer)
{
CustomData_add_layer(&dm->faceData, type, alloctype, layer, dm->numTessFaceData);
}
2018-05-30 10:28:24 +02:00
void DM_add_loop_layer(DerivedMesh *dm, int type, eCDAllocType alloctype, void *layer)
{
CustomData_add_layer(&dm->loopData, type, alloctype, layer, dm->numLoopData);
}
2018-05-30 10:28:24 +02:00
void DM_add_poly_layer(DerivedMesh *dm, int type, eCDAllocType alloctype, void *layer)
{
CustomData_add_layer(&dm->polyData, type, alloctype, layer, dm->numPolyData);
}
void *DM_get_vert_data(DerivedMesh *dm, int index, int type)
{
BLI_assert(index >= 0 && index < dm->getNumVerts(dm));
return CustomData_get(&dm->vertData, index, type);
}
void *DM_get_edge_data(DerivedMesh *dm, int index, int type)
{
BLI_assert(index >= 0 && index < dm->getNumEdges(dm));
return CustomData_get(&dm->edgeData, index, type);
}
void *DM_get_tessface_data(DerivedMesh *dm, int index, int type)
{
BLI_assert(index >= 0 && index < dm->getNumTessFaces(dm));
return CustomData_get(&dm->faceData, index, type);
}
void *DM_get_poly_data(DerivedMesh *dm, int index, int type)
{
BLI_assert(index >= 0 && index < dm->getNumPolys(dm));
return CustomData_get(&dm->polyData, index, type);
}
void *DM_get_vert_data_layer(DerivedMesh *dm, int type)
{
if (type == CD_MVERT)
return dm->getVertArray(dm);
return CustomData_get_layer(&dm->vertData, type);
}
void *DM_get_edge_data_layer(DerivedMesh *dm, int type)
{
if (type == CD_MEDGE)
return dm->getEdgeArray(dm);
return CustomData_get_layer(&dm->edgeData, type);
}
void *DM_get_tessface_data_layer(DerivedMesh *dm, int type)
{
if (type == CD_MFACE)
2010-01-13 08:26:11 +01:00
return dm->getTessFaceArray(dm);
return CustomData_get_layer(&dm->faceData, type);
}
void *DM_get_poly_data_layer(DerivedMesh *dm, int type)
{
return CustomData_get_layer(&dm->polyData, type);
}
void *DM_get_loop_data_layer(DerivedMesh *dm, int type)
{
return CustomData_get_layer(&dm->loopData, type);
}
void DM_copy_vert_data(DerivedMesh *source, DerivedMesh *dest,
2012-05-12 21:18:02 +02:00
int source_index, int dest_index, int count)
{
CustomData_copy_data(&source->vertData, &dest->vertData,
2012-05-12 21:18:02 +02:00
source_index, dest_index, count);
}
/**
* interpolates vertex data from the vertices indexed by src_indices in the
* source mesh using the given weights and stores the result in the vertex
* indexed by dest_index in the dest mesh
*/
void DM_interp_vert_data(
DerivedMesh *source, DerivedMesh *dest,
int *src_indices, float *weights,
int count, int dest_index)
{
CustomData_interp(&source->vertData, &dest->vertData, src_indices,
2012-05-12 21:18:02 +02:00
weights, NULL, count, dest_index);
}
DerivedMesh *mesh_create_derived(Mesh *me, float (*vertCos)[3])
{
DerivedMesh *dm = CDDM_from_mesh(me);
2018-06-17 17:05:51 +02:00
if (!dm)
return NULL;
2018-06-17 17:05:51 +02:00
if (vertCos) {
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CDDM_apply_vert_coords(dm, vertCos);
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
return dm;
}
static float (*get_editbmesh_orco_verts(BMEditMesh *em))[3]
{
BMIter iter;
BMVert *eve;
float (*orco)[3];
int i;
/* these may not really be the orco's, but it's only for preview.
* could be solver better once, but isn't simple */
2018-06-17 17:05:51 +02:00
orco = MEM_malloc_arrayN(em->bm->totvert, sizeof(float) * 3, "BMEditMesh Orco");
BM_ITER_MESH_INDEX (eve, &iter, em->bm, BM_VERTS_OF_MESH, i) {
copy_v3_v3(orco[i], eve->co);
}
2018-06-17 17:05:51 +02:00
return orco;
}
/* orco custom data layer */
static float (*get_orco_coords(Object *ob, BMEditMesh *em, int layer, int *free))[3]
{
2012-05-12 21:18:02 +02:00
*free = 0;
if (layer == CD_ORCO) {
/* get original coordinates */
2012-05-12 21:18:02 +02:00
*free = 1;
if (em)
return get_editbmesh_orco_verts(em);
else
return BKE_mesh_orco_verts_get(ob);
}
else if (layer == CD_CLOTH_ORCO) {
/* apply shape key for cloth, this should really be solved
2012-03-09 19:28:30 +01:00
* by a more flexible customdata system, but not simple */
if (!em) {
ClothModifierData *clmd = (ClothModifierData *)modifiers_findByType(ob, eModifierType_Cloth);
KeyBlock *kb = BKE_keyblock_from_key(BKE_key_from_object(ob), clmd->sim_parms->shapekey_rest);
if (kb && kb->data) {
return kb->data;
}
}
return NULL;
}
return NULL;
}
static Mesh *create_orco_mesh(Object *ob, Mesh *me, BMEditMesh *em, int layer)
{
Mesh *mesh;
float (*orco)[3];
int free;
if (em) {
mesh = BKE_mesh_from_bmesh_for_eval_nomain(em->bm, NULL);
}
else {
mesh = BKE_mesh_copy_for_eval(me, true);
}
orco = get_orco_coords(ob, em, layer, &free);
if (orco) {
BKE_mesh_apply_vert_coords(mesh, orco);
if (free) MEM_freeN(orco);
}
return mesh;
}
static void add_orco_mesh(
Object *ob, BMEditMesh *em, Mesh *mesh,
Mesh *me_orco, int layer)
{
float (*orco)[3], (*layerorco)[3];
int totvert, free;
totvert = mesh->totvert;
if (me_orco) {
free = 1;
if (me_orco->totvert == totvert) {
orco = BKE_mesh_vertexCos_get(me_orco, NULL);
}
else {
orco = BKE_mesh_vertexCos_get(mesh, NULL);
}
}
else {
/* TODO(sybren): totvert should potentially change here, as ob->data
* or em may have a different number of vertices than dm. */
orco = get_orco_coords(ob, em, layer, &free);
}
if (orco) {
if (layer == CD_ORCO) {
BKE_mesh_orco_verts_transform(ob->data, orco, totvert, 0);
}
if (!(layerorco = CustomData_get_layer(&mesh->vdata, layer))) {
CustomData_add_layer(&mesh->vdata, layer, CD_CALLOC, NULL, mesh->totvert);
BKE_mesh_update_customdata_pointers(mesh, false);
layerorco = CustomData_get_layer(&mesh->vdata, layer);
}
memcpy(layerorco, orco, sizeof(float) * 3 * totvert);
if (free) MEM_freeN(orco);
}
}
static void editmesh_update_statvis_color(const Scene *scene, Object *ob)
{
BMEditMesh *em = BKE_editmesh_from_object(ob);
Mesh *me = ob->data;
BKE_mesh_runtime_ensure_edit_data(me);
BKE_editmesh_statvis_calc(em, me->runtime.edit_data, &scene->toolsettings->statvis);
}
static void shapekey_layers_to_keyblocks(DerivedMesh *dm, Mesh *me, int actshape_uid)
{
KeyBlock *kb;
int i, j, tot;
2018-06-17 17:05:51 +02:00
if (!me->key)
return;
2018-06-17 17:05:51 +02:00
tot = CustomData_number_of_layers(&dm->vertData, CD_SHAPEKEY);
2012-05-12 21:18:02 +02:00
for (i = 0; i < tot; i++) {
CustomDataLayer *layer = &dm->vertData.layers[CustomData_get_layer_index_n(&dm->vertData, CD_SHAPEKEY, i)];
float (*cos)[3], (*kbcos)[3];
2018-06-17 17:05:51 +02:00
2012-05-12 21:18:02 +02:00
for (kb = me->key->block.first; kb; kb = kb->next) {
if (kb->uid == layer->uid)
break;
}
2018-06-17 17:05:51 +02:00
if (!kb) {
kb = BKE_keyblock_add(me->key, layer->name);
kb->uid = layer->uid;
}
2018-06-17 17:05:51 +02:00
if (kb->data)
MEM_freeN(kb->data);
2018-06-17 17:05:51 +02:00
cos = CustomData_get_layer_n(&dm->vertData, CD_SHAPEKEY, i);
kb->totelem = dm->numVertData;
kb->data = kbcos = MEM_malloc_arrayN(kb->totelem, 3 * sizeof(float), "kbcos DerivedMesh.c");
if (kb->uid == actshape_uid) {
MVert *mvert = dm->getVertArray(dm);
2018-06-17 17:05:51 +02:00
2012-05-12 21:18:02 +02:00
for (j = 0; j < dm->numVertData; j++, kbcos++, mvert++) {
copy_v3_v3(*kbcos, mvert->co);
}
}
else {
2012-05-12 21:18:02 +02:00
for (j = 0; j < kb->totelem; j++, cos++, kbcos++) {
copy_v3_v3(*kbcos, *cos);
}
}
}
2018-06-17 17:05:51 +02:00
2012-05-12 21:18:02 +02:00
for (kb = me->key->block.first; kb; kb = kb->next) {
if (kb->totelem != dm->numVertData) {
if (kb->data)
MEM_freeN(kb->data);
2018-06-17 17:05:51 +02:00
kb->totelem = dm->numVertData;
kb->data = MEM_calloc_arrayN(kb->totelem, 3 * sizeof(float), "kb->data derivedmesh.c");
CLOG_ERROR(&LOG, "lost a shapekey layer: '%s'! (bmesh internal error)", kb->name);
}
}
}
static void mesh_copy_autosmooth(Mesh *me, Mesh *me_orig)
{
if (me_orig->flag & ME_AUTOSMOOTH) {
me->flag |= ME_AUTOSMOOTH;
me->smoothresh = me_orig->smoothresh;
}
}
static void mesh_calc_modifiers(
struct Depsgraph *depsgraph,
Scene *scene, Object *ob,
int useDeform,
const bool need_mapping,
const CustomData_MeshMasks *dataMask,
const int index,
const bool useCache,
/* return args */
Mesh **r_deform,
Mesh **r_final)
{
ModifierData *firstmd, *md, *previewmd = NULL;
CDMaskLink *datamasks, *curr;
/* XXX Always copying POLYINDEX, else tessellated data are no more valid! */
CustomData_MeshMasks mask, nextmask, previewmask = {0}, append_mask = CD_MASK_BAREMESH_ORIGINDEX;
float (*deformedVerts)[3] = NULL;
int numVerts = ((Mesh *)ob->data)->totvert;
const bool useRenderParams = (DEG_get_mode(depsgraph) == DAG_EVAL_RENDER);
const int required_mode = useRenderParams ? eModifierMode_Render : eModifierMode_Realtime;
bool isPrevDeform = false;
2012-05-12 21:18:02 +02:00
MultiresModifierData *mmd = get_multires_modifier(scene, ob, 0);
const bool has_multires = (mmd && mmd->sculptlvl != 0);
bool multires_applied = false;
const bool sculpt_mode = ob->mode & OB_MODE_SCULPT && ob->sculpt && !useRenderParams;
const bool sculpt_dyntopo = (sculpt_mode && ob->sculpt->bm) && !useRenderParams;
/* Generic preview only in object mode! */
const bool do_mod_mcol = (ob->mode == OB_MODE_OBJECT);
const bool do_loop_normals = ((((Mesh *)ob->data)->flag & ME_AUTOSMOOTH) != 0 ||
(dataMask->lmask & CD_MASK_NORMAL) != 0);
/* Some modifiers may need this info from their target (other) object, simpler to generate it here as well.
* Note that they will always be generated when no loop normals are comptuted,
* since they are needed by drawing code. */
const bool do_poly_normals = ((dataMask->pmask & CD_MASK_NORMAL) != 0);
VirtualModifierData virtualModifierData;
ModifierApplyFlag app_flags = useRenderParams ? MOD_APPLY_RENDER : 0;
ModifierApplyFlag deform_app_flags = app_flags;
BLI_assert((((Mesh *)ob->data)->id.tag & LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT) == 0);
2012-05-12 21:18:02 +02:00
if (useCache)
app_flags |= MOD_APPLY_USECACHE;
2012-05-12 21:18:02 +02:00
if (useDeform)
deform_app_flags |= MOD_APPLY_USECACHE;
/* TODO(sybren): do we really need three context objects? Or do we modify
* them on the fly to change the flags where needed? */
const ModifierEvalContext mectx_deform = {depsgraph, ob, deform_app_flags};
const ModifierEvalContext mectx_apply = {depsgraph, ob, app_flags};
const ModifierEvalContext mectx_orco = {depsgraph, ob, (app_flags & ~MOD_APPLY_USECACHE) | MOD_APPLY_ORCO};
md = firstmd = modifiers_getVirtualModifierList(ob, &virtualModifierData);
modifiers_clearErrors(ob);
- modifier UI update (aka, find the modifier buttons!!) - moved back to editing buttons, where life is now cramped... switched to constraint style foldout panes, still a WIP. In particular not sure what buttons should be in header (and if current toggles stay in header if they should also be in an expanded pane). Also need new icons for move up/move down (and drag and drop would of course be nice). Finally current plane is to make it so modifiers will expand out in modifier pane for horizontal orientations instead of just going down down down to goblin town. - added error field to modifiers that is displayed in UI, need to have some way for modifiers to return errors back to interface (esp. important for python) - tweaked cage determination and handling, currently the editmode cage is determined by last modifier with OnCage set that is preceeded completely by modifiers that support mapping or are disabled in editmode. it is kinda confusing, but the interface only lets you toggle OnCage for modifiers that support it - it just might not be clear all the time why you can't toggle a certain modifier OnCage. - update displistmesh_copy to only copy edges if non-NULL There is a display bug that already existed but is more obvious with new modifiers where parts of the pane get drawn in a different area after toggling editmode. It has to do with drawing parts of the interface using GL instead of 100% buttons. I try to keep my grubby little toes out of the interface code so this can wait for Ton to return.
2005-08-04 09:25:43 +02:00
if (do_mod_mcol) {
/* Find the last active modifier generating a preview, or NULL if none. */
/* XXX Currently, DPaint modifier just ignores this.
* Needs a stupid hack...
* The whole "modifier preview" thing has to be (re?)designed, anyway! */
previewmd = modifiers_getLastPreview(scene, md, required_mode);
}
datamasks = modifiers_calcDataMasks(scene, ob, md, dataMask, required_mode, previewmd, &previewmask);
curr = datamasks;
if (r_deform) {
*r_deform = NULL;
}
*r_final = NULL;
/* We need mesh even for deform-only part of the stack, in cases where some modifier needs
* e.g. access to updated normals. See T62633 for an example. */
Mesh *me = NULL;
if (useDeform) {
/* Apply all leading deforming modifiers */
2012-05-12 21:18:02 +02:00
for (; md; md = md->next, curr = curr->next) {
2015-03-30 12:17:07 +02:00
const ModifierTypeInfo *mti = modifierType_getInfo(md->type);
if (!modifier_isEnabled(scene, md, required_mode)) {
continue;
}
if (useDeform < 0 && mti->dependsOnTime && mti->dependsOnTime(md)) {
continue;
}
if (mti->type == eModifierTypeType_OnlyDeform && !sculpt_dyntopo) {
if (!deformedVerts) {
deformedVerts = BKE_mesh_vertexCos_get(ob->data, &numVerts);
}
if (isPrevDeform && mti->dependsOnNormals && mti->dependsOnNormals(md)) {
if (me == NULL) {
me = BKE_mesh_copy_for_eval(ob->data, true);
ASSERT_IS_VALID_MESH(me);
}
BKE_mesh_apply_vert_coords(me, deformedVerts);
}
modwrap_deformVerts(md, &mectx_deform, me, deformedVerts, numVerts);
isPrevDeform = true;
}
else {
break;
}
2018-06-17 17:05:51 +02:00
/* grab modifiers until index i */
if ((index != -1) && (BLI_findindex(&ob->modifiers, md) >= index))
break;
}
/* Result of all leading deforming modifiers is cached for
* places that wish to use the original mesh but with deformed
* coordinates (vpaint, etc.)
*/
if (r_deform) {
*r_deform = BKE_mesh_copy_for_eval(ob->data, true);
if (deformedVerts) {
BKE_mesh_apply_vert_coords(*r_deform, deformedVerts);
}
}
}
else {
2012-03-01 13:20:18 +01:00
/* default behavior for meshes */
deformedVerts = BKE_mesh_vertexCos_get(ob->data, &numVerts);
}
/* Now apply all remaining modifiers. If useDeform is off then skip
2018-06-17 17:05:51 +02:00
* OnlyDeform ones.
*/
Mesh *me_orco = NULL;
Mesh *me_orco_cloth = NULL;
2012-05-12 21:18:02 +02:00
for (; md; md = md->next, curr = curr->next) {
2015-03-30 12:17:07 +02:00
const ModifierTypeInfo *mti = modifierType_getInfo(md->type);
if (!modifier_isEnabled(scene, md, required_mode)) {
continue;
}
if (mti->type == eModifierTypeType_OnlyDeform && !useDeform) {
continue;
}
if ((mti->flags & eModifierTypeFlag_RequiresOriginalData) && me) {
modifier_setError(md, "Modifier requires original data, bad stack position");
continue;
}
if (sculpt_mode &&
2014-05-09 10:29:21 +02:00
(!has_multires || multires_applied || sculpt_dyntopo))
{
bool unsupported = false;
if (md->type == eModifierType_Multires && ((MultiresModifierData *)md)->sculptlvl == 0) {
/* If multires is on level 0 skip it silently without warning message. */
if (!sculpt_dyntopo) {
continue;
}
}
if (sculpt_dyntopo && !useRenderParams)
unsupported = true;
if (scene->toolsettings->sculpt->flags & SCULPT_ONLY_DEFORM)
unsupported |= (mti->type != eModifierTypeType_OnlyDeform);
2012-05-12 21:18:02 +02:00
unsupported |= multires_applied;
if (unsupported) {
if (sculpt_dyntopo)
modifier_setError(md, "Not supported in dyntopo");
else
modifier_setError(md, "Not supported in sculpt mode");
continue;
}
else {
modifier_setError(md, "Hide, Mask and optimized display disabled");
}
}
if (need_mapping && !modifier_supportsMapping(md)) {
continue;
}
if (useDeform < 0 && mti->dependsOnTime && mti->dependsOnTime(md)) {
continue;
}
/* add an orco layer if needed by this modifier */
memset(&mask, 0, sizeof(mask));
if (mti->requiredDataMask) {
mti->requiredDataMask(ob, md, &mask);
}
if (me && (mask.vmask & CD_MASK_ORCO)) {
add_orco_mesh(ob, NULL, me, me_orco, CD_ORCO);
}
/* How to apply modifier depends on (a) what we already have as
* a result of previous modifiers (could be a Mesh or just
* deformed vertices) and (b) what type the modifier is.
*/
if (mti->type == eModifierTypeType_OnlyDeform) {
/* No existing verts to deform, need to build them. */
if (!deformedVerts) {
if (me) {
/* Deforming a mesh, read the vertex locations
* out of the mesh and deform them. Once done with this
* run of deformers verts will be written back.
*/
deformedVerts = BKE_mesh_vertexCos_get(me, &numVerts);
}
else {
deformedVerts = BKE_mesh_vertexCos_get(ob->data, &numVerts);
}
}
/* if this is not the last modifier in the stack then recalculate the normals
* to avoid giving bogus normals to the next modifier see: [#23673] */
if (isPrevDeform && mti->dependsOnNormals && mti->dependsOnNormals(md)) {
/* XXX, this covers bug #23673, but we may need normal calc for other types */
if (me) {
BKE_mesh_apply_vert_coords(me, deformedVerts);
}
}
modwrap_deformVerts(md, &mectx_deform, me, deformedVerts, numVerts);
}
else {
/* determine which data layers are needed by following modifiers */
if (curr->next)
2012-05-12 21:18:02 +02:00
nextmask = curr->next->mask;
else
nextmask = *dataMask;
/* apply vertex coordinates or build a Mesh as necessary */
if (me) {
if (deformedVerts) {
BKE_mesh_apply_vert_coords(me, deformedVerts);
}
}
else {
me = BKE_mesh_copy_for_eval(ob->data, true);
ASSERT_IS_VALID_MESH(me);
if (deformedVerts) {
BKE_mesh_apply_vert_coords(me, deformedVerts);
}
/* Constructive modifiers need to have an origindex
* otherwise they wont have anywhere to copy the data from.
*
* Also create ORIGINDEX data if any of the following modifiers
* requests it, this way Mirror, Solidify etc will keep ORIGINDEX
* data by using generic DM_copy_vert_data() functions.
*/
if (need_mapping || ((nextmask.vmask | nextmask.emask | nextmask.pmask) & CD_MASK_ORIGINDEX)) {
/* calc */
CustomData_add_layer(&me->vdata, CD_ORIGINDEX, CD_CALLOC, NULL, me->totvert);
CustomData_add_layer(&me->edata, CD_ORIGINDEX, CD_CALLOC, NULL, me->totedge);
CustomData_add_layer(&me->pdata, CD_ORIGINDEX, CD_CALLOC, NULL, me->totpoly);
/* Not worth parallelizing this, gives less than 0.1% overall speedup in best of best cases... */
range_vn_i(CustomData_get_layer(&me->vdata, CD_ORIGINDEX), me->totvert, 0);
range_vn_i(CustomData_get_layer(&me->edata, CD_ORIGINDEX), me->totedge, 0);
range_vn_i(CustomData_get_layer(&me->pdata, CD_ORIGINDEX), me->totpoly, 0);
}
}
2018-06-17 17:05:51 +02:00
/* set the Mesh to only copy needed data */
2012-05-12 21:18:02 +02:00
mask = curr->mask;
/* needMapping check here fixes bug [#28112], otherwise it's
* possible that it won't be copied */
CustomData_MeshMasks_update(&mask, &append_mask);
if (need_mapping) {
mask.vmask |= CD_MASK_ORIGINDEX;
mask.emask |= CD_MASK_ORIGINDEX;
mask.pmask |= CD_MASK_ORIGINDEX;
}
mesh_set_only_copy(me, &mask);
/* add cloth rest shape key if needed */
if (mask.vmask & CD_MASK_CLOTH_ORCO) {
add_orco_mesh(ob, NULL, me, me_orco, CD_CLOTH_ORCO);
}
/* add an origspace layer if needed */
if ((curr->mask.lmask) & CD_MASK_ORIGSPACE_MLOOP) {
if (!CustomData_has_layer(&me->ldata, CD_ORIGSPACE_MLOOP)) {
CustomData_add_layer(&me->ldata, CD_ORIGSPACE_MLOOP, CD_CALLOC, NULL, me->totloop);
mesh_init_origspace(me);
}
}
Mesh *me_next = modwrap_applyModifier(md, &mectx_apply, me);
ASSERT_IS_VALID_MESH(me_next);
if (me_next) {
/* if the modifier returned a new mesh, release the old one */
if (me && me != me_next) {
BLI_assert(me != ob->data);
BKE_id_free(NULL, me);
}
me = me_next;
if (deformedVerts) {
MEM_freeN(deformedVerts);
deformedVerts = NULL;
}
mesh_copy_autosmooth(me, ob->data);
}
/* create an orco mesh in parallel */
if (nextmask.vmask & CD_MASK_ORCO) {
if (!me_orco) {
me_orco = create_orco_mesh(ob, ob->data, NULL, CD_ORCO);
}
nextmask.vmask &= ~CD_MASK_ORCO;
2019-03-11 22:21:13 +01:00
CustomData_MeshMasks temp_cddata_masks = {
.vmask = CD_MASK_ORIGINDEX,
.emask = CD_MASK_ORIGINDEX,
.fmask = CD_MASK_ORIGINDEX,
.pmask = CD_MASK_ORIGINDEX,
};
if (mti->requiredDataMask != NULL) {
mti->requiredDataMask(ob, md, &temp_cddata_masks);
}
CustomData_MeshMasks_update(&temp_cddata_masks, &nextmask);
mesh_set_only_copy(me_orco, &temp_cddata_masks);
me_next = modwrap_applyModifier(md, &mectx_orco, me_orco);
ASSERT_IS_VALID_MESH(me_next);
if (me_next) {
/* if the modifier returned a new mesh, release the old one */
if (me_orco && me_orco != me_next) {
BLI_assert(me_orco != ob->data);
BKE_id_free(NULL, me_orco);
}
me_orco = me_next;
}
}
/* create cloth orco mesh in parallel */
if (nextmask.vmask & CD_MASK_CLOTH_ORCO) {
if (!me_orco_cloth) {
me_orco_cloth = create_orco_mesh(ob, ob->data, NULL, CD_CLOTH_ORCO);
}
nextmask.vmask &= ~CD_MASK_CLOTH_ORCO;
nextmask.vmask |= CD_MASK_ORIGINDEX;
nextmask.emask |= CD_MASK_ORIGINDEX;
nextmask.pmask |= CD_MASK_ORIGINDEX;
mesh_set_only_copy(me_orco_cloth, &nextmask);
me_next = modwrap_applyModifier(md, &mectx_orco, me_orco_cloth);
2018-12-17 12:44:35 +01:00
ASSERT_IS_VALID_MESH(me_next);
if (me_next) {
/* if the modifier returned a new mesh, release the old one */
if (me_orco_cloth && me_orco_cloth != me_next) {
BLI_assert(me_orco != ob->data);
BKE_id_free(NULL, me_orco_cloth);
}
me_orco_cloth = me_next;
}
}
/* in case of dynamic paint, make sure preview mask remains for following modifiers */
/* XXX Temp and hackish solution! */
if (md->type == eModifierType_DynamicPaint) {
append_mask.lmask |= CD_MASK_PREVIEW_MLOOPCOL;
}
me->runtime.deformed_only = false;
}
2010-05-03 18:06:36 +02:00
2012-05-12 21:18:02 +02:00
isPrevDeform = (mti->type == eModifierTypeType_OnlyDeform);
/* grab modifiers until index i */
if ((index != -1) && (BLI_findindex(&ob->modifiers, md) >= index))
break;
if (sculpt_mode && md->type == eModifierType_Multires) {
multires_applied = true;
}
}
2012-05-12 21:18:02 +02:00
for (md = firstmd; md; md = md->next)
modifier_freeTemporaryData(md);
/* Yay, we are done. If we have a Mesh and deformed vertices
* need to apply these back onto the Mesh. If we have no
* Mesh then we need to build one.
*/
if (me) {
*r_final = me;
if (deformedVerts) {
BKE_mesh_apply_vert_coords(*r_final, deformedVerts);
}
}
else {
*r_final = BKE_mesh_copy_for_eval(ob->data, true);
if (deformedVerts) {
BKE_mesh_apply_vert_coords(*r_final, deformedVerts);
}
}
/* add an orco layer if needed */
if (dataMask->vmask & CD_MASK_ORCO) {
add_orco_mesh(ob, NULL, *r_final, me_orco, CD_ORCO);
if (r_deform && *r_deform)
add_orco_mesh(ob, NULL, *r_deform, NULL, CD_ORCO);
}
if (do_loop_normals) {
/* In case we also need poly normals, add the layer here, then BKE_mesh_calc_normals_split() will fill it. */
if (do_poly_normals) {
if (!CustomData_has_layer(&(*r_final)->pdata, CD_NORMAL)) {
CustomData_add_layer(&(*r_final)->pdata, CD_NORMAL, CD_CALLOC, NULL, (*r_final)->totpoly);
}
}
/* Compute loop normals (note: will compute poly and vert normals as well, if needed!) */
BKE_mesh_calc_normals_split(*r_final);
BKE_mesh_tessface_clear(*r_final);
}
if (sculpt_dyntopo == false) {
/* watch this! after 2.75a we move to from tessface to looptri (by default) */
if (dataMask->fmask & CD_MASK_MFACE) {
BKE_mesh_tessface_ensure(*r_final);
}
/* without this, drawing ngon tri's faces will show ugly tessellated face
* normals and will also have to calculate normals on the fly, try avoid
* this where possible since calculating polygon normals isn't fast,
* note that this isn't a problem for subsurf (only quads) or editmode
* which deals with drawing differently.
*
* Only calc vertex normals if they are flagged as dirty.
* If using loop normals, poly nors have already been computed.
*/
if (!do_loop_normals) {
BKE_mesh_ensure_normals_for_display(*r_final);
}
}
/* Some modifiers, like datatransfer, may generate those data as temp layer, we do not want to keep them,
* as they are used by display code when available (i.e. even if autosmooth is disabled). */
if (!do_loop_normals && CustomData_has_layer(&(*r_final)->ldata, CD_NORMAL)) {
CustomData_free_layers(&(*r_final)->ldata, CD_NORMAL, (*r_final)->totloop);
}
if (me_orco) {
BKE_id_free(NULL, me_orco);
}
if (me_orco_cloth) {
BKE_id_free(NULL, me_orco_cloth);
}
if (deformedVerts)
MEM_freeN(deformedVerts);
2012-05-12 21:18:02 +02:00
BLI_linklist_free((LinkNode *)datamasks, NULL);
}
2018-12-05 21:44:25 +01:00
float (*editbmesh_get_vertex_cos(BMEditMesh *em, int *r_numVerts))[3]
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
{
BMIter iter;
BMVert *eve;
float (*cos)[3];
int i;
*r_numVerts = em->bm->totvert;
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
cos = MEM_malloc_arrayN(em->bm->totvert, 3 * sizeof(float), "vertexcos");
BM_ITER_MESH_INDEX (eve, &iter, em->bm, BM_VERTS_OF_MESH, i) {
copy_v3_v3(cos[i], eve->co);
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
}
2005-10-09 18:59:10 +02:00
return cos;
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
}
bool editbmesh_modifier_is_enabled(Scene *scene, ModifierData *md, bool has_prev_mesh)
{
2015-03-30 12:17:07 +02:00
const ModifierTypeInfo *mti = modifierType_getInfo(md->type);
const int required_mode = eModifierMode_Realtime | eModifierMode_Editmode;
if (!modifier_isEnabled(scene, md, required_mode)) {
return false;
}
if ((mti->flags & eModifierTypeFlag_RequiresOriginalData) && has_prev_mesh) {
modifier_setError(md, "Modifier requires original data, bad stack position");
2014-12-01 17:11:18 +01:00
return false;
}
2018-06-17 17:05:51 +02:00
2014-12-01 17:11:18 +01:00
return true;
}
static void editbmesh_calc_modifiers(
struct Depsgraph *depsgraph,
Scene *scene,
Object *ob,
BMEditMesh *em,
const CustomData_MeshMasks *dataMask,
/* return args */
Mesh **r_cage,
Mesh **r_final)
{
ModifierData *md;
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
float (*deformedVerts)[3] = NULL;
CustomData_MeshMasks mask = {0}, append_mask = CD_MASK_BAREMESH;
int i, numVerts = 0, cageIndex = modifiers_getCageIndex(scene, ob, NULL, 1);
CDMaskLink *datamasks, *curr;
const int required_mode = eModifierMode_Realtime | eModifierMode_Editmode;
const bool do_init_statvis = false; /* FIXME: use V3D_OVERLAY_EDIT_STATVIS. */
VirtualModifierData virtualModifierData;
bool isPrevDeform = false;
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
/* TODO(sybren): do we really need multiple objects, or shall we change the flags where needed? */
const ModifierEvalContext mectx = {depsgraph, ob, 0};
const ModifierEvalContext mectx_orco = {depsgraph, ob, MOD_APPLY_ORCO};
const ModifierEvalContext mectx_cache = {depsgraph, ob, MOD_APPLY_USECACHE};
const bool do_loop_normals = ((((Mesh *)(ob->data))->flag & ME_AUTOSMOOTH) != 0 ||
(dataMask->lmask & CD_MASK_NORMAL) != 0);
/* Some modifiers may need this info from their target (other) object, simpler to generate it here as well. */
const bool do_poly_normals = ((dataMask->pmask & CD_MASK_NORMAL) != 0);
modifiers_clearErrors(ob);
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
if (r_cage && cageIndex == -1) {
*r_cage = BKE_mesh_from_editmesh_with_coords_thin_wrap(em, dataMask, NULL);
mesh_copy_autosmooth(*r_cage, ob->data);
}
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
md = modifiers_getVirtualModifierList(ob, &virtualModifierData);
/* copied from mesh_calc_modifiers */
datamasks = modifiers_calcDataMasks(scene, ob, md, dataMask, required_mode, NULL, NULL);
curr = datamasks;
Mesh *me = NULL;
Mesh *me_orco = NULL;
for (i = 0; md; i++, md = md->next, curr = curr->next) {
2015-03-30 12:17:07 +02:00
const ModifierTypeInfo *mti = modifierType_getInfo(md->type);
memset(&mask, 0, sizeof(mask));
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
if (!editbmesh_modifier_is_enabled(scene, md, me != NULL)) {
continue;
}
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
/* add an orco layer if needed by this modifier */
if (me && mti->requiredDataMask) {
mti->requiredDataMask(ob, md, &mask);
if (mask.vmask & CD_MASK_ORCO) {
add_orco_mesh(ob, em, me, me_orco, CD_ORCO);
}
}
/* How to apply modifier depends on (a) what we already have as
* a result of previous modifiers (could be a DerivedMesh or just
* deformed vertices) and (b) what type the modifier is.
*/
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
if (mti->type == eModifierTypeType_OnlyDeform) {
/* No existing verts to deform, need to build them. */
if (!deformedVerts) {
if (me) {
/* Deforming a derived mesh, read the vertex locations
* out of the mesh and deform them. Once done with this
* run of deformers verts will be written back.
*/
deformedVerts = BKE_mesh_vertexCos_get(me, &numVerts);
}
else {
2011-02-27 07:19:40 +01:00
deformedVerts = editbmesh_get_vertex_cos(em, &numVerts);
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
}
}
if (isPrevDeform && mti->dependsOnNormals && mti->dependsOnNormals(md)) {
if (me == NULL) {
me = BKE_mesh_from_bmesh_for_eval_nomain(em->bm, NULL);
ASSERT_IS_VALID_MESH(me);
mesh_copy_autosmooth(me, ob->data);
}
BLI_assert(deformedVerts != NULL);
BKE_mesh_apply_vert_coords(me, deformedVerts);
}
if (mti->deformVertsEM)
modwrap_deformVertsEM(md, &mectx, em, me, deformedVerts, numVerts);
else
modwrap_deformVerts(md, &mectx, me, deformedVerts, numVerts);
}
else {
Mesh *me_next;
/* apply vertex coordinates or build a DerivedMesh as necessary */
if (me) {
if (deformedVerts) {
Mesh *me_temp = BKE_mesh_copy_for_eval(me, false);
if (!(r_cage && me == *r_cage)) {
BKE_id_free(NULL, me);
}
me = me_temp;
BKE_mesh_apply_vert_coords(me, deformedVerts);
}
else if (r_cage && me == *r_cage) {
/* 'me' may be changed by this modifier, so we need to copy it. */
me = BKE_mesh_copy_for_eval(me, false);
}
}
else {
me = BKE_mesh_from_bmesh_for_eval_nomain(em->bm, NULL);
ASSERT_IS_VALID_MESH(me);
mesh_copy_autosmooth(me, ob->data);
if (deformedVerts) {
BKE_mesh_apply_vert_coords(me, deformedVerts);
}
}
/* create an orco derivedmesh in parallel */
2012-05-12 21:18:02 +02:00
mask = curr->mask;
if (mask.vmask & CD_MASK_ORCO) {
if (!me_orco) {
me_orco = create_orco_mesh(ob, ob->data, em, CD_ORCO);
}
mask.vmask &= ~CD_MASK_ORCO;
mask.vmask |= CD_MASK_ORIGINDEX;
mask.emask |= CD_MASK_ORIGINDEX;
mask.pmask |= CD_MASK_ORIGINDEX;
mesh_set_only_copy(me_orco, &mask);
me_next = modwrap_applyModifier(md, &mectx_orco, me_orco);
ASSERT_IS_VALID_MESH(me_next);
if (me_next) {
/* if the modifier returned a new dm, release the old one */
if (me_orco && me_orco != me_next) {
BKE_id_free(NULL, me_orco);
}
me_orco = me_next;
}
}
/* set the DerivedMesh to only copy needed data */
CustomData_MeshMasks_update(&mask, &append_mask);
mask = curr->mask; /* CD_MASK_ORCO may have been cleared above */ /* XXX WHAT? ovewrites mask ??? */
mask.vmask |= CD_MASK_ORIGINDEX;
mask.emask |= CD_MASK_ORIGINDEX;
mask.pmask |= CD_MASK_ORIGINDEX;
mesh_set_only_copy(me, &mask);
if (mask.lmask & CD_MASK_ORIGSPACE_MLOOP) {
if (!CustomData_has_layer(&me->ldata, CD_ORIGSPACE_MLOOP)) {
CustomData_add_layer(&me->ldata, CD_ORIGSPACE_MLOOP, CD_CALLOC, NULL, me->totloop);
mesh_init_origspace(me);
}
}
me_next = modwrap_applyModifier(md, &mectx_cache, me);
ASSERT_IS_VALID_MESH(me_next);
if (me_next) {
if (me && me != me_next) {
BKE_id_free(NULL, me);
}
me = me_next;
if (deformedVerts) {
MEM_freeN(deformedVerts);
deformedVerts = NULL;
}
mesh_copy_autosmooth(me, ob->data);
}
me->runtime.deformed_only = false;
}
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
if (r_cage && i == cageIndex) {
if (me && deformedVerts) {
*r_cage = BKE_mesh_copy_for_eval(me, false);
BKE_mesh_apply_vert_coords(*r_cage, deformedVerts);
}
else if (me) {
*r_cage = me;
}
else {
2018-10-10 06:18:34 +02:00
Mesh *me_orig = ob->data;
if (me_orig->id.tag & LIB_TAG_COPIED_ON_WRITE) {
BKE_mesh_runtime_ensure_edit_data(me_orig);
me_orig->runtime.edit_data->vertexCos = MEM_dupallocN(deformedVerts);
}
*r_cage = BKE_mesh_from_editmesh_with_coords_thin_wrap(
em, &mask,
deformedVerts ? MEM_dupallocN(deformedVerts) : NULL);
mesh_copy_autosmooth(*r_cage, ob->data);
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
}
}
isPrevDeform = (mti->type == eModifierTypeType_OnlyDeform);
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
}
2012-05-12 21:18:02 +02:00
BLI_linklist_free((LinkNode *)datamasks, NULL);
/* Yay, we are done. If we have a DerivedMesh and deformed vertices need
* to apply these back onto the DerivedMesh. If we have no DerivedMesh
* then we need to build one.
*/
if (me && deformedVerts) {
*r_final = BKE_mesh_copy_for_eval(me, false);
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
if (!(r_cage && me == *r_cage)) {
BKE_id_free(NULL, me);
}
BKE_mesh_apply_vert_coords(*r_final, deformedVerts);
}
else if (me) {
*r_final = me;
}
else if (!deformedVerts && r_cage && *r_cage) {
/* cage should already have up to date normals */
*r_final = *r_cage;
/* In this case, we should never have weight-modifying modifiers in stack... */
if (do_init_statvis) {
editmesh_update_statvis_color(scene, ob);
}
}
else {
/* this is just a copy of the editmesh, no need to calc normals */
*r_final = BKE_mesh_from_editmesh_with_coords_thin_wrap(em, dataMask, deformedVerts);
deformedVerts = NULL;
mesh_copy_autosmooth(*r_final, ob->data);
/* In this case, we should never have weight-modifying modifiers in stack... */
if (do_init_statvis) {
editmesh_update_statvis_color(scene, ob);
}
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
}
if (do_loop_normals) {
/* In case we also need poly normals, add the layer here, then BKE_mesh_calc_normals_split() will fill it. */
if (do_poly_normals) {
if (!CustomData_has_layer(&(*r_final)->pdata, CD_NORMAL)) {
CustomData_add_layer(&(*r_final)->pdata, CD_NORMAL, CD_CALLOC, NULL, (*r_final)->totpoly);
}
if (r_cage && *r_cage && (*r_cage != *r_final)) {
if (!CustomData_has_layer(&(*r_cage)->pdata, CD_NORMAL)) {
CustomData_add_layer(&(*r_cage)->pdata, CD_NORMAL, CD_CALLOC, NULL, (*r_cage)->totpoly);
}
}
}
/* Compute loop normals */
BKE_mesh_calc_normals_split(*r_final);
BKE_mesh_tessface_clear(*r_final);
if (r_cage && *r_cage && (*r_cage != *r_final)) {
BKE_mesh_calc_normals_split(*r_cage);
BKE_mesh_tessface_clear(*r_cage);
}
}
/* BMESH_ONLY, ensure tessface's used for drawing,
2012-03-18 08:38:51 +01:00
* but don't recalculate if the last modifier in the stack gives us tessfaces
* check if the derived meshes are DM_TYPE_EDITBMESH before calling, this isn't essential
* but quiets annoying error messages since tessfaces wont be created. */
if (dataMask->fmask & CD_MASK_MFACE) {
if ((*r_final)->edit_mesh == NULL) {
BKE_mesh_tessface_ensure(*r_final);
}
if (r_cage && *r_cage) {
if ((*r_cage)->edit_mesh == NULL) {
if (*r_cage != *r_final) {
BKE_mesh_tessface_ensure(*r_cage);
}
}
}
}
/* --- */
/* same as mesh_calc_modifiers (if using loop normals, poly nors have already been computed). */
if (!do_loop_normals) {
BKE_mesh_ensure_normals_for_display(*r_final);
if (r_cage && *r_cage && (*r_cage != *r_final)) {
BKE_mesh_ensure_normals_for_display(*r_cage);
}
/* Some modifiers, like datatransfer, may generate those data, we do not want to keep them,
* as they are used by display code when available (i.e. even if autosmooth is disabled). */
if (CustomData_has_layer(&(*r_final)->ldata, CD_NORMAL)) {
CustomData_free_layers(&(*r_final)->ldata, CD_NORMAL, (*r_final)->totloop);
}
if (r_cage && CustomData_has_layer(&(*r_cage)->ldata, CD_NORMAL)) {
CustomData_free_layers(&(*r_cage)->ldata, CD_NORMAL, (*r_cage)->totloop);
}
}
/* add an orco layer if needed */
if (dataMask->vmask & CD_MASK_ORCO)
add_orco_mesh(ob, em, *r_final, me_orco, CD_ORCO);
if (me_orco) {
BKE_id_free(NULL, me_orco);
}
if (deformedVerts) {
MEM_freeN(deformedVerts);
}
- added data arguments to deformer modifiers, in case someone wants to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).
2005-07-22 09:37:15 +02:00
}
static void mesh_finalize_eval(Object *object)
{
Mesh *mesh = (Mesh *)object->data;
Mesh *mesh_eval = object->runtime.mesh_eval;
/* Special Tweaks for cases when evaluated mesh came from
* BKE_mesh_new_nomain_from_template().
*/
BLI_strncpy(mesh_eval->id.name, mesh->id.name, sizeof(mesh_eval->id.name));
if (mesh_eval->mat != NULL) {
MEM_freeN(mesh_eval->mat);
}
/* Set flag which makes it easier to see what's going on in a debugger. */
mesh_eval->id.tag |= LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT;
mesh_eval->mat = MEM_dupallocN(mesh->mat);
mesh_eval->totcol = mesh->totcol;
/* Make evaluated mesh to share same edit mesh pointer as original
* and copied meshes.
*/
mesh_eval->edit_mesh = mesh->edit_mesh;
/* Copy autosmooth settings from original mesh.
* This is not done by BKE_mesh_new_nomain_from_template(), so need to take
* extra care here.
*/
mesh_eval->flag |= (mesh->flag & ME_AUTOSMOOTH);
mesh_eval->smoothresh = mesh->smoothresh;
/* Replace evaluated object's data with fully evaluated mesh. */
/* TODO(sergey): There was statement done by Sybren and Mai that this
* caused modifiers to be applied twice. which is weirtd and shouldn't
* really happen. But since there is no reference to the report, can not
* do much about this.
*/
/* Object is sometimes not evaluated!
* TODO(sergey): BAD TEMPORARY HACK FOR UNTIL WE ARE SMARTER */
if (object->id.tag & LIB_TAG_COPIED_ON_WRITE) {
object->data = mesh_eval;
}
else {
/* evaluated will be available via: 'object->runtime.mesh_eval' */
}
}
static void mesh_build_extra_data(struct Depsgraph *depsgraph, Object *ob)
{
uint32_t eval_flags = DEG_get_eval_flags_for_id(depsgraph, &ob->id);
if (eval_flags & DAG_EVAL_NEED_SHRINKWRAP_BOUNDARY) {
BKE_shrinkwrap_compute_boundary_data(ob->runtime.mesh_eval);
}
}
2018-11-20 19:25:42 +01:00
static void mesh_runtime_check_normals_valid(const Mesh *mesh)
{
UNUSED_VARS_NDEBUG(mesh);
BLI_assert(!(mesh->runtime.cd_dirty_vert & CD_MASK_NORMAL));
BLI_assert(!(mesh->runtime.cd_dirty_loop & CD_MASK_NORMAL));
BLI_assert(!(mesh->runtime.cd_dirty_poly & CD_MASK_NORMAL));
}
static void mesh_build_data(
struct Depsgraph *depsgraph, Scene *scene, Object *ob, const CustomData_MeshMasks *dataMask,
const bool need_mapping)
- 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
{
BLI_assert(ob->type == OB_MESH);
/* Evaluated meshes aren't supposed to be created on original instances. If you do,
* they aren't cleaned up properly on mode switch, causing crashes, e.g T58150. */
BLI_assert(ob->id.tag & LIB_TAG_COPIED_ON_WRITE);
BKE_object_free_derived_caches(ob);
BKE_object_sculpt_modifiers_changed(ob);
- 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
#if 0 /* XXX This is already taken care of in mesh_calc_modifiers()... */
if (need_mapping) {
/* Also add the flag so that it is recorded in lastDataMask. */
dataMask->vmask |= CD_MASK_ORIGINDEX;
dataMask->emask |= CD_MASK_ORIGINDEX;
dataMask->pmask |= CD_MASK_ORIGINDEX;
}
#endif
mesh_calc_modifiers(
depsgraph, scene, ob, 1, need_mapping, dataMask, -1, true,
&ob->runtime.mesh_deform_eval, &ob->runtime.mesh_eval);
BKE_object_boundbox_calc_from_mesh(ob, ob->runtime.mesh_eval);
/* Only copy texspace from orig mesh if some modifier (hint: smoke sim, see T58492)
* did not re-enable that flag (which always get disabled for eval mesh as a start). */
if (!(ob->runtime.mesh_eval->texflag & ME_AUTOSPACE)) {
BKE_mesh_texspace_copy_from_object(ob->runtime.mesh_eval, ob);
}
mesh_finalize_eval(ob);
ob->runtime.last_data_mask = *dataMask;
ob->runtime.last_need_mapping = need_mapping;
if ((ob->mode & OB_MODE_ALL_SCULPT) && ob->sculpt) {
/* create PBVH immediately (would be created on the fly too,
2012-04-22 13:54:53 +02:00
* but this avoids waiting on first stroke) */
/* XXX Disabled for now.
* This can create horrible nasty bugs by generating re-entrant call of mesh_get_eval_final! */
// BKE_sculpt_update_mesh_elements(depsgraph, scene, scene->toolsettings->sculpt, ob, false, false);
}
mesh_runtime_check_normals_valid(ob->runtime.mesh_eval);
mesh_build_extra_data(depsgraph, ob);
- 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
}
static void editbmesh_build_data(
struct Depsgraph *depsgraph, Scene *scene,
Object *obedit, BMEditMesh *em, CustomData_MeshMasks *dataMask)
- 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
{
BLI_assert(em->ob->id.tag & LIB_TAG_COPIED_ON_WRITE);
BKE_object_free_derived_caches(obedit);
BKE_object_sculpt_modifiers_changed(obedit);
- 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
BKE_editmesh_free_derivedmesh(em);
- 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
Mesh *me_cage;
Mesh *me_final;
editbmesh_calc_modifiers(
depsgraph, scene, obedit, em, dataMask,
&me_cage, &me_final);
em->mesh_eval_final = me_final;
em->mesh_eval_cage = me_cage;
BKE_object_boundbox_calc_from_mesh(obedit, em->mesh_eval_final);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 05:28:02 +01:00
em->lastDataMask = *dataMask;
mesh_runtime_check_normals_valid(em->mesh_eval_final);
}
static void object_get_datamask(const Depsgraph *depsgraph, Object *ob, CustomData_MeshMasks *r_mask, bool *r_need_mapping)
{
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
Object *actob = view_layer->basact ? DEG_get_original_object(view_layer->basact->object) : NULL;
DEG_get_customdata_mask_for_object(depsgraph, ob, r_mask);
if (r_need_mapping) {
*r_need_mapping = false;
}
if (DEG_get_original_object(ob) == actob) {
bool editing = BKE_paint_select_face_test(actob);
/* weight paint and face select need original indices because of selection buffer drawing */
if (r_need_mapping) {
*r_need_mapping = (editing || (ob->mode & (OB_MODE_WEIGHT_PAINT | OB_MODE_VERTEX_PAINT)));
}
/* check if we need tfaces & mcols due to face select or texture paint */
if ((ob->mode & OB_MODE_TEXTURE_PAINT) || editing) {
r_mask->lmask |= CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL;
r_mask->fmask |= CD_MASK_MTFACE;
}
/* check if we need mcols due to vertex paint or weightpaint */
if (ob->mode & OB_MODE_VERTEX_PAINT) {
r_mask->lmask |= CD_MASK_MLOOPCOL;
}
if (ob->mode & OB_MODE_WEIGHT_PAINT) {
r_mask->vmask |= CD_MASK_MDEFORMVERT;
}
if (ob->mode & OB_MODE_EDIT)
r_mask->vmask |= CD_MASK_MVERT_SKIN;
}
}
void makeDerivedMesh(
struct Depsgraph *depsgraph, Scene *scene, Object *ob, BMEditMesh *em,
const CustomData_MeshMasks *dataMask)
{
bool need_mapping;
CustomData_MeshMasks cddata_masks = *dataMask;
object_get_datamask(depsgraph, ob, &cddata_masks, &need_mapping);
if (em) {
editbmesh_build_data(depsgraph, scene, ob, em, &cddata_masks);
}
else {
mesh_build_data(depsgraph, scene, ob, &cddata_masks, need_mapping);
- 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
}
}
/***/
Mesh *mesh_get_eval_final(struct Depsgraph *depsgraph, Scene *scene, Object *ob, const CustomData_MeshMasks *dataMask)
{
/* This function isn't thread-safe and can't be used during evaluation. */
BLI_assert(DEG_debug_is_evaluating(depsgraph) == false);
/* Evaluated meshes aren't supposed to be created on original instances. If you do,
* they aren't cleaned up properly on mode switch, causing crashes, e.g T58150. */
BLI_assert(ob->id.tag & LIB_TAG_COPIED_ON_WRITE);
/* if there's no evaluated mesh or the last data mask used doesn't include
* the data we need, rebuild the derived mesh
*/
bool need_mapping;
CustomData_MeshMasks cddata_masks = *dataMask;
object_get_datamask(depsgraph, ob, &cddata_masks, &need_mapping);
if (!ob->runtime.mesh_eval ||
!CustomData_MeshMasks_are_matching(&(ob->runtime.last_data_mask), &cddata_masks) ||
(need_mapping && !ob->runtime.last_need_mapping))
{
CustomData_MeshMasks_update(&cddata_masks, &ob->runtime.last_data_mask);
mesh_build_data(depsgraph, scene, ob, &cddata_masks,
need_mapping || ob->runtime.last_need_mapping);
}
if (ob->runtime.mesh_eval) { BLI_assert(!(ob->runtime.mesh_eval->runtime.cd_dirty_vert & CD_MASK_NORMAL)); }
return ob->runtime.mesh_eval;
}
Mesh *mesh_get_eval_deform(struct Depsgraph *depsgraph, Scene *scene, Object *ob, const CustomData_MeshMasks *dataMask)
{
/* This function isn't thread-safe and can't be used during evaluation. */
BLI_assert(DEG_debug_is_evaluating(depsgraph) == false);
/* Evaluated meshes aren't supposed to be created on original instances. If you do,
* they aren't cleaned up properly on mode switch, causing crashes, e.g T58150. */
BLI_assert(ob->id.tag & LIB_TAG_COPIED_ON_WRITE);
/* if there's no derived mesh or the last data mask used doesn't include
* the data we need, rebuild the derived mesh
*/
bool need_mapping;
CustomData_MeshMasks cddata_masks = *dataMask;
object_get_datamask(depsgraph, ob, &cddata_masks, &need_mapping);
if (!ob->runtime.mesh_deform_eval ||
!CustomData_MeshMasks_are_matching(&(ob->runtime.last_data_mask), &cddata_masks) ||
(need_mapping && !ob->runtime.last_need_mapping))
{
CustomData_MeshMasks_update(&cddata_masks, &ob->runtime.last_data_mask);
mesh_build_data(depsgraph, scene, ob, &cddata_masks,
need_mapping || ob->runtime.last_need_mapping);
}
return ob->runtime.mesh_deform_eval;
}
Mesh *mesh_create_eval_final_render(Depsgraph *depsgraph, Scene *scene, Object *ob, const CustomData_MeshMasks *dataMask)
{
Mesh *final;
mesh_calc_modifiers(
depsgraph, scene, ob, 1, false, dataMask, -1, false,
NULL, &final);
return final;
}
2018-10-10 06:18:34 +02:00
Mesh *mesh_create_eval_final_index_render(
Depsgraph *depsgraph, Scene *scene,
Object *ob, const CustomData_MeshMasks *dataMask, int index)
{
Mesh *final;
mesh_calc_modifiers(
depsgraph, scene, ob, 1, false, dataMask, index, false,
NULL, &final);
return final;
}
Mesh *mesh_create_eval_final_view(
Depsgraph *depsgraph, Scene *scene,
Object *ob, const CustomData_MeshMasks *dataMask)
{
Mesh *final;
/* XXX hack
* psys modifier updates particle state when called during dupli-list generation,
* which can lead to wrong transforms. This disables particle system modifier execution.
*/
ob->transflag |= OB_NO_PSYS_UPDATE;
mesh_calc_modifiers(
depsgraph, scene, ob, 1, false, dataMask, -1, false,
NULL, &final);
ob->transflag &= ~OB_NO_PSYS_UPDATE;
return final;
}
Mesh *mesh_create_eval_no_deform(
Depsgraph *depsgraph, Scene *scene, Object *ob,
const CustomData_MeshMasks *dataMask)
{
Mesh *final;
2018-06-17 17:05:51 +02:00
mesh_calc_modifiers(
depsgraph, scene, ob, 0, false, dataMask, -1, false,
NULL, &final);
return final;
}
Mesh *mesh_create_eval_no_deform_render(
Depsgraph *depsgraph, Scene *scene, Object *ob,
const CustomData_MeshMasks *dataMask)
{
Mesh *final;
mesh_calc_modifiers(
depsgraph, scene, ob, 0, false, dataMask, -1, false,
NULL, &final);
return final;
}
/***/
Mesh *editbmesh_get_eval_cage_and_final(
Depsgraph *depsgraph, Scene *scene, Object *obedit, BMEditMesh *em,
const CustomData_MeshMasks *dataMask,
/* return args */
Mesh **r_final)
{
CustomData_MeshMasks cddata_masks = *dataMask;
/* if there's no derived mesh or the last data mask used doesn't include
* the data we need, rebuild the derived mesh
*/
object_get_datamask(depsgraph, obedit, &cddata_masks, NULL);
if (!em->mesh_eval_cage ||
!CustomData_MeshMasks_are_matching(&(em->lastDataMask), &cddata_masks))
{
editbmesh_build_data(depsgraph, scene, obedit, em, &cddata_masks);
}
*r_final = em->mesh_eval_final;
if (em->mesh_eval_final) { BLI_assert(!(em->mesh_eval_final->runtime.cd_dirty_vert & DM_DIRTY_NORMALS)); }
return em->mesh_eval_cage;
}
Mesh *editbmesh_get_eval_cage(
struct Depsgraph *depsgraph, Scene *scene, Object *obedit, BMEditMesh *em,
const CustomData_MeshMasks *dataMask)
{
CustomData_MeshMasks cddata_masks = *dataMask;
/* if there's no derived mesh or the last data mask used doesn't include
* the data we need, rebuild the derived mesh
*/
object_get_datamask(depsgraph, obedit, &cddata_masks, NULL);
if (!em->mesh_eval_cage ||
!CustomData_MeshMasks_are_matching(&(em->lastDataMask), &cddata_masks))
{
editbmesh_build_data(depsgraph, scene, obedit, em, &cddata_masks);
}
return em->mesh_eval_cage;
}
Mesh *editbmesh_get_eval_cage_from_orig(
struct Depsgraph *depsgraph, Scene *scene, Object *obedit, BMEditMesh *UNUSED(em),
const CustomData_MeshMasks *dataMask)
{
BLI_assert((obedit->id.tag & LIB_TAG_COPIED_ON_WRITE) == 0);
Scene *scene_eval = (Scene *)DEG_get_evaluated_id(depsgraph, &scene->id);
Object *obedit_eval = (Object *)DEG_get_evaluated_id(depsgraph, &obedit->id);
BMEditMesh *em_eval = BKE_editmesh_from_object(obedit_eval);
return editbmesh_get_eval_cage(depsgraph, scene_eval, obedit_eval, em_eval, dataMask);
}
/***/
/* same as above but for vert coords */
typedef struct {
float (*vertexcos)[3];
BLI_bitmap *vertex_visit;
} MappedUserData;
static void make_vertexcos__mapFunc(
void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
MappedUserData *mappedData = (MappedUserData *)userData;
if (BLI_BITMAP_TEST(mappedData->vertex_visit, index) == 0) {
/* we need coord from prototype vertex, not from copies,
* assume they stored in the beginning of vertex array stored in DM
* (mirror modifier for eg does this) */
copy_v3_v3(mappedData->vertexcos[index], co);
BLI_BITMAP_ENABLE(mappedData->vertex_visit, index);
}
}
void mesh_get_mapped_verts_coords(Mesh *me_eval, float (*r_cos)[3], const int totcos)
{
if (me_eval->runtime.deformed_only == false) {
MappedUserData userData;
2014-09-14 10:50:59 +02:00
memset(r_cos, 0, sizeof(*r_cos) * totcos);
userData.vertexcos = r_cos;
userData.vertex_visit = BLI_BITMAP_NEW(totcos, "vertexcos flags");
BKE_mesh_foreach_mapped_vert(me_eval, make_vertexcos__mapFunc, &userData, MESH_FOREACH_NOP);
MEM_freeN(userData.vertex_visit);
}
else {
MVert *mv = me_eval->mvert;
for (int i = 0; i < totcos; i++, mv++) {
copy_v3_v3(r_cos[i], mv->co);
}
}
}
void DM_calc_loop_tangents(
DerivedMesh *dm, bool calc_active_tangent,
const char (*tangent_names)[MAX_NAME], int tangent_names_len)
{
BKE_mesh_calc_loop_tangent_ex(
dm->getVertArray(dm),
dm->getPolyArray(dm), dm->getNumPolys(dm),
dm->getLoopArray(dm),
dm->getLoopTriArray(dm), dm->getNumLoopTri(dm),
&dm->loopData,
calc_active_tangent,
tangent_names, tangent_names_len,
CustomData_get_layer(&dm->polyData, CD_NORMAL),
dm->getLoopDataArray(dm, CD_NORMAL),
dm->getVertDataArray(dm, CD_ORCO), /* may be NULL */
/* result */
&dm->loopData, dm->getNumLoops(dm),
&dm->tangent_mask);
}
static void mesh_init_origspace(Mesh *mesh)
{
const float default_osf[4][2] = {{0, 0}, {1, 0}, {1, 1}, {0, 1}};
OrigSpaceLoop *lof_array = CustomData_get_layer(&mesh->ldata, CD_ORIGSPACE_MLOOP);
const int numpoly = mesh->totpoly;
// const int numloop = mesh->totloop;
MVert *mv = mesh->mvert;
MLoop *ml = mesh->mloop;
MPoly *mp = mesh->mpoly;
int i, j, k;
float (*vcos_2d)[2] = NULL;
BLI_array_staticdeclare(vcos_2d, 64);
for (i = 0; i < numpoly; i++, mp++) {
OrigSpaceLoop *lof = lof_array + mp->loopstart;
if (mp->totloop == 3 || mp->totloop == 4) {
for (j = 0; j < mp->totloop; j++, lof++) {
copy_v2_v2(lof->uv, default_osf[j]);
}
}
else {
MLoop *l = &ml[mp->loopstart];
float p_nor[3], co[3];
float mat[3][3];
float min[2] = {FLT_MAX, FLT_MAX}, max[2] = {-FLT_MAX, -FLT_MAX};
float translate[2], scale[2];
BKE_mesh_calc_poly_normal(mp, l, mv, p_nor);
axis_dominant_v3_to_m3(mat, p_nor);
BLI_array_clear(vcos_2d);
BLI_array_reserve(vcos_2d, mp->totloop);
for (j = 0; j < mp->totloop; j++, l++) {
mul_v3_m3v3(co, mat, mv[l->v].co);
copy_v2_v2(vcos_2d[j], co);
for (k = 0; k < 2; k++) {
if (co[k] > max[k])
max[k] = co[k];
else if (co[k] < min[k])
min[k] = co[k];
}
}
/* Brings min to (0, 0). */
negate_v2_v2(translate, min);
/* Scale will bring max to (1, 1). */
sub_v2_v2v2(scale, max, min);
if (scale[0] == 0.0f)
scale[0] = 1e-9f;
if (scale[1] == 0.0f)
scale[1] = 1e-9f;
invert_v2(scale);
/* Finally, transform all vcos_2d into ((0, 0), (1, 1)) square and assign them as origspace. */
for (j = 0; j < mp->totloop; j++, lof++) {
add_v2_v2v2(lof->uv, vcos_2d[j], translate);
mul_v2_v2(lof->uv, scale);
}
}
}
BKE_mesh_tessface_clear(mesh);
BLI_array_free(vcos_2d);
}
/* derivedmesh info printing function,
* to help track down differences DM output */
#ifndef NDEBUG
#include "BLI_dynstr.h"
static void dm_debug_info_layers(
DynStr *dynstr, DerivedMesh *dm, CustomData *cd,
void *(*getElemDataArray)(DerivedMesh *, int))
{
int type;
for (type = 0; type < CD_NUMTYPES; type++) {
if (CustomData_has_layer(cd, type)) {
/* note: doesn't account for multiple layers */
const char *name = CustomData_layertype_name(type);
const int size = CustomData_sizeof(type);
const void *pt = getElemDataArray(dm, type);
const int pt_size = pt ? (int)(MEM_allocN_len(pt) / size) : 0;
const char *structname;
int structnum;
CustomData_file_write_info(type, &structname, &structnum);
BLI_dynstr_appendf(dynstr,
" dict(name='%s', struct='%s', type=%d, ptr='%p', elem=%d, length=%d),\n",
name, structname, type, (const void *)pt, size, pt_size);
}
}
}
char *DM_debug_info(DerivedMesh *dm)
{
2012-05-12 21:18:02 +02:00
DynStr *dynstr = BLI_dynstr_new();
char *ret;
const char *tstr;
BLI_dynstr_append(dynstr, "{\n");
BLI_dynstr_appendf(dynstr, " 'ptr': '%p',\n", (void *)dm);
switch (dm->type) {
case DM_TYPE_CDDM: tstr = "DM_TYPE_CDDM"; break;
case DM_TYPE_CCGDM: tstr = "DM_TYPE_CCGDM"; break;
default: tstr = "UNKNOWN"; break;
}
BLI_dynstr_appendf(dynstr, " 'type': '%s',\n", tstr);
BLI_dynstr_appendf(dynstr, " 'numVertData': %d,\n", dm->numVertData);
BLI_dynstr_appendf(dynstr, " 'numEdgeData': %d,\n", dm->numEdgeData);
BLI_dynstr_appendf(dynstr, " 'numTessFaceData': %d,\n", dm->numTessFaceData);
BLI_dynstr_appendf(dynstr, " 'numPolyData': %d,\n", dm->numPolyData);
BLI_dynstr_appendf(dynstr, " 'deformedOnly': %d,\n", dm->deformedOnly);
BLI_dynstr_append(dynstr, " 'vertexLayers': (\n");
dm_debug_info_layers(dynstr, dm, &dm->vertData, dm->getVertDataArray);
BLI_dynstr_append(dynstr, " ),\n");
BLI_dynstr_append(dynstr, " 'edgeLayers': (\n");
dm_debug_info_layers(dynstr, dm, &dm->edgeData, dm->getEdgeDataArray);
BLI_dynstr_append(dynstr, " ),\n");
BLI_dynstr_append(dynstr, " 'loopLayers': (\n");
dm_debug_info_layers(dynstr, dm, &dm->loopData, dm->getLoopDataArray);
BLI_dynstr_append(dynstr, " ),\n");
BLI_dynstr_append(dynstr, " 'polyLayers': (\n");
dm_debug_info_layers(dynstr, dm, &dm->polyData, dm->getPolyDataArray);
BLI_dynstr_append(dynstr, " ),\n");
BLI_dynstr_append(dynstr, " 'tessFaceLayers': (\n");
dm_debug_info_layers(dynstr, dm, &dm->faceData, dm->getTessFaceDataArray);
BLI_dynstr_append(dynstr, " ),\n");
BLI_dynstr_append(dynstr, "}\n");
ret = BLI_dynstr_get_cstring(dynstr);
BLI_dynstr_free(dynstr);
return ret;
}
void DM_debug_print(DerivedMesh *dm)
{
char *str = DM_debug_info(dm);
puts(str);
fflush(stdout);
MEM_freeN(str);
}
void DM_debug_print_cdlayers(CustomData *data)
{
int i;
const CustomDataLayer *layer;
printf("{\n");
for (i = 0, layer = data->layers; i < data->totlayer; i++, layer++) {
const char *name = CustomData_layertype_name(layer->type);
const int size = CustomData_sizeof(layer->type);
const char *structname;
int structnum;
CustomData_file_write_info(layer->type, &structname, &structnum);
printf(" dict(name='%s', struct='%s', type=%d, ptr='%p', elem=%d, length=%d),\n",
name, structname, layer->type, (const void *)layer->data, size, (int)(MEM_allocN_len(layer->data) / size));
}
printf("}\n");
}
bool DM_is_valid(DerivedMesh *dm)
{
const bool do_verbose = true;
const bool do_fixes = false;
bool is_valid = true;
bool changed = true;
is_valid &= BKE_mesh_validate_all_customdata(
dm->getVertDataLayout(dm), dm->getNumVerts(dm),
dm->getEdgeDataLayout(dm), dm->getNumEdges(dm),
dm->getLoopDataLayout(dm), dm->getNumLoops(dm),
dm->getPolyDataLayout(dm), dm->getNumPolys(dm),
false, /* setting mask here isn't useful, gives false positives */
do_verbose, do_fixes, &changed);
is_valid &= BKE_mesh_validate_arrays(
NULL,
dm->getVertArray(dm), dm->getNumVerts(dm),
dm->getEdgeArray(dm), dm->getNumEdges(dm),
dm->getTessFaceArray(dm), dm->getNumTessFaces(dm),
dm->getLoopArray(dm), dm->getNumLoops(dm),
dm->getPolyArray(dm), dm->getNumPolys(dm),
dm->getVertDataArray(dm, CD_MDEFORMVERT),
do_verbose, do_fixes, &changed);
BLI_assert(changed == false);
return is_valid;
}
#endif /* NDEBUG */