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blender-archive/source/blender/modifiers/intern/MOD_edgesplit.c

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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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 by the Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup modifiers
*
* EdgeSplit modifier
*
* Splits edges in the mesh according to sharpness flag
* or edge angle (can be used to achieve autosmoothing)
*/
#include "BLI_utildefines.h"
#include "BLI_math.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "bmesh.h"
#include "bmesh_tools.h"
#include "MOD_modifiertypes.h"
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static Mesh *doEdgeSplit(Mesh *mesh, EdgeSplitModifierData *emd)
{
Mesh *result;
BMesh *bm;
BMIter iter;
BMEdge *e;
const float threshold = cosf(emd->split_angle + 0.000000175f);
const bool do_split_angle = (emd->flags & MOD_EDGESPLIT_FROMANGLE) != 0 && emd->split_angle < (float)M_PI;
const bool do_split_all = do_split_angle && emd->split_angle < FLT_EPSILON;
const bool calc_face_normals = do_split_angle && !do_split_all;
bm = BKE_mesh_to_bmesh_ex(
mesh,
&(struct BMeshCreateParams){0},
&(struct BMeshFromMeshParams){
.calc_face_normal = calc_face_normals,
.add_key_index = false,
.use_shapekey = false,
.active_shapekey = 0,
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.cd_mask_extra = {.vmask = CD_MASK_ORIGINDEX, .emask = CD_MASK_ORIGINDEX, .pmask = CD_MASK_ORIGINDEX},
});
if (do_split_angle) {
BM_ITER_MESH (e, &iter, bm, BM_EDGES_OF_MESH) {
/* check for 1 edge having 2 face users */
BMLoop *l1, *l2;
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if ((l1 = e->l) &&
(l2 = e->l->radial_next) != l1)
{
if (/* 3+ faces on this edge, always split */
UNLIKELY(l1 != l2->radial_next) ||
/* O° angle setting, we want to split on all edges. */
do_split_all ||
/* 2 face edge - check angle*/
(dot_v3v3(l1->f->no, l2->f->no) < threshold))
{
BM_elem_flag_enable(e, BM_ELEM_TAG);
}
}
}
}
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if (emd->flags & MOD_EDGESPLIT_FROMFLAG) {
BM_ITER_MESH (e, &iter, bm, BM_EDGES_OF_MESH) {
/* check for 2 or more edge users */
if ((e->l) &&
(e->l->next != e->l))
{
if (!BM_elem_flag_test(e, BM_ELEM_SMOOTH)) {
BM_elem_flag_enable(e, BM_ELEM_TAG);
}
}
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}
}
BM_mesh_edgesplit(bm, false, true, false);
/* BM_mesh_validate(bm); */ /* for troubleshooting */
result = BKE_mesh_from_bmesh_for_eval_nomain(bm, NULL);
BM_mesh_free(bm);
result->runtime.cd_dirty_vert |= CD_MASK_NORMAL;
return result;
}
static void initData(ModifierData *md)
{
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EdgeSplitModifierData *emd = (EdgeSplitModifierData *) md;
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/* default to 30-degree split angle, sharpness from both angle & flag */
Cleanup: Internal degrees removal. This patch changes most of the reamining degrees usage in internal code into radians. I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them. WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly in previous versions (a few angle properties would use radians values as degrees...). Details: - Data: -- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such (using getter/setter functions), still using radians internally. -- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev. - Modifiers: -- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done. - Postprocessing: -- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done. - BGE: -- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type, it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence can be either distance or angle values, depending on the mode. Will leave this to BGE team. -- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself, as it seems this is the expected value here...). -- bRadarSensor.angle: Done. Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt Thanks to all! Differential Revision: http://developer.blender.org/D59
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emd->split_angle = DEG2RADF(30.0f);
emd->flags = MOD_EDGESPLIT_FROMANGLE | MOD_EDGESPLIT_FROMFLAG;
}
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static Mesh *applyModifier(
ModifierData *md,
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const ModifierEvalContext *UNUSED(ctx),
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Mesh *mesh)
{
Mesh *result;
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EdgeSplitModifierData *emd = (EdgeSplitModifierData *) md;
if (!(emd->flags & (MOD_EDGESPLIT_FROMANGLE | MOD_EDGESPLIT_FROMFLAG)))
return mesh;
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result = doEdgeSplit(mesh, emd);
return result;
}
ModifierTypeInfo modifierType_EdgeSplit = {
/* name */ "EdgeSplit",
/* structName */ "EdgeSplitModifierData",
/* structSize */ sizeof(EdgeSplitModifierData),
/* type */ eModifierTypeType_Constructive,
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/* flags */ eModifierTypeFlag_AcceptsMesh |
eModifierTypeFlag_AcceptsCVs |
eModifierTypeFlag_SupportsMapping |
eModifierTypeFlag_SupportsEditmode |
eModifierTypeFlag_EnableInEditmode,
/* copyData */ modifier_copyData_generic,
/* deformVerts */ NULL,
/* deformMatrices */ NULL,
/* deformVertsEM */ NULL,
/* deformMatricesEM */ NULL,
/* applyModifier */ applyModifier,
/* initData */ initData,
/* requiredDataMask */ NULL,
/* freeData */ NULL,
/* isDisabled */ NULL,
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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/* updateDepsgraph */ NULL,
/* dependsOnTime */ NULL,
/* dependsOnNormals */ NULL,
/* foreachObjectLink */ NULL,
/* foreachIDLink */ NULL,
/* foreachTexLink */ NULL,
/* freeRuntimeData */ NULL,
};