530 lines
14 KiB
C
530 lines
14 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
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/** \file
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* \ingroup DNA
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*/
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#pragma once
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#include "DNA_customdata_types.h"
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#include "DNA_listBase.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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/* -------------------------------------------------------------------- */
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/** \name Ordered Selection Storage
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* \{ */
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/**
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* Optionally store the order of selected elements.
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* This won't always be set since only some selection operations have an order.
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*
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* Typically accessed from #Mesh.mselect
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*/
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typedef struct MSelect {
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/** Index in the vertex, edge or polygon array. */
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int index;
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/** #ME_VSEL, #ME_ESEL, #ME_FSEL. */
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int type;
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} MSelect;
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/** #MSelect.type */
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enum {
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ME_VSEL = 0,
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ME_ESEL = 1,
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ME_FSEL = 2,
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};
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Loop Tessellation Runtime Data
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* \{ */
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/**
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* #MLoopTri's are lightweight triangulation data,
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* for functionality that doesn't support ngons.
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* This is cache data created from (polygons, corner vert, and position arrays).
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* There is no attempt to maintain this data's validity over time,
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* any changes to the underlying mesh invalidate the #MLoopTri array,
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* which will need to be re-calculated.
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*
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* Users normally access this via #BKE_mesh_runtime_looptri_ensure.
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* In rare cases its calculated directly, with #BKE_mesh_recalc_looptri.
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*
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* Typical usage includes:
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* - OpenGL drawing.
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* - #BVHTree creation.
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* - Physics/collision detection.
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*
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* Storing loop indices (instead of vertex indices) allows us to
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* directly access UVs, vertex-colors as well as vertices.
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* The index of the source polygon is stored as well,
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* giving access to materials and polygon normals.
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*
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* \note This data is runtime only, never written to disk.
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*
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* Usage examples:
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* \code{.c}
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* // access vertex locations.
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* float *vtri_co[3] = {
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* positions[corner_verts[lt->tri[0]]],
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* positions[corner_verts[lt->tri[1]]],
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* positions[corner_verts[lt->tri[2]]],
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* };
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*
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* // access UV coordinates (works for all loop data, vertex colors... etc).
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* float *uvtri_co[3] = {
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* mloopuv[lt->tri[0]],
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* mloopuv[lt->tri[1]],
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* mloopuv[lt->tri[2]],
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* };
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* \endcode
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*
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* #MLoopTri's are allocated in an array, where each polygon's #MLoopTri's are stored contiguously,
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* the number of triangles for each polygon is guaranteed to be the corner count - 2,
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* even for degenerate geometry. See #ME_POLY_TRI_TOT macro.
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*
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* It's also possible to perform a reverse lookup (find all #MLoopTri's for any given poly).
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*
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* \code{.c}
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* // loop over all looptri's for a given polygon: i
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* const IndexRange poly = polys[i];
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* MLoopTri *lt = &looptri[poly_to_tri_count(i, poly.start())];
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* int j, lt_tot = ME_POLY_TRI_TOT(poly.size());
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*
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* for (j = 0; j < lt_tot; j++, lt++) {
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* int vtri[3] = {
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* corner_verts[lt->tri[0]],
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* corner_verts[lt->tri[1]],
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* corner_verts[lt->tri[2]],
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* };
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* printf("tri %u %u %u\n", vtri[0], vtri[1], vtri[2]);
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* };
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* \endcode
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*
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* It may also be useful to check whether or not two vertices of a triangle
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* form an edge in the underlying mesh.
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*
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* This can be done by checking the edge of the referenced corner,
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* the winding of the #MLoopTri and the corners's will always match,
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* however the order of vertices in the edge is undefined.
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*
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* \code{.c}
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* // print real edges from an MLoopTri: lt
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* int j, j_next;
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* for (j = 2, j_next = 0; j_next < 3; j = j_next++) {
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* const int2 &edge = &medge[corner_edges[lt->tri[j]]];
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* unsigned int tri_edge[2] = {corner_verts[lt->tri[j]], corner_verts[lt->tri[j_next]]};
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*
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* if (((edge[0] == tri_edge[0]) && (edge[1] == tri_edge[1])) ||
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* ((edge[0] == tri_edge[1]) && (edge[1] == tri_edge[0])))
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* {
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* printf("real edge found %u %u\n", tri_edge[0], tri_edge[1]);
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* }
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* }
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* \endcode
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*
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* See #BKE_mesh_looptri_get_real_edges for a utility that does this.
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*
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* \note A #MLoopTri may be in the middle of an ngon and not reference **any** edges.
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*/
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typedef struct MLoopTri {
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unsigned int tri[3];
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} MLoopTri;
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#
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#
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typedef struct MVertTri {
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unsigned int tri[3];
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} MVertTri;
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Custom Data (Generic)
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* \{ */
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/** Custom Data Properties */
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typedef struct MFloatProperty {
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float f;
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} MFloatProperty;
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typedef struct MIntProperty {
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int i;
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} MIntProperty;
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typedef struct MStringProperty {
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char s[255], s_len;
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} MStringProperty;
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typedef struct MBoolProperty {
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uint8_t b;
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} MBoolProperty;
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typedef struct MInt8Property {
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int8_t i;
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} MInt8Property;
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Custom Data (Vertex)
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* \{ */
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/**
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* Vertex group index and weight for #MDeformVert.dw
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*/
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typedef struct MDeformWeight {
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/** The index for the vertex group, must *always* be unique when in an array. */
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unsigned int def_nr;
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/** Weight between 0.0 and 1.0. */
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float weight;
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} MDeformWeight;
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/**
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* Stores all of an element's vertex groups, and their weight values.
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*/
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typedef struct MDeformVert {
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/**
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* Array of weight indices and values.
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* - There must not be any duplicate #def_nr indices.
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* - Groups in the array are unordered.
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* - Indices outside the usable range of groups are ignored.
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*/
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struct MDeformWeight *dw;
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/**
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* The length of the #dw array.
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* \note This is not necessarily the same length as the total number of vertex groups.
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* However, generally it isn't larger.
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*/
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int totweight;
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/** Flag is only in use as a run-time tag at the moment. */
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int flag;
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} MDeformVert;
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typedef struct MVertSkin {
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/**
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* Radii of the skin, define how big the generated frames are.
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* Currently only the first two elements are used.
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*/
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float radius[3];
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/** #eMVertSkinFlag */
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int flag;
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} MVertSkin;
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typedef enum eMVertSkinFlag {
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/** Marks a vertex as the edge-graph root, used for calculating rotations for all connected
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* edges (recursively). Also used to choose a root when generating an armature.
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*/
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MVERT_SKIN_ROOT = 1,
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/** Marks a branch vertex (vertex with more than two connected edges), so that its neighbors
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* are directly hulled together, rather than the default of generating intermediate frames.
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*/
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MVERT_SKIN_LOOSE = 2,
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} eMVertSkinFlag;
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Custom Data (Loop)
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* \{ */
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/**
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* \note While alpha is not currently in the 3D Viewport,
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* this may eventually be added back, keep this value set to 255.
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*/
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typedef struct MLoopCol {
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unsigned char r, g, b, a;
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} MLoopCol;
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typedef struct MPropCol {
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float color[4];
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} MPropCol;
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/** Multi-Resolution loop data. */
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typedef struct MDisps {
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/* Strange bug in SDNA: if disps pointer comes first, it fails to see totdisp */
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int totdisp;
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int level;
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float (*disps)[3];
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/**
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* Used for hiding parts of a multires mesh.
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* Essentially the multires equivalent of the mesh ".hide_vert" boolean attribute.
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*
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* \note This is a bitmap, keep in sync with type used in BLI_bitmap.h
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*/
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unsigned int *hidden;
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} MDisps;
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/** Multi-Resolution grid loop data. */
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typedef struct GridPaintMask {
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/**
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* The data array contains `grid_size * grid_size` elements.
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* Where `grid_size = (1 << (level - 1)) + 1`.
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*/
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float *data;
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/** The maximum multires level associated with this grid. */
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unsigned int level;
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char _pad[4];
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} GridPaintMask;
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Custom Data (Original Space for Poly, Face)
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* \{ */
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/**
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* Original space within a face (similar to UV coordinates),
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* however they are used to determine the original position in a face.
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*
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* Unlike UVs these are not user editable and always start out using a fixed 0-1 range.
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* Currently only used for particle placement.
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*/
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#
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#
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typedef struct OrigSpaceFace {
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float uv[4][2];
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} OrigSpaceFace;
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#
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#
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typedef struct OrigSpaceLoop {
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float uv[2];
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} OrigSpaceLoop;
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Custom Data (FreeStyle for Edge, Face)
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* \{ */
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typedef struct FreestyleEdge {
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char flag;
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} FreestyleEdge;
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/** #FreestyleEdge.flag */
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enum {
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FREESTYLE_EDGE_MARK = 1,
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};
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typedef struct FreestyleFace {
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char flag;
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} FreestyleFace;
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/** #FreestyleFace.flag */
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enum {
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FREESTYLE_FACE_MARK = 1,
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};
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Utility Macros
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* \{ */
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/** Number of tri's that make up this polygon once tessellated. */
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#define ME_POLY_TRI_TOT(size) (size - 2)
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/**
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* Check out-of-bounds material, note that this is nearly always prevented,
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* yet its still possible in rare cases.
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* So usage such as array lookup needs to check.
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*/
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#define ME_MAT_NR_TEST(mat_nr, totmat) \
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(CHECK_TYPE_ANY(mat_nr, short, const short), \
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CHECK_TYPE_ANY(totmat, short, const short), \
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(LIKELY(mat_nr < totmat) ? mat_nr : 0))
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Deprecated Structs
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* \{ */
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#ifdef DNA_DEPRECATED_ALLOW
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/**
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* Mesh Edges.
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*
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* Typically accessed with #Mesh.edges()
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*/
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typedef struct MEdge {
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/** Un-ordered vertex indices (cannot match). */
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unsigned int v1, v2;
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/** Deprecated edge crease, now located in #CD_CREASE, except for file read and write. */
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char crease_legacy;
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/**
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* Deprecated bevel weight storage, now located in #CD_BWEIGHT, except for file read and write.
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*/
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char bweight_legacy;
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short flag_legacy;
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} MEdge;
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/** #MEdge.flag */
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enum {
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/** Deprecated selection status. Now stored in ".select_edge" attribute. */
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/* SELECT = (1 << 0), */
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ME_SEAM = (1 << 2),
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/** Deprecated hide status. Now stored in ".hide_edge" attribute. */
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/* ME_HIDE = (1 << 4), */
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/** Deprecated loose edge status. Now stored in #Mesh::loose_edges() runtime cache. */
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ME_LOOSEEDGE = (1 << 7),
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/** Deprecated sharp edge status. Now stored in "sharp_edge" attribute. */
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ME_SHARP = (1 << 9),
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};
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/**
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* Mesh Faces.
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* This only stores the polygon size & flags, the vertex & edge indices are stored in the "corner
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* edges" array.
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*
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* Typically accessed with #Mesh.polys().
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*/
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typedef struct MPoly {
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/** Offset into loop array and number of loops in the face. */
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int loopstart;
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/** Keep signed since we need to subtract when getting the previous loop. */
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int totloop;
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/** Deprecated material index. Now stored in the "material_index" attribute, but kept for IO. */
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short mat_nr_legacy;
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char flag_legacy, _pad;
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} MPoly;
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/** #MPoly.flag */
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enum {
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/** Deprecated smooth shading status. Now stored reversed in "sharp_face" attribute. */
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ME_SMOOTH = (1 << 0),
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/** Deprecated selection status. Now stored in ".select_poly" attribute. */
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ME_FACE_SEL = (1 << 1),
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/** Deprecated hide status. Now stored in ".hide_poly" attribute. */
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/* ME_HIDE = (1 << 4), */
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};
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/**
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* UV coordinate for a polygon face & flag for selection & other options.
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* Deprecated, but kept to read old files. UV coordinates are now stored as #CD_PROP_FLOAT2 layers.
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*/
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typedef struct MLoopUV {
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float uv[2];
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int flag;
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} MLoopUV;
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/** #MLoopUV.flag */
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enum {
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MLOOPUV_EDGESEL = (1 << 0),
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MLOOPUV_VERTSEL = (1 << 1),
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MLOOPUV_PINNED = (1 << 2),
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};
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/**
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* Deprecated mesh vertex data structure. Now stored with generic attributes.
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*/
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typedef struct MVert {
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float co_legacy[3];
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/**
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* Deprecated flag for storing hide status and selection, which are now stored in separate
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* generic attributes. Kept for file read and write.
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*/
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char flag_legacy;
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/**
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* Deprecated bevel weight storage, now located in #CD_BWEIGHT, except for file read and write.
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*/
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char bweight_legacy;
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char _pad[2];
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} MVert;
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/** #MVert.flag */
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enum {
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/** Deprecated selection status. Now stored in ".select_vert" attribute. */
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/* SELECT = (1 << 0), */
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/** Deprecated hide status. Now stored in ".hide_vert" attribute. */
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ME_HIDE = (1 << 4),
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};
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/**
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* Mesh Face Corners.
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* Deprecated storage for the vertex of a face corner and the following edge.
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* Replaced by the "corner_verts" and "corner_edges" arrays.
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*/
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typedef struct MLoop {
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/** Vertex index. */
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unsigned int v;
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/** Edge index into an #MEdge array. */
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unsigned int e;
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} MLoop;
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#endif
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/**
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* Used in Blender pre 2.63, See #Mesh::corner_verts(), #Mesh::polys() for face data stored in the
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* blend file. Use for reading old files and in a handful of cases which should be removed
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* eventually.
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*/
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typedef struct MFace {
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unsigned int v1, v2, v3, v4;
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short mat_nr;
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/** We keep edcode, for conversion to edges draw flags in old files. */
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char edcode, flag;
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} MFace;
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/** #MFace.edcode */
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enum {
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ME_V1V2 = (1 << 0),
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ME_V2V3 = (1 << 1),
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ME_V3V1 = (1 << 2),
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ME_V3V4 = ME_V3V1,
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ME_V4V1 = (1 << 3),
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};
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/** Tessellation uv face data. */
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typedef struct MTFace {
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float uv[4][2];
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} MTFace;
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/**
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* Tessellation vertex color data.
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*
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* \note The red and blue are swapped for historical reasons.
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*/
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typedef struct MCol {
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unsigned char a, r, g, b;
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} MCol;
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#define MESH_MLOOPCOL_FROM_MCOL(_mloopcol, _mcol) \
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{ \
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MLoopCol *mloopcol__tmp = _mloopcol; \
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const MCol *mcol__tmp = _mcol; \
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mloopcol__tmp->r = mcol__tmp->b; \
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mloopcol__tmp->g = mcol__tmp->g; \
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mloopcol__tmp->b = mcol__tmp->r; \
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mloopcol__tmp->a = mcol__tmp->a; \
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} \
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(void)0
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#define MESH_MLOOPCOL_TO_MCOL(_mloopcol, _mcol) \
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{ \
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const MLoopCol *mloopcol__tmp = _mloopcol; \
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MCol *mcol__tmp = _mcol; \
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mcol__tmp->b = mloopcol__tmp->r; \
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mcol__tmp->g = mloopcol__tmp->g; \
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mcol__tmp->r = mloopcol__tmp->b; \
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mcol__tmp->a = mloopcol__tmp->a; \
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} \
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(void)0
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/** Old game engine recast navigation data, while unused 2.7x files may contain this. */
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typedef struct MRecast {
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int i;
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} MRecast;
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/** \} */
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#ifdef __cplusplus
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}
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#endif
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