tornavis/source/blender/blenkernel/BKE_modifier.h

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/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BKE_customdata.h"
#include "BLI_compiler_attrs.h"
#include "DNA_modifier_types.h" /* needed for all enum typdefs */
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#ifdef __cplusplus
extern "C" {
#endif
struct ARegionType;
struct BMEditMesh;
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struct BlendDataReader;
struct BlendLibReader;
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struct BlendWriter;
struct CustomData_MeshMasks;
struct DepsNodeHandle;
struct Depsgraph;
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struct GeometrySet;
struct ID;
struct ListBase;
struct Main;
struct Mesh;
struct ModifierData;
struct Object;
struct Scene;
struct bArmature;
typedef enum {
/* Should not be used, only for None modifier type */
eModifierTypeType_None,
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/**
* Modifier only does deformation, implies that modifier
* type should have a valid deformVerts function. OnlyDeform
* style modifiers implicitly accept either mesh or CV
* input but should still declare flags appropriately.
*/
eModifierTypeType_OnlyDeform,
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/** Modifier adds geometry. */
eModifierTypeType_Constructive,
/* Modifier can add and remove geometry. */
eModifierTypeType_Nonconstructive,
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/**
* Both deformVerts & applyModifier are valid calls
* used for particles modifier that doesn't actually modify the object
* unless it's a mesh and can be exploded -> curve can also emit particles
*/
eModifierTypeType_DeformOrConstruct,
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/**
* Like eModifierTypeType_Nonconstructive, but does not affect the geometry
* of the object, rather some of its CustomData layers.
* E.g. UVProject and WeightVG modifiers. */
eModifierTypeType_NonGeometrical,
} ModifierTypeType;
typedef enum {
eModifierTypeFlag_AcceptsMesh = (1 << 0),
eModifierTypeFlag_AcceptsCVs = (1 << 1),
eModifierTypeFlag_SupportsMapping = (1 << 2),
eModifierTypeFlag_SupportsEditmode = (1 << 3),
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/**
* For modifiers that support editmode this determines if the
* modifier should be enabled by default in editmode. This should
* only be used by modifiers that are relatively speedy and
* also generally used in editmode, otherwise let the user enable
* it by hand.
*/
eModifierTypeFlag_EnableInEditmode = (1 << 4),
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/**
* For modifiers that require original data and so cannot
* be placed after any non-deformative modifier.
*/
eModifierTypeFlag_RequiresOriginalData = (1 << 5),
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/**
* For modifiers that support point-cache,
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* so we can check to see if it has files we need to deal with.
*/
eModifierTypeFlag_UsesPointCache = (1 << 6),
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/** For physics modifiers, max one per type */
eModifierTypeFlag_Single = (1 << 7),
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/** Some modifier can't be added manually by user */
eModifierTypeFlag_NoUserAdd = (1 << 8),
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/** For modifiers that use CD_PREVIEW_MCOL for preview. */
eModifierTypeFlag_UsesPreview = (1 << 9),
eModifierTypeFlag_AcceptsVertexCosOnly = (1 << 10),
/** Accepts #BMesh input (without conversion). */
eModifierTypeFlag_AcceptsBMesh = (1 << 11),
} ModifierTypeFlag;
ENUM_OPERATORS(ModifierTypeFlag, eModifierTypeFlag_AcceptsBMesh)
typedef void (*IDWalkFunc)(void *userData, struct Object *ob, struct ID **idpoin, int cb_flag);
typedef void (*TexWalkFunc)(void *userData,
struct Object *ob,
struct ModifierData *md,
const char *propname);
typedef enum ModifierApplyFlag {
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/** Render time. */
MOD_APPLY_RENDER = 1 << 0,
/** Result of evaluation will be cached, so modifier might
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* want to cache data for quick updates (used by subdivision-surface) */
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MOD_APPLY_USECACHE = 1 << 1,
/** Modifier evaluated for undeformed texture coordinates */
MOD_APPLY_ORCO = 1 << 2,
/** Ignore scene simplification flag and use subdivisions
* level set in multires modifier. */
MOD_APPLY_IGNORE_SIMPLIFY = 1 << 3,
/** The effect of this modifier will be applied to the base mesh
* The modifier itself will be removed from the modifier stack.
* This flag can be checked to ignore rendering display data to the mesh.
* See `OBJECT_OT_modifier_apply` operator. */
MOD_APPLY_TO_BASE_MESH = 1 << 4,
} ModifierApplyFlag;
typedef struct ModifierUpdateDepsgraphContext {
struct Scene *scene;
struct Object *object;
struct DepsNodeHandle *node;
} ModifierUpdateDepsgraphContext;
/* Contains the information for deformXXX and applyXXX functions below that
* doesn't change between consecutive modifiers. */
typedef struct ModifierEvalContext {
struct Depsgraph *depsgraph;
struct Object *object;
ModifierApplyFlag flag;
} ModifierEvalContext;
typedef struct ModifierTypeInfo {
/* The user visible name for this modifier */
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
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char name[32];
/* The DNA struct name for the modifier data type, used to
* write the DNA data out.
*/
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
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char structName[32];
/* The size of the modifier data type, used by allocation. */
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
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int structSize;
/* StructRNA of this modifier. This is typically something like RNA_*Modifier. */
struct StructRNA *srna;
ModifierTypeType type;
ModifierTypeFlag flags;
/* Icon of the modifier. Usually something like ICON_MOD_*. */
int icon;
/********************* Non-optional functions *********************/
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/**
* Copy instance data for this modifier type. Should copy all user
* level settings to the target modifier.
*
* \param flag: Copying options (see BKE_lib_id.h's LIB_ID_COPY_... flags for more).
*/
void (*copyData)(const struct ModifierData *md, struct ModifierData *target, int flag);
/********************* Deform modifier functions *********************/
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/**
* Only for deform types, should apply the deformation
* to the given vertex array. If the deformer requires information from
* the object it can obtain it from the mesh argument if non-NULL,
* and otherwise the ob argument.
*/
void (*deformVerts)(struct ModifierData *md,
const struct ModifierEvalContext *ctx,
struct Mesh *mesh,
float (*vertexCos)[3],
int numVerts);
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/**
* Like deformMatricesEM but called from object mode (for supporting modifiers in sculpt mode).
*/
void (*deformMatrices)(struct ModifierData *md,
const struct ModifierEvalContext *ctx,
struct Mesh *mesh,
float (*vertexCos)[3],
float (*defMats)[3][3],
int numVerts);
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/**
* Like deformVerts but called during editmode (for supporting modifiers)
*/
void (*deformVertsEM)(struct ModifierData *md,
const struct ModifierEvalContext *ctx,
struct BMEditMesh *editData,
struct Mesh *mesh,
float (*vertexCos)[3],
int numVerts);
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/* Set deform matrix per vertex for crazy-space correction */
void (*deformMatricesEM)(struct ModifierData *md,
const struct ModifierEvalContext *ctx,
struct BMEditMesh *editData,
struct Mesh *mesh,
float (*vertexCos)[3],
float (*defMats)[3][3],
int numVerts);
/********************* Non-deform modifier functions *********************/
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/**
* For non-deform types: apply the modifier and return a mesh data-block.
*
* The mesh argument should always be non-NULL; the modifier should use the
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* passed in mesh data-block rather than object->data, as it contains the mesh
* with modifier applied up to this point.
*
* The modifier may modify and return the mesh argument, but must not free it
* and must ensure any referenced data layers are converted to non-referenced
* before modification.
*/
struct Mesh *(*modifyMesh)(struct ModifierData *md,
const struct ModifierEvalContext *ctx,
struct Mesh *mesh);
/**
* The modifier has to change the geometry set in-place. The geometry set can contain zero or
* more geometry components. This callback can be used by modifiers that don't work on any
* specific type of geometry (e.g. mesh).
*/
void (*modifyGeometrySet)(struct ModifierData *md,
const struct ModifierEvalContext *ctx,
struct GeometrySet *geometry_set);
/********************* Optional functions *********************/
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/**
* Initialize new instance data for this modifier type, this function
* should set modifier variables to their default values.
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*
* This function is optional.
*/
void (*initData)(struct ModifierData *md);
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/**
* Should add to passed \a r_cddata_masks the data types that this
* modifier needs. If (mask & (1 << (layer type))) != 0, this modifier
* needs that custom data layer. It can change required layers
* depending on the modifier's settings.
*
* Note that this means extra data (e.g. vertex groups) - it is assumed
* that all modifiers need mesh data and deform modifiers need vertex
* coordinates.
*
* If this function is not present, it is assumed that no extra data is needed.
*
* This function is optional.
*/
void (*requiredDataMask)(struct ModifierData *md, struct CustomData_MeshMasks *r_cddata_masks);
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/**
* Free internal modifier data variables, this function should
* not free the md variable itself.
*
* This function is responsible for freeing the runtime data as well.
*
* This function is optional.
*/
void (*freeData)(struct ModifierData *md);
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/**
* Return a boolean value indicating if this modifier is able to be
* calculated based on the modifier data. This is *not* regarding the
* md->flag, that is tested by the system, this is just if the data
* validates (for example, a lattice will return false if the lattice
* object is not defined).
*
* This function is optional (assumes never disabled if not present).
*/
bool (*isDisabled)(const struct Scene *scene, struct ModifierData *md, bool userRenderParams);
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/**
* Add the appropriate relations to the dependency graph.
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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*
* This function is optional.
*/
void (*updateDepsgraph)(struct ModifierData *md, const ModifierUpdateDepsgraphContext *ctx);
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/**
* Should return true if the modifier needs to be recalculated on time
* changes.
*
* This function is optional (assumes false if not present).
*/
bool (*dependsOnTime)(struct Scene *scene, struct ModifierData *md);
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/**
* True when a deform modifier uses normals, the requiredDataMask
* can't be used here because that refers to a normal layer whereas
* in this case we need to know if the deform modifier uses normals.
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*
* this is needed because applying 2 deform modifiers will give the
* second modifier bogus normals.
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*/
bool (*dependsOnNormals)(struct ModifierData *md);
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/**
* Should call the given walk function with a pointer to each ID
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* pointer (i.e. each data-block pointer) that the modifier data
* stores. This is used for linking on file load and for
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* unlinking data-blocks or forwarding data-block references.
*
* This function is optional.
- shuffled editmesh derived function name/function - added ModifierTypeInfo.freeData function - added modifier_{new,free] utility function - added ccgSubSurf_getUseAgeCounts to query info - removed subsurf modifier faking (ME_SUBSURF flag is no longer valid). subsurf modifier gets converted on file load although there is obscure linked mesh situation where this can go wrong, will fix shortly. this also means that some places in the code that test/copy subsurf settings are broken for the time being. - shuffled modifier calculation to be simpler. note that all modifiers are currently disabled in editmode (including subsurf). don't worry, will return shortly. - bug fix, build modifier didn't randomize meshes with only verts - cleaned up subsurf_ccg and adapted for future editmode modifier work - added editmesh.derived{Cage,Final}, not used yet - added SubsurfModifierData.{mCache,emCache}, will be used to cache subsurf instead of caching in derivedmesh itself - removed old subsurf buttons - added do_modifiers_buttons to handle modifier events - removed count_object counting of modifier (subsurfed) objects... this would be nice to add back at some point but requires care. probably requires rewrite of counting system. New feature: Incremental Subsurf in Object Mode The previous release introduce incremental subsurf calculation during editmode but it was not turned on during object mode. In general it does not make sense to have it always enabled during object mode because it requires caching a fair amount of information about the mesh which is a waste of memory unless the mesh is often recalculated. However, for mesh's that have subsurfed armatures for example, or that have other modifiers so that the mesh is essentially changing on every frame, it makes a lot of sense to keep the subsurf'd object around and that is what the new incremental subsurf modifier toggle is for. The intent is that the user will enable this option for (a) a mesh that is currently under active editing or (b) a mesh that is heavily updated in the scene, such as a character. I will try to write more about this feature for release, because it has advantages and disadvantages that are not immediately obvious (the first user reaction will be to turn it on for ever object, which is probably not correct).
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*/
void (*foreachIDLink)(struct ModifierData *md,
struct Object *ob,
IDWalkFunc walk,
void *userData);
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/**
* Should call the given walk function for each texture that the
* modifier data stores. This is used for finding all textures in
* the context for the UI.
*
* This function is optional. If it is not present, it will be
* assumed the modifier has no textures.
*/
void (*foreachTexLink)(struct ModifierData *md,
struct Object *ob,
TexWalkFunc walk,
void *userData);
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/**
* Free given run-time data.
*
* This data is coming from a modifier of the corresponding type, but actual
* modifier data is not known here.
*
* Notes:
* - The data itself is to be de-allocated as well.
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* - This callback is allowed to receive NULL pointer as a data, so it's
* more like "ensure the data is freed".
*/
void (*freeRuntimeData)(void *runtime_data);
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/** Register the panel types for the modifier's UI. */
void (*panelRegister)(struct ARegionType *region_type);
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/**
* Is called when the modifier is written to a file. The modifier data struct itself is written
* already.
*
* This method should write any additional arrays and referenced structs that should be
* stored in the file.
*/
void (*blendWrite)(struct BlendWriter *writer,
const struct ID *id_owner,
const struct ModifierData *md);
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/**
* Is called when the modifier is read from a file.
*
* It can be used to update pointers to arrays and other structs. Furthermore, fields that have
* not been written (e.g. runtime data) can be reset.
*/
void (*blendRead)(struct BlendDataReader *reader, struct ModifierData *md);
} ModifierTypeInfo;
/* Used to find a modifier's panel type. */
#define MODIFIER_TYPE_PANEL_PREFIX "MOD_PT_"
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/* Initialize modifier's global data (type info and some common global storage). */
void BKE_modifier_init(void);
const ModifierTypeInfo *BKE_modifier_get_info(ModifierType type);
/* For modifier UI panels. */
/**
* Get the idname of the modifier type's panel, which was defined in the #panelRegister callback.
*/
void BKE_modifier_type_panel_id(ModifierType type, char *r_idname);
void BKE_modifier_panel_expand(struct ModifierData *md);
/* Modifier utility calls, do call through type pointer and return
* default values if pointer is optional.
*/
struct ModifierData *BKE_modifier_new(int type);
void BKE_modifier_free_ex(struct ModifierData *md, int flag);
void BKE_modifier_free(struct ModifierData *md);
/**
* Use instead of `BLI_remlink` when the object's active modifier should change.
*/
void BKE_modifier_remove_from_list(struct Object *ob, struct ModifierData *md);
/* Generate new UUID for the given modifier. */
void BKE_modifier_session_uuid_generate(struct ModifierData *md);
bool BKE_modifier_unique_name(struct ListBase *modifiers, struct ModifierData *md);
struct ModifierData *BKE_modifier_copy_ex(const struct ModifierData *md, int flag);
/**
* Callback's can use this to avoid copying every member.
*/
void BKE_modifier_copydata_generic(const struct ModifierData *md,
struct ModifierData *md_dst,
int flag);
void BKE_modifier_copydata(const struct ModifierData *md, struct ModifierData *target);
void BKE_modifier_copydata_ex(const struct ModifierData *md,
struct ModifierData *target,
int flag);
bool BKE_modifier_depends_ontime(struct Scene *scene, struct ModifierData *md);
bool BKE_modifier_supports_mapping(struct ModifierData *md);
bool BKE_modifier_supports_cage(struct Scene *scene, struct ModifierData *md);
bool BKE_modifier_couldbe_cage(struct Scene *scene, struct ModifierData *md);
bool BKE_modifier_is_correctable_deformed(struct ModifierData *md);
bool BKE_modifier_is_same_topology(ModifierData *md);
bool BKE_modifier_is_non_geometrical(ModifierData *md);
/**
* Check whether is enabled.
*
* \param scene: Current scene, may be NULL,
* in which case `isDisabled` callback of the modifier is never called.
*/
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bool BKE_modifier_is_enabled(const struct Scene *scene,
struct ModifierData *md,
int required_mode);
/**
* Check whether given modifier is not local (i.e. from linked data) when the object is a library
* override.
*
* \param md: May be NULL, in which case we consider it as a non-local modifier case.
*/
bool BKE_modifier_is_nonlocal_in_liboverride(const struct Object *ob,
const struct ModifierData *md);
/* Set modifier execution error.
* The message will be shown in the interface and will be logged as an error to the console. */
void BKE_modifier_set_error(const struct Object *ob,
struct ModifierData *md,
const char *format,
...) ATTR_PRINTF_FORMAT(3, 4);
/* Set modifier execution warning, which does not prevent the modifier from being applied but which
* might need an attention. The message will only be shown in the interface, but will not appear in
* the logs. */
void BKE_modifier_set_warning(const struct Object *ob,
struct ModifierData *md,
const char *format,
...) ATTR_PRINTF_FORMAT(3, 4);
bool BKE_modifier_is_preview(struct ModifierData *md);
void BKE_modifiers_foreach_ID_link(struct Object *ob, IDWalkFunc walk, void *userData);
void BKE_modifiers_foreach_tex_link(struct Object *ob, TexWalkFunc walk, void *userData);
struct ModifierData *BKE_modifiers_findby_type(const struct Object *ob, ModifierType type);
struct ModifierData *BKE_modifiers_findby_name(const struct Object *ob, const char *name);
struct ModifierData *BKE_modifiers_findby_session_uuid(const struct Object *ob,
const SessionUUID *session_uuid);
void BKE_modifiers_clear_errors(struct Object *ob);
/**
* used for buttons, to find out if the 'draw deformed in edit-mode option is there.
*
* Also used in transform_conversion.c, to detect crazy-space (2nd arg then is NULL).
* Also used for some mesh tools to give warnings.
*/
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int BKE_modifiers_get_cage_index(const struct Scene *scene,
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struct Object *ob,
int *r_lastPossibleCageIndex,
bool is_virtual);
bool BKE_modifiers_is_modifier_enabled(struct Object *ob, int modifierType);
bool BKE_modifiers_is_softbody_enabled(struct Object *ob);
bool BKE_modifiers_is_cloth_enabled(struct Object *ob);
bool BKE_modifiers_is_particle_enabled(struct Object *ob);
/**
* Takes an object and returns its first selected armature, else just its armature.
* This should work for multiple armatures per object.
*/
struct Object *BKE_modifiers_is_deformed_by_armature(struct Object *ob);
struct Object *BKE_modifiers_is_deformed_by_meshdeform(struct Object *ob);
/**
* Takes an object and returns its first selected lattice, else just its lattice.
* This should work for multiple lattices per object.
*/
struct Object *BKE_modifiers_is_deformed_by_lattice(struct Object *ob);
/**
* Takes an object and returns its first selected curve, else just its curve.
* This should work for multiple curves per object.
*/
struct Object *BKE_modifiers_is_deformed_by_curve(struct Object *ob);
bool BKE_modifiers_uses_multires(struct Object *ob);
bool BKE_modifiers_uses_armature(struct Object *ob, struct bArmature *arm);
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bool BKE_modifiers_is_correctable_deformed(const struct Scene *scene, struct Object *ob);
void BKE_modifier_free_temporary_data(struct ModifierData *md);
typedef struct CDMaskLink {
struct CDMaskLink *next;
struct CustomData_MeshMasks mask;
} CDMaskLink;
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/**
* Calculates and returns a linked list of CustomData_MeshMasks and modified
* final datamask, indicating the data required by each modifier in the stack
* pointed to by md for correct evaluation, assuming the data indicated by
* final_datamask is required at the end of the stack.
*/
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struct CDMaskLink *BKE_modifier_calc_data_masks(const struct Scene *scene,
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struct ModifierData *md,
struct CustomData_MeshMasks *final_datamask,
int required_mode,
ModifierData *previewmd,
const struct CustomData_MeshMasks *previewmask);
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struct ModifierData *BKE_modifier_get_last_preview(const struct Scene *scene,
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struct ModifierData *md,
int required_mode);
typedef struct VirtualModifierData {
ArmatureModifierData amd;
CurveModifierData cmd;
LatticeModifierData lmd;
ShapeKeyModifierData smd;
} VirtualModifierData;
/**
* This is to include things that are not modifiers in the evaluation of the modifier stack,
* for example parenting to an armature.
*/
struct ModifierData *BKE_modifiers_get_virtual_modifierlist(const struct Object *ob,
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struct VirtualModifierData *data);
/**
* Ensure modifier correctness when changing `ob->data`.
*/
void BKE_modifiers_test_object(struct Object *ob);
/**
* Here for #do_versions.
*/
void BKE_modifier_mdef_compact_influences(struct ModifierData *md);
/**
* Initializes `path` with either the blend file or temporary directory.
*/
void BKE_modifier_path_init(char *path, int path_maxlen, const char *name);
const char *BKE_modifier_path_relbase(struct Main *bmain, struct Object *ob);
const char *BKE_modifier_path_relbase_from_global(struct Object *ob);
/* Accessors of original/evaluated modifiers. */
/**
* For a given modifier data, get corresponding original one.
* If the modifier data is already original, return it as-is.
*/
struct ModifierData *BKE_modifier_get_original(const struct Object *object,
struct ModifierData *md);
struct ModifierData *BKE_modifier_get_evaluated(struct Depsgraph *depsgraph,
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struct Object *object,
struct ModifierData *md);
/* wrappers for modifier callbacks that ensure valid normals */
struct Mesh *BKE_modifier_modify_mesh(ModifierData *md,
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const struct ModifierEvalContext *ctx,
struct Mesh *me);
void BKE_modifier_deform_verts(ModifierData *md,
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const struct ModifierEvalContext *ctx,
struct Mesh *me,
float (*vertexCos)[3],
int numVerts);
void BKE_modifier_deform_vertsEM(ModifierData *md,
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const struct ModifierEvalContext *ctx,
struct BMEditMesh *em,
struct Mesh *me,
float (*vertexCos)[3],
int numVerts);
/**
* Get evaluated mesh for other evaluated object, which is used as an operand for the modifier,
* e.g. second operand for boolean modifier.
* Note that modifiers in stack always get fully evaluated COW ID pointers,
* never original ones. Makes things simpler.
*/
struct Mesh *BKE_modifier_get_evaluated_mesh_from_evaluated_object(struct Object *ob_eval);
void BKE_modifier_check_uuids_unique_and_report(const struct Object *object);
void BKE_modifier_blend_write(struct BlendWriter *writer,
const struct ID *id_owner,
struct ListBase *modbase);
void BKE_modifier_blend_read_data(struct BlendDataReader *reader,
struct ListBase *lb,
struct Object *ob);
void BKE_modifier_blend_read_lib(struct BlendLibReader *reader, struct Object *ob);
#ifdef __cplusplus
}
#endif