tornavis/source/blender/blenkernel/BKE_editmesh.hh

120 lines
3.7 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*
* The \link edmesh EDBM module \endlink is for editmode bmesh stuff.
* In contrast, this module is for code shared with blenkernel that's
* only concerned with low level operations on the #BMEditMesh structure.
*/
#include <array>
#include "BLI_array.hh"
#include "BLI_math_vector_types.hh"
#include "DNA_customdata_types.h"
#include "bmesh.hh"
struct BMLoop;
struct BMPartialUpdate;
struct BMesh;
struct BMeshCalcTessellation_Params;
struct Depsgraph;
struct Mesh;
struct Object;
struct Scene;
/**
* This structure is used for mesh edit-mode.
*
* Through this, you get access to both the edit #BMesh, its tessellation,
* and various data that doesn't belong in the #BMesh struct itself
* (mostly related to mesh evaluation).
*
* #Mesh.runtime.edit_mesh stores a pointer to this structure.
*/
struct BMEditMesh {
BMesh *bm;
/**
* Face triangulation (tessellation) is stored as triplets of three loops,
* which each define a triangle.
*
* \see #Mesh::corner_tris() as the documentation gives useful hints that apply to this data too.
*/
blender::Array<std::array<BMLoop *, 3>> looptris;
/** Selection mode (#SCE_SELECT_VERTEX, #SCE_SELECT_EDGE & #SCE_SELECT_FACE). */
short selectmode;
/** The active material (assigned to newly created faces). */
short mat_nr;
/** Temp variables for x-mirror editing (-1 when the layer does not exist). */
int mirror_cdlayer;
/**
* Enable for evaluated copies, causes the edit-mesh to free the memory, not its contents.
*/
char is_shallow_copy;
/**
* ID data is older than edit-mode data.
* Set #Main.is_memfile_undo_flush_needed when enabling.
*/
char needs_flush_to_id;
};
/* editmesh.cc */
void BKE_editmesh_looptris_calc_ex(BMEditMesh *em, const BMeshCalcTessellation_Params *params);
void BKE_editmesh_looptris_calc(BMEditMesh *em);
void BKE_editmesh_looptris_calc_with_partial_ex(BMEditMesh *em,
BMPartialUpdate *bmpinfo,
const BMeshCalcTessellation_Params *params);
void BKE_editmesh_looptris_calc_with_partial(BMEditMesh *em, BMPartialUpdate *bmpinfo);
void BKE_editmesh_looptris_and_normals_calc_with_partial(BMEditMesh *em, BMPartialUpdate *bmpinfo);
/**
* Performing the face normal calculation at the same time as tessellation
* gives a reasonable performance boost (approx ~20% faster).
*/
void BKE_editmesh_looptris_and_normals_calc(BMEditMesh *em);
/**
* \note The caller is responsible for ensuring triangulation data,
* typically by calling #BKE_editmesh_looptris_calc.
*/
BMEditMesh *BKE_editmesh_create(BMesh *bm);
BMEditMesh *BKE_editmesh_copy(BMEditMesh *em);
/**
* \brief Return the #BMEditMesh for a given object
*
* \note this function assumes this is a mesh object,
* don't add NULL data check here. caller must do that
*/
BMEditMesh *BKE_editmesh_from_object(Object *ob);
/**
* \note Does not free the #BMEditMesh itself.
*/
void BKE_editmesh_free_data(BMEditMesh *em);
blender::Array<blender::float3> BKE_editmesh_vert_coords_alloc(Depsgraph *depsgraph,
BMEditMesh *em,
Scene *scene,
Object *ob);
blender::Array<blender::float3> BKE_editmesh_vert_coords_alloc_orco(BMEditMesh *em);
blender::Span<blender::float3> BKE_editmesh_vert_coords_when_deformed(
Depsgraph *depsgraph,
BMEditMesh *em,
Scene *scene,
Object *obedit,
blender::Array<blender::float3> &r_alloc);
void BKE_editmesh_lnorspace_update(BMEditMesh *em);