tornavis/source/blender/blenkernel/BKE_mesh_runtime.hh

85 lines
3.1 KiB
C++

/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*
* This file contains access functions for the Mesh.runtime struct.
*/
#include "BKE_mesh_types.hh"
struct CustomData_MeshMasks;
struct Depsgraph;
struct KeyBlock;
struct MLoopTri;
struct MVertTri;
struct Mesh;
struct Object;
struct Scene;
/** Return the number of derived triangles (looptris). */
int BKE_mesh_runtime_looptri_len(const Mesh *mesh);
bool BKE_mesh_runtime_ensure_edit_data(Mesh *mesh);
/**
* Clear and free any derived caches associated with the mesh geometry data. Examples include BVH
* caches, normals, triangulation, etc. This should be called when replacing a mesh's geometry
* directly or making other large changes to topology. It does not need to be called on new meshes.
*
* For "smaller" changes to meshes like updating positions, consider calling a more specific update
* function like #BKE_mesh_tag_positions_changed.
*
* Also note that some derived caches like #CD_TANGENT are stored directly in #CustomData.
*/
void BKE_mesh_runtime_clear_geometry(Mesh *mesh);
/**
* Similar to #BKE_mesh_runtime_clear_geometry, but subtly different in that it also clears
* data-block level features like evaluated data-blocks and edit mode data. They will be
* functionally the same in most cases, but prefer this function if unsure, since it clears
* more data.
*/
void BKE_mesh_runtime_clear_cache(Mesh *mesh);
/**
* Convert triangles encoded as face corner indices to triangles encoded as vertex indices.
*/
void BKE_mesh_runtime_verttri_from_looptri(MVertTri *r_verttri,
const int *corner_verts,
const MLoopTri *looptri,
int looptri_num);
/* NOTE: the functions below are defined in DerivedMesh.cc, and are intended to be moved
* to a more suitable location when that file is removed.
* They should also be renamed to use conventions from BKE, not old DerivedMesh.cc.
* For now keep the names similar to avoid confusion. */
Mesh *mesh_get_eval_deform(Depsgraph *depsgraph,
const Scene *scene,
Object *ob,
const CustomData_MeshMasks *dataMask);
Mesh *mesh_create_eval_final(Depsgraph *depsgraph,
const Scene *scene,
Object *ob,
const CustomData_MeshMasks *dataMask);
Mesh *mesh_create_eval_no_deform(Depsgraph *depsgraph,
const Scene *scene,
Object *ob,
const CustomData_MeshMasks *dataMask);
Mesh *mesh_create_eval_no_deform_render(Depsgraph *depsgraph,
const Scene *scene,
Object *ob,
const CustomData_MeshMasks *dataMask);
void BKE_mesh_runtime_eval_to_meshkey(Mesh *me_deformed, Mesh *me, KeyBlock *kb);
#ifndef NDEBUG
bool BKE_mesh_runtime_is_valid(Mesh *me_eval);
#endif /* NDEBUG */