This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/blenkernel/intern/mesh.c

1675 lines
38 KiB
C
Raw Normal View History

2002-10-12 11:37:38 +00:00
/* mesh.c
*
2002-10-12 11:37:38 +00:00
*
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
*
* 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.
2002-10-12 11:37:38 +00:00
*
* 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,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* Contributor(s): Blender Foundation
2002-10-12 11:37:38 +00:00
*
* ***** END GPL LICENSE BLOCK *****
2002-10-12 11:37:38 +00:00
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
2002-10-12 11:37:38 +00:00
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_ID.h"
#include "DNA_curve_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_image_types.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_ipo_types.h"
2002-10-12 11:37:38 +00:00
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 04:28:02 +00:00
#include "BKE_customdata.h"
#include "BKE_depsgraph.h"
2002-10-12 11:37:38 +00:00
#include "BKE_main.h"
#include "BKE_DerivedMesh.h"
2002-10-12 11:37:38 +00:00
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_subsurf.h"
#include "BKE_displist.h"
#include "BKE_library.h"
#include "BKE_material.h"
#include "BKE_key.h"
/* these 2 are only used by conversion functions */
#include "BKE_curve.h"
/* -- */
#include "BKE_object.h"
#include "BKE_utildefines.h"
#include "BKE_tessmesh.h"
2002-10-12 11:37:38 +00:00
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
#include "BLI_arithb.h"
#include "BLI_cellalloc.h"
2002-10-12 11:37:38 +00:00
#include "bmesh.h"
EditMesh *BKE_mesh_get_editmesh(Mesh *me)
{
return bmesh_to_editmesh(me->edit_btmesh->bm);
}
void free_editMesh(EditMesh *em);
void BKE_mesh_end_editmesh(Mesh *me, EditMesh *em)
{
2009-07-16 06:27:37 +00:00
BM_Free_Mesh(me->edit_btmesh->bm);
me->edit_btmesh->bm = editmesh_to_bmesh(em);
BMEdit_RecalcTesselation(me->edit_btmesh);
free_editMesh(em);
MEM_freeN(em);
}
static void mesh_ensure_tesselation_customdata(Mesh *me)
{
int tottex, totcol;
tottex = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
totcol = CustomData_number_of_layers(&me->fdata, CD_MCOL);
if (tottex != CustomData_number_of_layers(&me->pdata, CD_MTEXPOLY) ||
totcol != CustomData_number_of_layers(&me->ldata, CD_MLOOPCOL))
{
CustomData_free(&me->fdata, me->totface);
2009-09-02 20:36:48 +00:00
me->mface = NULL;
2009-09-02 20:40:17 +00:00
me->mtface = NULL;
2009-09-02 20:36:48 +00:00
me->mcol = NULL;
me->totface = 0;
memset(&me->fdata, 0, sizeof(&me->fdata));
CustomData_from_bmeshpoly(&me->fdata, &me->pdata, &me->ldata, me->totface);
printf("Warning! Tesselation uvs or vcol data got out of sync, had to reset!\n");
}
}
/*this ensures grouped customdata (e.g. mtexpoly and mloopuv and mtface, or
mloopcol and mcol) have the same relative active/render/clone/mask indices.*/
void mesh_update_linked_customdata(Mesh *me)
{
int act;
if (me->edit_btmesh)
BMEdit_UpdateLinkedCustomData(me->edit_btmesh);
mesh_ensure_tesselation_customdata(me);
if (CustomData_has_layer(&me->pdata, CD_MTEXPOLY)) {
act = CustomData_get_active_layer(&me->pdata, CD_MTEXPOLY);
CustomData_set_layer_active(&me->ldata, CD_MLOOPUV, act);
CustomData_set_layer_active(&me->fdata, CD_MTFACE, act);
act = CustomData_get_render_layer(&me->pdata, CD_MTEXPOLY);
CustomData_set_layer_render(&me->ldata, CD_MLOOPUV, act);
CustomData_set_layer_render(&me->fdata, CD_MTFACE, act);
act = CustomData_get_clone_layer(&me->pdata, CD_MTEXPOLY);
CustomData_set_layer_clone(&me->ldata, CD_MLOOPUV, act);
CustomData_set_layer_clone(&me->fdata, CD_MTFACE, act);
act = CustomData_get_mask_layer(&me->pdata, CD_MTEXPOLY);
CustomData_set_layer_mask(&me->ldata, CD_MLOOPUV, act);
CustomData_set_layer_mask(&me->fdata, CD_MTFACE, act);
}
if (CustomData_has_layer(&me->ldata, CD_MLOOPCOL)) {
act = CustomData_get_active_layer(&me->ldata, CD_MLOOPCOL);
CustomData_set_layer_active(&me->fdata, CD_MCOL, act);
act = CustomData_get_render_layer(&me->ldata, CD_MLOOPCOL);
CustomData_set_layer_render(&me->fdata, CD_MCOL, act);
act = CustomData_get_clone_layer(&me->ldata, CD_MLOOPCOL);
CustomData_set_layer_clone(&me->fdata, CD_MCOL, act);
act = CustomData_get_mask_layer(&me->ldata, CD_MLOOPCOL);
CustomData_set_layer_mask(&me->fdata, CD_MCOL, act);
}
}
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 04:28:02 +00:00
void mesh_update_customdata_pointers(Mesh *me)
{
mesh_update_linked_customdata(me);
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 04:28:02 +00:00
me->mvert = CustomData_get_layer(&me->vdata, CD_MVERT);
me->dvert = CustomData_get_layer(&me->vdata, CD_MDEFORMVERT);
me->msticky = CustomData_get_layer(&me->vdata, CD_MSTICKY);
me->medge = CustomData_get_layer(&me->edata, CD_MEDGE);
me->mface = CustomData_get_layer(&me->fdata, CD_MFACE);
me->mcol = CustomData_get_layer(&me->fdata, CD_MCOL);
me->mtface = CustomData_get_layer(&me->fdata, CD_MTFACE);
2009-07-16 06:27:37 +00:00
me->mpoly = CustomData_get_layer(&me->pdata, CD_MPOLY);
me->mloop = CustomData_get_layer(&me->ldata, CD_MLOOP);
me->mtpoly = CustomData_get_layer(&me->pdata, CD_MTEXPOLY);
me->mloopcol = CustomData_get_layer(&me->ldata, CD_MLOOPCOL);
me->mloopuv = CustomData_get_layer(&me->ldata, CD_MLOOPUV);
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 04:28:02 +00:00
}
/* Note: unlinking is called when me->id.us is 0, question remains how
* much unlinking of Library data in Mesh should be done... probably
* we need a more generic method, like the expand() functions in
* readfile.c */
2002-10-12 11:37:38 +00:00
void unlink_mesh(Mesh *me)
{
int a;
if(me==0) return;
for(a=0; a<me->totcol; a++) {
if(me->mat[a]) me->mat[a]->id.us--;
me->mat[a]= 0;
}
if(me->key) {
me->key->id.us--;
if (me->key->id.us == 0 && me->key->ipo )
me->key->ipo->id.us--;
}
2002-10-12 11:37:38 +00:00
me->key= 0;
if(me->texcomesh) me->texcomesh= 0;
}
/* do not free mesh itself */
void free_mesh(Mesh *me, int unlink)
2002-10-12 11:37:38 +00:00
{
if (unlink)
unlink_mesh(me);
2002-10-12 11:37:38 +00:00
if(me->pv) {
if(me->pv->vert_map) MEM_freeN(me->pv->vert_map);
if(me->pv->edge_map) MEM_freeN(me->pv->edge_map);
if(me->pv->old_faces) MEM_freeN(me->pv->old_faces);
if(me->pv->old_edges) MEM_freeN(me->pv->old_edges);
me->totvert= me->pv->totvert;
me->totedge= me->pv->totedge;
me->totface= me->pv->totface;
MEM_freeN(me->pv);
}
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 04:28:02 +00:00
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);
if(me->mat) MEM_freeN(me->mat);
2002-10-12 11:37:38 +00:00
if(me->bb) MEM_freeN(me->bb);
if(me->mselect) MEM_freeN(me->mselect);
if(me->edit_btmesh) MEM_freeN(me->edit_btmesh);
2002-10-12 11:37:38 +00:00
}
void copy_dverts(MDeformVert *dst, MDeformVert *src, int copycount)
{
/* Assumes dst is already set up */
int i;
if (!src || !dst)
return;
memcpy (dst, src, copycount * sizeof(MDeformVert));
for (i=0; i<copycount; i++){
if (src[i].dw){
dst[i].dw = BLI_cellalloc_calloc (sizeof(MDeformWeight)*src[i].totweight, "copy_deformWeight");
2002-10-12 11:37:38 +00:00
memcpy (dst[i].dw, src[i].dw, sizeof (MDeformWeight)*src[i].totweight);
}
}
}
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 04:28:02 +00:00
2002-10-12 11:37:38 +00:00
void free_dverts(MDeformVert *dvert, int totvert)
{
/* Instead of freeing the verts directly,
call this function to delete any special
vert data */
int i;
if (!dvert)
return;
/* Free any special data from the verts */
for (i=0; i<totvert; i++){
if (dvert[i].dw) MEM_freeN (dvert[i].dw);
}
MEM_freeN (dvert);
}
Mesh *add_mesh(char *name)
2002-10-12 11:37:38 +00:00
{
Mesh *me;
me= alloc_libblock(&G.main->mesh, ID_ME, name);
2002-10-12 11:37:38 +00:00
me->size[0]= me->size[1]= me->size[2]= 1.0;
me->smoothresh= 30;
me->texflag= AUTOSPACE;
2002-10-12 11:37:38 +00:00
me->flag= ME_TWOSIDED;
me->bb= unit_boundbox();
me->drawflag= ME_DRAWEDGES|ME_DRAWFACES|ME_DRAWCREASES;
2002-10-12 11:37:38 +00:00
return me;
}
Mesh *copy_mesh(Mesh *me)
{
Mesh *men;
MTFace *tface;
MTexPoly *txface;
int a, i;
2002-10-12 11:37:38 +00:00
men= copy_libblock(me);
men->mat= MEM_dupallocN(me->mat);
for(a=0; a<men->totcol; a++) {
id_us_plus((ID *)men->mat[a]);
}
id_us_plus((ID *)men->texcomesh);
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 04:28:02 +00:00
CustomData_copy(&me->vdata, &men->vdata, CD_MASK_MESH, CD_DUPLICATE, men->totvert);
CustomData_copy(&me->edata, &men->edata, CD_MASK_MESH, CD_DUPLICATE, men->totedge);
CustomData_copy(&me->fdata, &men->fdata, CD_MASK_MESH, CD_DUPLICATE, men->totface);
CustomData_copy(&me->ldata, &men->ldata, CD_MASK_MESH, CD_DUPLICATE, men->totloop);
CustomData_copy(&me->pdata, &men->pdata, CD_MASK_MESH, CD_DUPLICATE, men->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 04:28:02 +00:00
mesh_update_customdata_pointers(men);
/* ensure indirect linked data becomes lib-extern */
for(i=0; i<me->fdata.totlayer; i++) {
if(me->fdata.layers[i].type == CD_MTFACE) {
tface= (MTFace*)me->fdata.layers[i].data;
for(a=0; a<me->totface; a++, tface++)
if(tface->tpage)
id_lib_extern((ID*)tface->tpage);
}
}
for(i=0; i<me->pdata.totlayer; i++) {
if(me->pdata.layers[i].type == CD_MTEXPOLY) {
txface= (MTexPoly*)me->pdata.layers[i].data;
for(a=0; a<me->totpoly; a++, txface++)
if(txface->tpage)
id_lib_extern((ID*)txface->tpage);
}
}
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 04:28:02 +00:00
men->mselect= NULL;
2002-10-12 11:37:38 +00:00
men->bb= MEM_dupallocN(men->bb);
men->key= copy_key(me->key);
if(men->key) men->key->from= (ID *)men;
2002-10-12 11:37:38 +00:00
return men;
}
BMesh *BKE_mesh_to_bmesh(Mesh *me)
{
BMesh *bm;
int allocsize[4] = {512,512,2048,512};
bm = BM_Make_Mesh(allocsize);
BMO_CallOpf(bm, "mesh_to_bmesh mesh=%p", me);
return bm;
}
2002-10-12 11:37:38 +00:00
void make_local_tface(Mesh *me)
{
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 04:28:02 +00:00
MTFace *tface;
MTexPoly *txface;
2002-10-12 11:37:38 +00:00
Image *ima;
int a, i;
for(i=0; i<me->pdata.totlayer; i++) {
if(me->pdata.layers[i].type == CD_MTEXPOLY) {
txface= (MTexPoly*)me->fdata.layers[i].data;
for(a=0; a<me->totpoly; a++, txface++) {
/* special case: ima always local immediately */
if(txface->tpage) {
ima= txface->tpage;
if(ima->id.lib) {
ima->id.lib= 0;
ima->id.flag= LIB_LOCAL;
new_id(0, (ID *)ima, 0);
}
}
}
}
}
for(i=0; i<me->fdata.totlayer; i++) {
if(me->fdata.layers[i].type == CD_MTFACE) {
tface= (MTFace*)me->fdata.layers[i].data;
for(a=0; a<me->totface; a++, tface++) {
/* special case: ima always local immediately */
if(tface->tpage) {
ima= tface->tpage;
if(ima->id.lib) {
ima->id.lib= 0;
ima->id.flag= LIB_LOCAL;
new_id(0, (ID *)ima, 0);
}
}
2002-10-12 11:37:38 +00:00
}
}
}
2002-10-12 11:37:38 +00:00
}
void make_local_mesh(Mesh *me)
{
Object *ob;
Mesh *men;
int local=0, lib=0;
/* - only lib users: do nothing
* - only local users: set flag
* - mixed: make copy
*/
2002-10-12 11:37:38 +00:00
if(me->id.lib==0) return;
if(me->id.us==1) {
me->id.lib= 0;
me->id.flag= LIB_LOCAL;
new_id(0, (ID *)me, 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 04:28:02 +00:00
if(me->mtface) make_local_tface(me);
2002-10-12 11:37:38 +00:00
return;
}
ob= G.main->object.first;
while(ob) {
if( me==get_mesh(ob) ) {
if(ob->id.lib) lib= 1;
else local= 1;
}
ob= ob->id.next;
}
if(local && lib==0) {
me->id.lib= 0;
me->id.flag= LIB_LOCAL;
new_id(0, (ID *)me, 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 04:28:02 +00:00
if(me->mtface) make_local_tface(me);
2002-10-12 11:37:38 +00:00
}
else if(local && lib) {
men= copy_mesh(me);
men->id.us= 0;
ob= G.main->object.first;
while(ob) {
if( me==get_mesh(ob) ) {
if(ob->id.lib==0) {
set_mesh(ob, men);
}
}
ob= ob->id.next;
}
}
}
void boundbox_mesh(Mesh *me, float *loc, float *size)
{
MVert *mvert;
BoundBox *bb;
float min[3], max[3];
float mloc[3], msize[3];
int a;
if(me->bb==0) me->bb= MEM_callocN(sizeof(BoundBox), "boundbox");
bb= me->bb;
INIT_MINMAX(min, max);
if (!loc) loc= mloc;
if (!size) size= msize;
mvert= me->mvert;
for(a=0; a<me->totvert; a++, mvert++) {
DO_MINMAX(mvert->co, min, max);
}
if(!me->totvert) {
min[0] = min[1] = min[2] = -1.0f;
max[0] = max[1] = max[2] = 1.0f;
2002-10-12 11:37:38 +00:00
}
loc[0]= (min[0]+max[0])/2.0f;
loc[1]= (min[1]+max[1])/2.0f;
loc[2]= (min[2]+max[2])/2.0f;
size[0]= (max[0]-min[0])/2.0f;
size[1]= (max[1]-min[1])/2.0f;
size[2]= (max[2]-min[2])/2.0f;
boundbox_set_from_min_max(bb, min, max);
2002-10-12 11:37:38 +00:00
}
void tex_space_mesh(Mesh *me)
{
KeyBlock *kb;
float *fp, loc[3], size[3], min[3], max[3];
int a;
boundbox_mesh(me, loc, size);
if(me->texflag & AUTOSPACE) {
2002-10-12 11:37:38 +00:00
if(me->key) {
kb= me->key->refkey;
if (kb) {
INIT_MINMAX(min, max);
fp= kb->data;
for(a=0; a<kb->totelem; a++, fp+=3) {
DO_MINMAX(fp, min, max);
}
if(kb->totelem) {
loc[0]= (min[0]+max[0])/2.0f; loc[1]= (min[1]+max[1])/2.0f; loc[2]= (min[2]+max[2])/2.0f;
size[0]= (max[0]-min[0])/2.0f; size[1]= (max[1]-min[1])/2.0f; size[2]= (max[2]-min[2])/2.0f;
}
else {
loc[0]= loc[1]= loc[2]= 0.0;
size[0]= size[1]= size[2]= 0.0;
}
}
}
for (a=0; a<3; a++) {
if(size[a]==0.0) size[a]= 1.0;
else if(size[a]>0.0 && size[a]<0.00001) size[a]= 0.00001;
else if(size[a]<0.0 && size[a]> -0.00001) size[a]= -0.00001;
}
2002-10-12 11:37:38 +00:00
VECCOPY(me->loc, loc);
VECCOPY(me->size, size);
me->rot[0]= me->rot[1]= me->rot[2]= 0.0;
}
}
BoundBox *mesh_get_bb(Object *ob)
{
Mesh *me= ob->data;
if(ob->bb)
return ob->bb;
if (!me->bb)
tex_space_mesh(me);
return me->bb;
}
void mesh_get_texspace(Mesh *me, float *loc_r, float *rot_r, float *size_r)
{
if (!me->bb) {
tex_space_mesh(me);
}
if (loc_r) VECCOPY(loc_r, me->loc);
if (rot_r) VECCOPY(rot_r, me->rot);
if (size_r) VECCOPY(size_r, me->size);
}
float *get_mesh_orco_verts(Object *ob)
2002-10-12 11:37:38 +00:00
{
Mesh *me = ob->data;
int a, totvert;
float (*vcos)[3] = NULL;
/* Get appropriate vertex coordinates */
if(me->key && me->texcomesh==0 && me->key->refkey) {
vcos= mesh_getRefKeyCos(me, &totvert);
2002-10-12 11:37:38 +00:00
}
else {
MVert *mvert = NULL;
Mesh *tme = me->texcomesh?me->texcomesh:me;
vcos = MEM_callocN(sizeof(*vcos)*me->totvert, "orco mesh");
mvert = tme->mvert;
totvert = MIN2(tme->totvert, me->totvert);
for(a=0; a<totvert; a++, mvert++) {
vcos[a][0]= mvert->co[0];
vcos[a][1]= mvert->co[1];
vcos[a][2]= mvert->co[2];
2002-10-12 11:37:38 +00:00
}
}
return (float*)vcos;
}
void transform_mesh_orco_verts(Mesh *me, float (*orco)[3], int totvert, int invert)
{
float loc[3], size[3];
int a;
mesh_get_texspace(me->texcomesh?me->texcomesh:me, loc, NULL, size);
if(invert) {
for(a=0; a<totvert; a++) {
float *co = orco[a];
co[0] = co[0]*size[0] + loc[0];
co[1] = co[1]*size[1] + loc[1];
co[2] = co[2]*size[2] + loc[2];
}
}
else {
for(a=0; a<totvert; a++) {
float *co = orco[a];
co[0] = (co[0]-loc[0])/size[0];
co[1] = (co[1]-loc[1])/size[1];
co[2] = (co[2]-loc[2])/size[2];
}
}
2002-10-12 11:37:38 +00:00
}
/* rotates the vertices of a face in case v[2] or v[3] (vertex index) is = 0.
this is necessary to make the if(mface->v4) check for quads work */
int test_index_face(MFace *mface, CustomData *fdata, int mfindex, int nr)
2002-10-12 11:37:38 +00:00
{
/* first test if the face is legal */
if(mface->v3 && mface->v3==mface->v4) {
mface->v4= 0;
nr--;
}
if(mface->v2 && mface->v2==mface->v3) {
mface->v3= mface->v4;
mface->v4= 0;
nr--;
}
if(mface->v1==mface->v2) {
mface->v2= mface->v3;
mface->v3= mface->v4;
mface->v4= 0;
nr--;
}
/* prevent a zero at wrong index location */
if(nr==3) {
2002-10-12 11:37:38 +00:00
if(mface->v3==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 04:28:02 +00:00
static int corner_indices[4] = {1, 2, 0, 3};
2002-10-12 11:37:38 +00:00
SWAP(int, mface->v1, mface->v2);
SWAP(int, mface->v2, mface->v3);
if(fdata)
CustomData_swap(fdata, mfindex, corner_indices);
2002-10-12 11:37:38 +00:00
}
}
else if(nr==4) {
if(mface->v3==0 || mface->v4==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 04:28:02 +00:00
static int corner_indices[4] = {2, 3, 0, 1};
2002-10-12 11:37:38 +00:00
SWAP(int, mface->v1, mface->v3);
SWAP(int, mface->v2, mface->v4);
- convert all DerivedMesh map functions to use index based mapping (instead of Edit{Vert,Edge,Face} pointers) - dropped convertToDispListMeshMapped (whew, glad of it too) - added DerivedMesh drawMappedFaces function - dropped EM suffix for DerivedMesh functions, it was neither particularly correct nor descriptive - converted test_index_mface to test_index_face that also corrects MCol and TFace. Good thing we had three versions of this routine, you never know when one might burn down. - removed flipnorm_mesh, not used anymore (and was incorrect to boot) - Getting face select to work with modifiers turned out to be much more complicated than expected. Reworked mapping architecture for modifiers - basically elements in a DispListMesh are now required to be stored in an order that corresponds exactly to original ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX that is set on each element that is set on the first derived element of each original element. I can't say the code to follow these requirements for subsurf is particularly transparent, but on the upside it is a reasonably consistent and simple system that is memory efficient and allows keeping the DispListMesh structure. - rewrote mirror modifier to be simpler/conform to new requirements for mapped DispListMesh structure. This also means that mirror interacts much better with incremental subsurf calculation (it used to recalc one entire side on any topology change, now it generally avoids that). - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index functions to handle mapping indices back into appropriate EditMesh structures. - bug fix, make edges didn't recalc object data - bug fix, initial image assignment to TFace's didn't recalc object data - new feature, added circle select support for FACESELECT - bug fix, creating new faces in editmode duplicated the TFACE active flag - but there should only be one active tface - bug fix, possible crash when deleting all faces in faceselect mode on mesh with tfaces... Still todo: TFace edge drawing is still not always correct in face mode, in particular with a mirror modifier when mesh has edges (and no preceeding subsurf). Have not yet decided how to deal with this. Best solution is probably to do switch to meshes all having MEdge's, in which case I can get rid of TFace edge flags (and need to recalc modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
if(fdata)
CustomData_swap(fdata, mfindex, corner_indices);
2002-10-12 11:37:38 +00:00
}
}
return nr;
2002-10-12 11:37:38 +00:00
}
Mesh *get_mesh(Object *ob)
{
if(ob==0) return 0;
if(ob->type==OB_MESH) return ob->data;
else return 0;
}
void set_mesh(Object *ob, Mesh *me)
{
Mesh *old=0;
if(ob==0) return;
if(ob->type==OB_MESH) {
old= ob->data;
old->id.us--;
ob->data= me;
id_us_plus((ID *)me);
}
test_object_materials((ID *)me);
}
/* ************** make edges in a Mesh, for outside of editmode */
struct edgesort {
int v1, v2;
short is_loose, is_draw;
};
/* edges have to be added with lowest index first for sorting */
static void to_edgesort(struct edgesort *ed, int v1, int v2, short is_loose, short is_draw)
{
if(v1<v2) {
ed->v1= v1; ed->v2= v2;
}
else {
ed->v1= v2; ed->v2= v1;
}
ed->is_loose= is_loose;
ed->is_draw= is_draw;
}
static int vergedgesort(const void *v1, const void *v2)
{
const struct edgesort *x1=v1, *x2=v2;
if( x1->v1 > x2->v1) return 1;
else if( x1->v1 < x2->v1) return -1;
else if( x1->v2 > x2->v2) return 1;
else if( x1->v2 < x2->v2) return -1;
return 0;
}
void make_edges(Mesh *me, int old)
{
MFace *mface;
MEdge *medge;
struct edgesort *edsort, *ed;
int a, totedge=0, final=0;
/* we put all edges in array, sort them, and detect doubles that way */
for(a= me->totface, mface= me->mface; a>0; a--, mface++) {
if(mface->v4) totedge+=4;
else if(mface->v3) totedge+=3;
else totedge+=1;
}
- 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 07:37:15 +00:00
if(totedge==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 04:28:02 +00:00
/* flag that mesh has edges */
- 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 07:37:15 +00:00
me->medge = MEM_callocN(0, "make mesh edges");
me->totedge = 0;
return;
}
ed= edsort= MEM_mallocN(totedge*sizeof(struct edgesort), "edgesort");
for(a= me->totface, mface= me->mface; a>0; a--, mface++) {
to_edgesort(ed++, mface->v1, mface->v2, !mface->v3, mface->edcode & ME_V1V2);
if(mface->v4) {
to_edgesort(ed++, mface->v2, mface->v3, 0, mface->edcode & ME_V2V3);
to_edgesort(ed++, mface->v3, mface->v4, 0, mface->edcode & ME_V3V4);
to_edgesort(ed++, mface->v4, mface->v1, 0, mface->edcode & ME_V4V1);
}
else if(mface->v3) {
to_edgesort(ed++, mface->v2, mface->v3, 0, mface->edcode & ME_V2V3);
to_edgesort(ed++, mface->v3, mface->v1, 0, mface->edcode & ME_V3V1);
}
}
qsort(edsort, totedge, sizeof(struct edgesort), vergedgesort);
/* count final amount */
for(a=totedge, ed=edsort; a>1; a--, ed++) {
/* edge is unique when it differs from next edge, or is last */
if(ed->v1 != (ed+1)->v1 || ed->v2 != (ed+1)->v2) final++;
}
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 04:28:02 +00:00
medge= CustomData_add_layer(&me->edata, CD_MEDGE, CD_CALLOC, NULL, final);
me->medge= medge;
me->totedge= final;
for(a=totedge, ed=edsort; a>1; a--, ed++) {
/* edge is unique when it differs from next edge, or is last */
if(ed->v1 != (ed+1)->v1 || ed->v2 != (ed+1)->v2) {
medge->v1= ed->v1;
medge->v2= ed->v2;
if(old==0 || ed->is_draw) medge->flag= ME_EDGEDRAW|ME_EDGERENDER;
if(ed->is_loose) medge->flag|= ME_LOOSEEDGE;
medge++;
}
else {
/* equal edge, we merge the drawflag */
(ed+1)->is_draw |= ed->is_draw;
}
}
/* last edge */
medge->v1= ed->v1;
medge->v2= ed->v2;
medge->flag= ME_EDGEDRAW;
if(ed->is_loose) medge->flag|= ME_LOOSEEDGE;
medge->flag |= ME_EDGERENDER;
MEM_freeN(edsort);
mesh_strip_loose_faces(me);
}
void mesh_strip_loose_faces(Mesh *me)
{
int a,b;
for (a=b=0; a<me->totface; a++) {
if (me->mface[a].v3) {
if (a!=b) {
memcpy(&me->mface[b],&me->mface[a],sizeof(me->mface[b]));
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 04:28:02 +00:00
CustomData_copy_data(&me->fdata, &me->fdata, a, b, 1);
CustomData_free_elem(&me->fdata, a, 1);
}
b++;
}
}
me->totface = b;
}
2002-10-12 11:37:38 +00:00
void mball_to_mesh(ListBase *lb, Mesh *me)
{
DispList *dl;
MVert *mvert;
MFace *mface;
float *nors, *verts;
int a, *index;
dl= lb->first;
if(dl==0) return;
if(dl->type==DL_INDEX4) {
me->flag= ME_NOPUNOFLIP;
me->totvert= dl->nr;
me->totface= dl->parts;
mvert= CustomData_add_layer(&me->vdata, CD_MVERT, CD_CALLOC, NULL, dl->nr);
mface= CustomData_add_layer(&me->fdata, CD_MFACE, CD_CALLOC, NULL, dl->parts);
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 04:28:02 +00:00
me->mvert= mvert;
me->mface= mface;
2002-10-12 11:37:38 +00:00
a= dl->nr;
nors= dl->nors;
verts= dl->verts;
while(a--) {
VECCOPY(mvert->co, verts);
mvert->no[0]= (short int)(nors[0]*32767.0);
mvert->no[1]= (short int)(nors[1]*32767.0);
mvert->no[2]= (short int)(nors[2]*32767.0);
mvert++;
nors+= 3;
verts+= 3;
}
a= dl->parts;
index= dl->index;
while(a--) {
mface->v1= index[0];
mface->v2= index[1];
mface->v3= index[2];
mface->v4= index[3];
mface->flag= ME_SMOOTH;
test_index_face(mface, NULL, 0, (mface->v3==mface->v4)? 3: 4);
2002-10-12 11:37:38 +00:00
mface++;
index+= 4;
}
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 04:28:02 +00:00
make_edges(me, 0); // all edges
2002-10-12 11:37:38 +00:00
}
}
/* this may fail replacing ob->data, be sure to check ob->type */
2002-10-12 11:37:38 +00:00
void nurbs_to_mesh(Object *ob)
{
Object *ob1;
DispList *dl;
Mesh *me;
Curve *cu;
MVert *mvert;
MFace *mface;
float *data;
int a, b, ofs, vertcount, startvert, totvert=0, totvlak=0;
int p1, p2, p3, p4, *index;
cu= ob->data;
/* count */
2002-10-12 11:37:38 +00:00
dl= cu->disp.first;
while(dl) {
if(dl->type==DL_SEGM) {
totvert+= dl->parts*dl->nr;
totvlak+= dl->parts*(dl->nr-1);
}
else if(dl->type==DL_POLY) {
/* cyclic polys are filled. except when 3D */
if(cu->flag & CU_3D) {
totvert+= dl->parts*dl->nr;
totvlak+= dl->parts*dl->nr;
}
}
else if(dl->type==DL_SURF) {
totvert+= dl->parts*dl->nr;
totvlak+= (dl->parts-1+((dl->flag & DL_CYCL_V)==2))*(dl->nr-1+(dl->flag & DL_CYCL_U));
2002-10-12 11:37:38 +00:00
}
else if(dl->type==DL_INDEX3) {
totvert+= dl->nr;
totvlak+= dl->parts;
}
dl= dl->next;
}
if(totvert==0) {
/* error("can't convert"); */
/* Make Sure you check ob->data is a curve */
2002-10-12 11:37:38 +00:00
return;
}
/* make mesh */
me= add_mesh("Mesh");
2002-10-12 11:37:38 +00:00
me->totvert= totvert;
me->totface= totvlak;
me->totcol= cu->totcol;
me->mat= cu->mat;
cu->mat= 0;
cu->totcol= 0;
mvert= CustomData_add_layer(&me->vdata, CD_MVERT, CD_CALLOC, NULL, me->totvert);
mface= CustomData_add_layer(&me->fdata, CD_MFACE, CD_CALLOC, NULL, me->totface);
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 04:28:02 +00:00
me->mvert= mvert;
me->mface= mface;
2002-10-12 11:37:38 +00:00
/* verts and faces */
2002-10-12 11:37:38 +00:00
vertcount= 0;
dl= cu->disp.first;
while(dl) {
int smooth= dl->rt & CU_SMOOTH ? 1 : 0;
2002-10-12 11:37:38 +00:00
if(dl->type==DL_SEGM) {
startvert= vertcount;
a= dl->parts*dl->nr;
data= dl->verts;
while(a--) {
VECCOPY(mvert->co, data);
data+=3;
vertcount++;
mvert++;
}
for(a=0; a<dl->parts; a++) {
ofs= a*dl->nr;
for(b=1; b<dl->nr; b++) {
mface->v1= startvert+ofs+b-1;
mface->v2= startvert+ofs+b;
if(smooth) mface->flag |= ME_SMOOTH;
2002-10-12 11:37:38 +00:00
mface++;
}
}
}
else if(dl->type==DL_POLY) {
/* 3d polys are not filled */
if(cu->flag & CU_3D) {
startvert= vertcount;
a= dl->parts*dl->nr;
data= dl->verts;
while(a--) {
VECCOPY(mvert->co, data);
data+=3;
vertcount++;
mvert++;
}
for(a=0; a<dl->parts; a++) {
ofs= a*dl->nr;
for(b=0; b<dl->nr; b++) {
mface->v1= startvert+ofs+b;
if(b==dl->nr-1) mface->v2= startvert+ofs;
else mface->v2= startvert+ofs+b+1;
if(smooth) mface->flag |= ME_SMOOTH;
mface++;
}
2002-10-12 11:37:38 +00:00
}
}
}
else if(dl->type==DL_INDEX3) {
startvert= vertcount;
a= dl->nr;
data= dl->verts;
while(a--) {
VECCOPY(mvert->co, data);
data+=3;
vertcount++;
mvert++;
}
a= dl->parts;
index= dl->index;
while(a--) {
mface->v1= startvert+index[0];
mface->v2= startvert+index[2];
mface->v3= startvert+index[1];
2002-10-12 11:37:38 +00:00
mface->v4= 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 04:28:02 +00:00
test_index_face(mface, NULL, 0, 3);
2002-10-12 11:37:38 +00:00
if(smooth) mface->flag |= ME_SMOOTH;
2002-10-12 11:37:38 +00:00
mface++;
index+= 3;
}
}
else if(dl->type==DL_SURF) {
startvert= vertcount;
a= dl->parts*dl->nr;
data= dl->verts;
while(a--) {
VECCOPY(mvert->co, data);
data+=3;
vertcount++;
mvert++;
}
for(a=0; a<dl->parts; a++) {
if( (dl->flag & DL_CYCL_V)==0 && a==dl->parts-1) break;
2002-10-12 11:37:38 +00:00
if(dl->flag & DL_CYCL_U) { /* p2 -> p1 -> */
2002-10-12 11:37:38 +00:00
p1= startvert+ dl->nr*a; /* p4 -> p3 -> */
p2= p1+ dl->nr-1; /* -----> next row */
2002-10-12 11:37:38 +00:00
p3= p1+ dl->nr;
p4= p2+ dl->nr;
b= 0;
}
else {
p2= startvert+ dl->nr*a;
p1= p2+1;
p4= p2+ dl->nr;
p3= p1+ dl->nr;
b= 1;
}
if( (dl->flag & DL_CYCL_V) && a==dl->parts-1) {
2002-10-12 11:37:38 +00:00
p3-= dl->parts*dl->nr;
p4-= dl->parts*dl->nr;
}
for(; b<dl->nr; b++) {
mface->v1= p1;
mface->v2= p3;
mface->v3= p4;
mface->v4= p2;
mface->mat_nr= (unsigned char)dl->col;
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 04:28:02 +00:00
test_index_face(mface, NULL, 0, 4);
if(smooth) mface->flag |= ME_SMOOTH;
2002-10-12 11:37:38 +00:00
mface++;
p4= p3;
p3++;
p2= p1;
p1++;
}
}
}
dl= dl->next;
}
make_edges(me, 0); // all edges
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 04:28:02 +00:00
mesh_calc_normals(me->mvert, me->totvert, me->mface, me->totface, NULL);
2002-10-12 11:37:38 +00:00
if(ob->data) {
free_libblock(&G.main->curve, ob->data);
}
ob->data= me;
ob->type= OB_MESH;
/* other users */
2002-10-12 11:37:38 +00:00
ob1= G.main->object.first;
while(ob1) {
if(ob1->data==cu) {
ob1->type= OB_MESH;
ob1->data= ob->data;
id_us_plus((ID *)ob->data);
}
ob1= ob1->id.next;
}
}
void mesh_delete_material_index(Mesh *me, int index)
{
int i;
for (i=0; i<me->totface; i++) {
MFace *mf = &((MFace*) me->mface)[i];
if (mf->mat_nr && mf->mat_nr>=index)
mf->mat_nr--;
}
}
void mesh_set_smooth_flag(Object *meshOb, int enableSmooth)
{
Mesh *me = meshOb->data;
int i;
for (i=0; i<me->totface; i++) {
MFace *mf = &((MFace*) me->mface)[i];
if (enableSmooth) {
mf->flag |= ME_SMOOTH;
} else {
mf->flag &= ~ME_SMOOTH;
}
}
// XXX do this in caller DAG_object_flush_update(scene, meshOb, OB_RECALC_DATA);
}
void mesh_calc_normals(MVert *mverts, int numVerts, MFace *mfaces, int numFaces, float **faceNors_r)
{
float (*tnorms)[3]= MEM_callocN(numVerts*sizeof(*tnorms), "tnorms");
float *fnors= MEM_mallocN(sizeof(*fnors)*3*numFaces, "meshnormals");
int i;
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 04:28:02 +00:00
for (i=0; i<numFaces; i++) {
MFace *mf= &mfaces[i];
float *f_no= &fnors[i*3];
if (mf->v4)
CalcNormFloat4(mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co, mverts[mf->v4].co, f_no);
else
CalcNormFloat(mverts[mf->v1].co, mverts[mf->v2].co, mverts[mf->v3].co, f_no);
VecAddf(tnorms[mf->v1], tnorms[mf->v1], f_no);
VecAddf(tnorms[mf->v2], tnorms[mf->v2], f_no);
VecAddf(tnorms[mf->v3], tnorms[mf->v3], f_no);
if (mf->v4)
VecAddf(tnorms[mf->v4], tnorms[mf->v4], f_no);
}
for (i=0; i<numVerts; i++) {
MVert *mv= &mverts[i];
float *no= tnorms[i];
if (Normalize(no)==0.0) {
VECCOPY(no, mv->co);
Normalize(no);
}
mv->no[0]= (short)(no[0]*32767.0);
mv->no[1]= (short)(no[1]*32767.0);
mv->no[2]= (short)(no[2]*32767.0);
}
MEM_freeN(tnorms);
if (faceNors_r) {
*faceNors_r = fnors;
} else {
MEM_freeN(fnors);
}
}
float (*mesh_getVertexCos(Mesh *me, int *numVerts_r))[3]
{
int i, numVerts = me->totvert;
float (*cos)[3] = MEM_mallocN(sizeof(*cos)*numVerts, "vertexcos1");
if (numVerts_r) *numVerts_r = numVerts;
for (i=0; i<numVerts; i++)
VECCOPY(cos[i], me->mvert[i].co);
return cos;
}
float (*mesh_getRefKeyCos(Mesh *me, int *numVerts_r))[3]
{
KeyBlock *kb;
float (*cos)[3] = NULL;
int totvert;
if(me->key && me->key->refkey) {
if(numVerts_r) *numVerts_r= me->totvert;
kb= me->key->refkey;
/* prevent accessing invalid memory */
if (me->totvert > kb->totelem) cos= MEM_callocN(sizeof(*cos)*me->totvert, "vertexcos1");
else cos= MEM_mallocN(sizeof(*cos)*me->totvert, "vertexcos1");
totvert= MIN2(kb->totelem, me->totvert);
memcpy(cos, kb->data, sizeof(*cos)*totvert);
}
return cos;
}
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 04:28:02 +00:00
UvVertMap *make_uv_vert_map(struct MFace *mface, struct MTFace *tface, unsigned int totface, unsigned int totvert, int selected, float *limit)
{
UvVertMap *vmap;
UvMapVert *buf;
MFace *mf;
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 04:28:02 +00:00
MTFace *tf;
unsigned int a;
int i, totuv, nverts;
totuv = 0;
/* generate UvMapVert array */
mf= mface;
tf= tface;
for(a=0; a<totface; a++, mf++, tf++)
if(!selected || (!(mf->flag & ME_HIDE) && (mf->flag & ME_FACE_SEL)))
totuv += (mf->v4)? 4: 3;
if(totuv==0)
return NULL;
vmap= (UvVertMap*)MEM_callocN(sizeof(*vmap), "UvVertMap");
if (!vmap)
return NULL;
vmap->vert= (UvMapVert**)MEM_callocN(sizeof(*vmap->vert)*totvert, "UvMapVert*");
buf= vmap->buf= (UvMapVert*)MEM_callocN(sizeof(*vmap->buf)*totuv, "UvMapVert");
if (!vmap->vert || !vmap->buf) {
free_uv_vert_map(vmap);
return NULL;
}
mf= mface;
tf= tface;
for(a=0; a<totface; a++, mf++, tf++) {
if(!selected || (!(mf->flag & ME_HIDE) && (mf->flag & ME_FACE_SEL))) {
nverts= (mf->v4)? 4: 3;
for(i=0; i<nverts; i++) {
buf->tfindex= i;
buf->f= a;
buf->separate = 0;
buf->next= vmap->vert[*(&mf->v1 + i)];
vmap->vert[*(&mf->v1 + i)]= buf;
buf++;
}
}
}
/* sort individual uvs for each vert */
tf= tface;
for(a=0; a<totvert; a++) {
UvMapVert *newvlist= NULL, *vlist=vmap->vert[a];
UvMapVert *iterv, *v, *lastv, *next;
float *uv, *uv2, uvdiff[2];
while(vlist) {
v= vlist;
vlist= vlist->next;
v->next= newvlist;
newvlist= v;
uv= (tf+v->f)->uv[v->tfindex];
lastv= NULL;
iterv= vlist;
while(iterv) {
next= iterv->next;
uv2= (tf+iterv->f)->uv[iterv->tfindex];
Vec2Subf(uvdiff, uv2, uv);
if(fabs(uv[0]-uv2[0]) < limit[0] && fabs(uv[1]-uv2[1]) < limit[1]) {
if(lastv) lastv->next= next;
else vlist= next;
iterv->next= newvlist;
newvlist= iterv;
}
else
lastv=iterv;
iterv= next;
}
newvlist->separate = 1;
}
vmap->vert[a]= newvlist;
}
return vmap;
}
UvMapVert *get_uv_map_vert(UvVertMap *vmap, unsigned int v)
{
return vmap->vert[v];
}
void free_uv_vert_map(UvVertMap *vmap)
{
if (vmap) {
if (vmap->vert) MEM_freeN(vmap->vert);
if (vmap->buf) MEM_freeN(vmap->buf);
MEM_freeN(vmap);
}
}
/* Generates a map where the key is the vertex and the value is a list
of faces that use that vertex as a corner. The lists are allocated
from one memory pool. */
void create_vert_face_map(ListBase **map, IndexNode **mem, const MFace *mface, const int totvert, const int totface)
{
int i,j;
IndexNode *node = NULL;
(*map) = MEM_callocN(sizeof(ListBase) * totvert, "vert face map");
(*mem) = MEM_callocN(sizeof(IndexNode) * totface*4, "vert face map mem");
node = *mem;
/* Find the users */
for(i = 0; i < totface; ++i){
for(j = 0; j < (mface[i].v4?4:3); ++j, ++node) {
node->index = i;
BLI_addtail(&(*map)[((unsigned int*)(&mface[i]))[j]], node);
}
}
}
/* Generates a map where the key is the vertex and the value is a list
of edges that use that vertex as an endpoint. The lists are allocated
from one memory pool. */
void create_vert_edge_map(ListBase **map, IndexNode **mem, const MEdge *medge, const int totvert, const int totedge)
{
int i, j;
IndexNode *node = NULL;
(*map) = MEM_callocN(sizeof(ListBase) * totvert, "vert edge map");
(*mem) = MEM_callocN(sizeof(IndexNode) * totedge * 2, "vert edge map mem");
node = *mem;
/* Find the users */
for(i = 0; i < totedge; ++i){
for(j = 0; j < 2; ++j, ++node) {
node->index = i;
BLI_addtail(&(*map)[((unsigned int*)(&medge[i].v1))[j]], node);
}
}
}
/* Partial Mesh Visibility */
PartialVisibility *mesh_pmv_copy(PartialVisibility *pmv)
{
PartialVisibility *n= MEM_dupallocN(pmv);
n->vert_map= MEM_dupallocN(pmv->vert_map);
n->edge_map= MEM_dupallocN(pmv->edge_map);
n->old_edges= MEM_dupallocN(pmv->old_edges);
n->old_faces= MEM_dupallocN(pmv->old_faces);
return n;
}
void mesh_pmv_free(PartialVisibility *pv)
{
MEM_freeN(pv->vert_map);
MEM_freeN(pv->edge_map);
MEM_freeN(pv->old_faces);
MEM_freeN(pv->old_edges);
MEM_freeN(pv);
}
void mesh_pmv_revert(Object *ob, Mesh *me)
{
if(me->pv) {
unsigned i;
MVert *nve, *old_verts;
/* Reorder vertices */
nve= me->mvert;
old_verts = MEM_mallocN(sizeof(MVert)*me->pv->totvert,"PMV revert verts");
for(i=0; i<me->pv->totvert; ++i)
old_verts[i]= nve[me->pv->vert_map[i]];
/* Restore verts, edges and faces */
CustomData_free_layer_active(&me->vdata, CD_MVERT, me->totvert);
CustomData_free_layer_active(&me->edata, CD_MEDGE, me->totedge);
CustomData_free_layer_active(&me->fdata, CD_MFACE, me->totface);
CustomData_add_layer(&me->vdata, CD_MVERT, CD_ASSIGN, old_verts, me->pv->totvert);
CustomData_add_layer(&me->edata, CD_MEDGE, CD_ASSIGN, me->pv->old_edges, me->pv->totedge);
CustomData_add_layer(&me->fdata, CD_MFACE, CD_ASSIGN, me->pv->old_faces, me->pv->totface);
mesh_update_customdata_pointers(me);
me->totvert= me->pv->totvert;
me->totedge= me->pv->totedge;
me->totface= me->pv->totface;
me->pv->old_edges= NULL;
me->pv->old_faces= NULL;
/* Free maps */
MEM_freeN(me->pv->edge_map);
me->pv->edge_map= NULL;
MEM_freeN(me->pv->vert_map);
me->pv->vert_map= NULL;
// XXX do this in caller DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
}
}
void mesh_pmv_off(Object *ob, Mesh *me)
{
if(ob && me->pv) {
mesh_pmv_revert(ob, me);
MEM_freeN(me->pv);
me->pv= NULL;
}
}
static void mesh_loops_to_corners(CustomData *fdata, CustomData *ldata,
CustomData *pdata, int lindex[3], int findex,
int polyindex, int numTex, int numCol)
{
MTFace *texface;
MTexPoly *texpoly;
MCol *mcol;
MLoopCol *mloopcol;
MLoopUV *mloopuv;
2009-08-31 15:57:13 +00:00
int i, j, hasWCol = CustomData_has_layer(ldata, CD_WEIGHT_MLOOPCOL);
for(i=0; i < numTex; i++){
texface = CustomData_get_n(fdata, CD_MTFACE, findex, i);
texpoly = CustomData_get_n(pdata, CD_MTEXPOLY, polyindex, i);
texface->tpage = texpoly->tpage;
texface->flag = texpoly->flag;
texface->transp = texpoly->transp;
texface->mode = texpoly->mode;
texface->tile = texpoly->tile;
texface->unwrap = texpoly->unwrap;
for (j=0; j<3; j++) {
mloopuv = CustomData_get_n(ldata, CD_MLOOPUV, lindex[j], i);
texface->uv[j][0] = mloopuv->uv[0];
texface->uv[j][1] = mloopuv->uv[1];
}
}
for(i=0; i < numCol; i++){
mcol = CustomData_get_n(fdata, CD_MCOL, findex, i);
for (j=0; j<3; j++) {
mloopcol = CustomData_get_n(ldata, CD_MLOOPCOL, lindex[j], i);
mcol[j].r = mloopcol->r;
mcol[j].g = mloopcol->g;
mcol[j].b = mloopcol->b;
mcol[j].a = mloopcol->a;
}
}
2009-08-31 15:57:13 +00:00
if (hasWCol) {
mcol = CustomData_get(fdata, findex, CD_WEIGHT_MCOL);
for (j=0; j<3; j++) {
mloopcol = CustomData_get(ldata, lindex[j], CD_WEIGHT_MLOOPCOL);
mcol[j].r = mloopcol->r;
mcol[j].g = mloopcol->g;
mcol[j].b = mloopcol->b;
mcol[j].a = mloopcol->a;
}
}
}
/*this function recreates a tesselation.
returns number of tesselation faces.*/
int mesh_recalcTesselation(CustomData *fdata,
2009-09-01 16:05:33 +00:00
CustomData *ldata, CustomData *pdata,
MVert *mvert, int totface, int totloop,
int totpoly)
{
MPoly *mp, *mpoly;
MLoop *ml, *mloop;
MFace *mf = NULL, *mface;
V_DECLARE(mf);
EditVert *v, *lastv, *firstv;
EditFace *f;
V_DECLARE(origIndex);
int i, j, k, lindex[3], *origIndex = NULL, *polyorigIndex;
int numTex, numCol;
mpoly = CustomData_get_layer(pdata, CD_MPOLY);
mloop = CustomData_get_layer(ldata, CD_MLOOP);
numTex = CustomData_number_of_layers(ldata, CD_MLOOPUV);
numCol = CustomData_number_of_layers(ldata, CD_MLOOPCOL);
k = 0;
mp = mpoly;
polyorigIndex = CustomData_get_layer(pdata, CD_ORIGINDEX);
for (i=0; i<totpoly; i++, mp++) {
ml = mloop + mp->loopstart;
firstv = NULL;
lastv = NULL;
for (j=0; j<mp->totloop; j++, ml++) {
v = BLI_addfillvert(mvert[ml->v].co);
if (polyorigIndex)
v->tmp.l = polyorigIndex[i];
else
v->tmp.l = i;
v->keyindex = mp->loopstart + j;
if (lastv)
BLI_addfilledge(lastv, v);
if (!firstv)
firstv = v;
lastv = v;
}
BLI_addfilledge(lastv, firstv);
BLI_edgefill(0, 0);
for (f=fillfacebase.first; f; f=f->next) {
V_GROW(mf);
V_GROW(origIndex);
/*these are loop indices, they'll be transformed
into vert indices later.*/
mf[k].v1 = f->v1->keyindex;
mf[k].v2 = f->v2->keyindex;
mf[k].v3 = f->v3->keyindex;
origIndex[k] = f->v1->tmp.l;
k++;
}
BLI_end_edgefill();
}
CustomData_free(fdata, totface);
memset(fdata, 0, sizeof(CustomData));
totface = k;
CustomData_add_layer(fdata, CD_MFACE, CD_ASSIGN, mf, totface);
CustomData_add_layer(fdata, CD_ORIGINDEX, CD_ASSIGN, origIndex, totface);
CustomData_from_bmeshpoly(fdata, pdata, ldata, totface);
mface = mf;
for (i=0; i<totface; i++, mf++) {
/*ensure winding is correct*/
if (mf->v1 > mf->v2) {
SWAP(int, mf->v1, mf->v2);
}
if (mf->v2 > mf->v3) {
SWAP(int, mf->v2, mf->v3);
}
if (mf->v1 > mf->v2) {
SWAP(int, mf->v1, mf->v2);
}
lindex[0] = mf->v1;
lindex[1] = mf->v2;
lindex[2] = mf->v3;
/*transform loop indices to vert indices*/
mf->v1 = mloop[mf->v1].v;
mf->v2 = mloop[mf->v2].v;
mf->v3 = mloop[mf->v3].v;
mf->flag = mpoly[origIndex[i]].flag;
mf->mat_nr = mpoly[origIndex[i]].mat_nr;
mesh_loops_to_corners(fdata, ldata, pdata,
lindex, i, origIndex[i], numTex, numCol);
}
return totface;
}
/*
* COMPUTE POLY NORMAL
*
* Computes the normal of a planar
* polygon See Graphics Gems for
* computing newell normal.
*
*/
static void mesh_calc_ngon_normal(MPoly *mpoly, MLoop *loopstart,
MVert *mvert, float *normal)
{
MVert *v1, *v2, *v3;
double u[3], v[3], w[3];
double n[3] = {0.0, 0.0, 0.0}, l;
int i, s=0;
for(i = 0; i < mpoly->totloop; i++){
v1 = mvert + loopstart[i].v;
v2 = mvert + loopstart[(i+1)%mpoly->totloop].v;
v3 = mvert + loopstart[(i+2)%mpoly->totloop].v;
VECCOPY(u, v1->co);
VECCOPY(v, v2->co);
VECCOPY(w, v3->co);
/*this fixes some weird numerical error*/
if (i==0) {
u[0] += 0.0001f;
u[1] += 0.0001f;
u[2] += 0.0001f;
}
/* newell's method
so thats?:
(a[1] - b[1]) * (a[2] + b[2]);
a[1]*b[2] - b[1]*a[2] - b[1]*b[2] + a[1]*a[2]
odd. half of that is the cross product. . .what's the
other half?
also could be like a[1]*(b[2] + a[2]) - b[1]*(a[2] - b[2])
*/
n[0] += (u[1] - v[1]) * (u[2] + v[2]);
n[1] += (u[2] - v[2]) * (u[0] + v[0]);
n[2] += (u[0] - v[0]) * (u[1] + v[1]);
}
l = n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
l = sqrt(l);
if (l == 0.0) {
normal[0] = 0.0f;
normal[1] = 0.0f;
normal[2] = 1.0f;
return;
} else l = 1.0f / l;
n[0] *= l;
n[1] *= l;
n[2] *= l;
normal[0] = (float) n[0];
normal[1] = (float) n[1];
normal[2] = (float) n[2];
}
void mesh_calc_poly_normal(MPoly *mpoly, MLoop *loopstart,
MVert *mvarray, float *no)
{
if(mpoly->totloop > 4) {
mesh_calc_ngon_normal(mpoly, loopstart, mvarray, no);
}
else if(mpoly->totloop == 3){
MVert *v1, *v2, *v3;
v1 = mvarray + (loopstart++)->v;
v2 = mvarray + (loopstart++)->v;
v3 = mvarray + loopstart->v;
CalcNormFloat(v1->co, v2->co, v3->co, no);
}
else if(mpoly->totloop == 4){
MVert *v1, *v2, *v3, *v4;
v1 = mvarray + (loopstart++)->v;
v2 = mvarray + (loopstart++)->v;
v3 = mvarray + (loopstart++)->v;
v4 = mvarray + loopstart->v;
CalcNormFloat4(v1->co, v2->co, v3->co, v4->co, no);
}
else{ /*horrible, two sided face!*/
no[0] = 0.0;
no[1] = 0.0;
no[2] = 1.0;
}
}