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blender-archive/source/blender/blenkernel/BKE_mesh.h

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/**
* blenlib/BKE_mesh.h (mar-2001 nzc)
*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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*/
#ifndef BKE_MESH_H
#define BKE_MESH_H
/***/
struct BoundBox;
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struct DispList;
struct ListBase;
struct EditMesh;
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struct MDeformVert;
struct Mesh;
struct MFace;
struct MEdge;
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struct MVert;
- 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).
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struct MCol;
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struct Object;
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.
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struct MTFace;
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struct VecNor;
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.
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struct CustomData;
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#ifdef __cplusplus
extern "C" {
#endif
struct EditMesh *BKE_mesh_get_editmesh(struct Mesh *me);
void BKE_mesh_end_editmesh(struct Mesh *me, struct EditMesh *em);
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void unlink_mesh(struct Mesh *me);
void free_mesh(struct Mesh *me);
struct Mesh *add_mesh(const char *name);
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struct Mesh *copy_mesh(struct 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.
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void mesh_update_customdata_pointers(struct Mesh *me);
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void make_local_tface(struct Mesh *me);
void make_local_mesh(struct Mesh *me);
void boundbox_mesh(struct Mesh *me, float *loc, float *size);
void tex_space_mesh(struct Mesh *me);
float *get_mesh_orco_verts(struct Object *ob);
void transform_mesh_orco_verts(struct Mesh *me, float (*orco)[3], int totvert, int invert);
int test_index_face(struct MFace *mface, struct CustomData *mfdata, int mfindex, int nr);
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struct Mesh *get_mesh(struct Object *ob);
void set_mesh(struct Object *ob, struct Mesh *me);
void mball_to_mesh(struct ListBase *lb, struct Mesh *me);
int nurbs_to_mdata(struct Object *ob, struct MVert **allvert, int *_totvert,
struct MEdge **alledge, int *_totedge, struct MFace **allface, int *_totface);
int nurbs_to_mdata_customdb(struct Object *ob, struct ListBase *dispbase,
struct MVert **allvert, int *_totvert, struct MEdge **alledge, int *_totedge,
struct MFace **allface, int *_totface);
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void nurbs_to_mesh(struct Object *ob);
void mesh_to_curve(struct Scene *scene, struct Object *ob);
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void free_dverts(struct MDeformVert *dvert, int totvert);
void copy_dverts(struct MDeformVert *dst, struct MDeformVert *src, int totvert); /* __NLA */
void mesh_delete_material_index(struct Mesh *me, int index);
void mesh_set_smooth_flag(struct Object *meshOb, int enableSmooth);
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struct BoundBox *mesh_get_bb(struct Object *ob);
void mesh_get_texspace(struct Mesh *me, float *loc_r, float *rot_r, float *size_r);
/* if old, it converts mface->edcode to edge drawflags */
void make_edges(struct Mesh *me, int old);
void mesh_strip_loose_faces(struct Mesh *me);
/* Calculate vertex and face normals, face normals are returned in *faceNors_r if non-NULL
* and vertex normals are stored in actual mverts.
*/
void mesh_calc_normals(struct MVert *mverts, int numVerts, struct MFace *mfaces, int numFaces, float **faceNors_r);
/* Return a newly MEM_malloc'd array of all the mesh vertex locations
* (_numVerts_r_ may be NULL) */
float (*mesh_getVertexCos(struct Mesh *me, int *numVerts_r))[3];
/* map from uv vertex to face (for select linked, stitch, uv suburf) */
/* UvVertMap */
#define STD_UV_CONNECT_LIMIT 0.0001f
typedef struct UvVertMap {
struct UvMapVert **vert;
struct UvMapVert *buf;
} UvVertMap;
typedef struct UvMapVert {
struct UvMapVert *next;
unsigned int f;
unsigned char tfindex, separate, flag;
} UvMapVert;
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.
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UvVertMap *make_uv_vert_map(struct MFace *mface, struct MTFace *tface, unsigned int totface, unsigned int totvert, int selected, float *limit);
UvMapVert *get_uv_map_vert(UvVertMap *vmap, unsigned int v);
void free_uv_vert_map(UvVertMap *vmap);
/* Connectivity data */
typedef struct IndexNode {
struct IndexNode *next, *prev;
int index;
} IndexNode;
void create_vert_face_map(ListBase **map, IndexNode **mem, const struct MFace *mface,
const int totvert, const int totface);
void create_vert_edge_map(ListBase **map, IndexNode **mem, const struct MEdge *medge,
const int totvert, const int totedge);
/* Partial Mesh Visibility */
struct PartialVisibility *mesh_pmv_copy(struct PartialVisibility *);
void mesh_pmv_free(struct PartialVisibility *);
void mesh_pmv_revert(struct Mesh *me);
void mesh_pmv_off(struct Mesh *me);
/* functions for making menu's from customdata layers */
int mesh_layers_menu_charlen(struct CustomData *data, int type); /* use this to work out how many chars to allocate */
void mesh_layers_menu_concat(struct CustomData *data, int type, char *str);
int mesh_layers_menu(struct CustomData *data, int type);
/* vertex level transformations & checks (no derived mesh) */
int minmax_mesh(struct Mesh *me, float min[3], float max[3]);
int mesh_center_median(struct Mesh *me, float cent[3]);
int mesh_center_bounds(struct Mesh *me, float cent[3]);
void mesh_translate(struct Mesh *me, float offset[3], int do_keys);
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#ifdef __cplusplus
}
#endif
#endif