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/*
2011-10-10 09:38:02 +00:00
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Ben Batt <benbatt@gmail.com>
*
* ***** END GPL LICENSE BLOCK *****
*
* Implementation of CustomData.
*
* BKE_customdata.h contains the function prototypes for this file.
*
*/
2011-02-27 20:40:57 +00:00
/** \file blender/blenkernel/intern/customdata.c
* \ingroup bke
*/
#include <math.h>
#include <string.h>
#include <assert.h>
#include "MEM_guardedalloc.h"
#include "DNA_meshdata_types.h"
#include "DNA_ID.h"
#include "BLI_utildefines.h"
#include "BLI_string.h"
#include "BLI_path_util.h"
#include "BLI_math.h"
#include "BLI_math_color_blend.h"
#include "BLI_mempool.h"
#include "BLF_translation.h"
#include "BKE_customdata.h"
#include "BKE_customdata_file.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_mesh_mapping.h"
#include "BKE_mesh_remap.h"
#include "BKE_multires.h"
#include "bmesh.h"
#include <math.h>
#include <string.h>
/* number of layers to add when growing a CustomData object */
#define CUSTOMDATA_GROW 5
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/* ensure typemap size is ok */
BLI_STATIC_ASSERT(sizeof(((CustomData *)NULL)->typemap) /
sizeof(((CustomData *)NULL)->typemap[0]) == CD_NUMTYPES,
"size mismatch");
/********************* Layer type information **********************/
typedef struct LayerTypeInfo {
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
int size; /* the memory size of one element of this layer's data */
/** name of the struct used, for file writing */
const char *structname;
/** number of structs per element, for file writing */
int structnum;
/**
* default layer name.
* note! when NULL this is a way to ensure there is only ever one item
* see: CustomData_layertype_is_singleton() */
const char *defaultname;
/**
* a function to copy count elements of this layer's data
* (deep copy if appropriate)
* if NULL, memcpy is used
*/
cd_copy copy;
/**
* a function to free any dynamically allocated components of this
* layer's data (note the data pointer itself should not be freed)
* size should be the size of one element of this layer's data (e.g.
* LayerTypeInfo.size)
*/
void (*free)(void *data, int count, int size);
/**
* a function to interpolate between count source elements of this
* layer's data and store the result in dest
* if weights == NULL or sub_weights == NULL, they should default to 1
*
* weights gives the weight for each element in sources
* sub_weights gives the sub-element weights for each element in sources
* (there should be (sub element count)^2 weights per element)
* count gives the number of elements in sources
*
* \note in some cases \a dest pointer is in \a sources
* so all functions have to take this into account and delay
* applying changes while reading from sources.
* See bug [#32395] - Campbell.
*/
cd_interp interp;
/** a function to swap the data in corners of the element */
void (*swap)(void *data, const int *corner_indices);
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
/**
* a function to set a layer's data to default values. if NULL, the
* default is assumed to be all zeros */
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 (*set_default)(void *data, int count);
/** functions necessary for geometry collapse */
bool (*equal)(const void *data1, const void *data2);
void (*multiply)(void *data, float fac);
void (*initminmax)(void *min, void *max);
void (*add)(void *data1, const void *data2);
void (*dominmax)(const void *data1, void *min, void *max);
void (*copyvalue)(const void *source, void *dest, const int mixmode, const float mixfactor);
/** a function to read data from a cdf file */
int (*read)(CDataFile *cdf, void *data, int count);
/** a function to write data to a cdf file */
int (*write)(CDataFile *cdf, const void *data, int count);
/** a function to determine file size */
size_t (*filesize)(CDataFile *cdf, const void *data, int count);
/** a function to determine max allowed number of layers, should be NULL or return -1 if no limit */
int (*layers_max)(void);
} LayerTypeInfo;
static void layerCopy_mdeformvert(const void *source, void *dest,
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int count)
{
int i, size = sizeof(MDeformVert);
memcpy(dest, source, count * size);
for (i = 0; i < count; ++i) {
MDeformVert *dvert = POINTER_OFFSET(dest, i * size);
if (dvert->totweight) {
MDeformWeight *dw = MEM_mallocN(dvert->totweight * sizeof(*dw),
2012-05-12 16:11:34 +00:00
"layerCopy_mdeformvert dw");
memcpy(dw, dvert->dw, dvert->totweight * sizeof(*dw));
dvert->dw = dw;
}
else
dvert->dw = NULL;
}
}
static void layerFree_mdeformvert(void *data, int count, int size)
{
int i;
for (i = 0; i < count; ++i) {
MDeformVert *dvert = POINTER_OFFSET(data, i * size);
if (dvert->dw) {
MEM_freeN(dvert->dw);
dvert->dw = NULL;
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
dvert->totweight = 0;
}
}
}
/* copy just zeros in this case */
static void layerCopy_bmesh_elem_py_ptr(const void *UNUSED(source), void *dest,
int count)
{
int i, size = sizeof(void *);
for (i = 0; i < count; ++i) {
void **ptr = POINTER_OFFSET(dest, i * size);
*ptr = NULL;
}
}
#ifndef WITH_PYTHON
void bpy_bm_generic_invalidate(struct BPy_BMGeneric *UNUSED(self))
{
/* dummy */
}
#endif
static void layerFree_bmesh_elem_py_ptr(void *data, int count, int size)
{
int i;
for (i = 0; i < count; ++i) {
void **ptr = POINTER_OFFSET(data, i * size);
if (*ptr) {
bpy_bm_generic_invalidate(*ptr);
}
}
}
static void layerInterp_mdeformvert(
const void **sources, const float *weights,
const float *UNUSED(sub_weights), int count, void *dest)
{
/* a single linked list of MDeformWeight's
* use this to avoid double allocs (which LinkNode would do) */
struct MDeformWeight_Link {
struct MDeformWeight_Link *next;
MDeformWeight dw;
};
MDeformVert *dvert = dest;
struct MDeformWeight_Link *dest_dwlink = NULL;
struct MDeformWeight_Link *node;
int i, j, totweight;
if (count <= 0) return;
/* build a list of unique def_nrs for dest */
totweight = 0;
for (i = 0; i < count; ++i) {
const MDeformVert *source = sources[i];
float interp_weight = weights ? weights[i] : 1.0f;
for (j = 0; j < source->totweight; ++j) {
MDeformWeight *dw = &source->dw[j];
float weight = dw->weight * interp_weight;
if (weight == 0.0f)
continue;
for (node = dest_dwlink; node; node = node->next) {
MDeformWeight *tmp_dw = &node->dw;
if (tmp_dw->def_nr == dw->def_nr) {
tmp_dw->weight += weight;
break;
}
}
/* if this def_nr is not in the list, add it */
if (!node) {
struct MDeformWeight_Link *tmp_dwlink = alloca(sizeof(*tmp_dwlink));
tmp_dwlink->dw.def_nr = dw->def_nr;
tmp_dwlink->dw.weight = weight;
/* inline linklist */
tmp_dwlink->next = dest_dwlink;
dest_dwlink = tmp_dwlink;
totweight++;
}
}
}
/* delay writing to the destination incase dest is in sources */
/* now we know how many unique deform weights there are, so realloc */
if (dvert->dw && (dvert->totweight == totweight)) {
/* pass (fastpath if we don't need to realloc) */
}
else {
if (dvert->dw) {
MEM_freeN(dvert->dw);
}
if (totweight) {
dvert->dw = MEM_mallocN(sizeof(*dvert->dw) * totweight, __func__);
}
}
if (totweight) {
dvert->totweight = totweight;
for (i = 0, node = dest_dwlink; node; node = node->next, i++) {
dvert->dw[i] = node->dw;
}
}
else {
memset(dvert, 0, sizeof(*dvert));
}
}
static void layerInterp_normal(
const void **sources, const float *weights,
const float *UNUSED(sub_weights), int count, void *dest)
{
float no[3] = {0.0f};
while (count--) {
madd_v3_v3fl(no, (const float *)sources[count], weights[count]);
}
copy_v3_v3((float *)dest, no);
}
static void layerCopyValue_normal(const void *source, void *dest, const int mixmode, const float mixfactor)
{
const float *no_src = source;
float *no_dst = dest;
float no_tmp[3];
if (ELEM(mixmode, CDT_MIX_NOMIX, CDT_MIX_REPLACE_ABOVE_THRESHOLD, CDT_MIX_REPLACE_BELOW_THRESHOLD)) {
/* Above/below threshold modes are not supported here, fallback to nomix (just in case). */
copy_v3_v3(no_dst, no_src);
}
else { /* Modes that support 'real' mix factor. */
/* Since we normalize in the end, MIX and ADD are the same op here. */
if (ELEM(mixmode, CDT_MIX_MIX, CDT_MIX_ADD)) {
add_v3_v3v3(no_tmp, no_dst, no_src);
normalize_v3(no_tmp);
}
else if (mixmode == CDT_MIX_SUB) {
sub_v3_v3v3(no_tmp, no_dst, no_src);
normalize_v3(no_tmp);
}
else if (mixmode == CDT_MIX_MUL) {
mul_v3_v3v3(no_tmp, no_dst, no_src);
normalize_v3(no_tmp);
}
else {
copy_v3_v3(no_tmp, no_src);
}
interp_v3_v3v3_slerp_safe(no_dst, no_dst, no_tmp, mixfactor);
}
}
static void layerCopy_tface(const void *source, void *dest, int count)
{
2012-05-12 16:11:34 +00:00
const MTFace *source_tf = (const MTFace *)source;
MTFace *dest_tf = (MTFace *)dest;
int i;
for (i = 0; i < count; ++i)
dest_tf[i] = source_tf[i];
}
static void layerInterp_tface(
const void **sources, const float *weights,
const float *sub_weights, int count, void *dest)
{
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 = dest;
int i, j, k;
float uv[4][2] = {{0.0f}};
const float *sub_weight;
if (count <= 0) return;
sub_weight = sub_weights;
for (i = 0; i < count; ++i) {
float weight = weights ? weights[i] : 1;
const MTFace *src = sources[i];
for (j = 0; j < 4; ++j) {
if (sub_weights) {
for (k = 0; k < 4; ++k, ++sub_weight) {
madd_v2_v2fl(uv[j], src->uv[k], (*sub_weight) * weight);
}
}
else {
madd_v2_v2fl(uv[j], src->uv[j], weight);
}
}
}
/* delay writing to the destination incase dest is in sources */
*tf = *(MTFace *)(*sources);
memcpy(tf->uv, uv, sizeof(tf->uv));
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 void layerSwap_tface(void *data, const int *corner_indices)
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 = data;
float uv[4][2];
2012-05-12 16:11:34 +00:00
static const short pin_flags[4] = { TF_PIN1, TF_PIN2, TF_PIN3, TF_PIN4 };
static const char sel_flags[4] = { TF_SEL1, TF_SEL2, TF_SEL3, TF_SEL4 };
short unwrap = tf->unwrap & ~(TF_PIN1 | TF_PIN2 | TF_PIN3 | TF_PIN4);
char flag = tf->flag & ~(TF_SEL1 | TF_SEL2 | TF_SEL3 | TF_SEL4);
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
int j;
for (j = 0; j < 4; ++j) {
const int source_index = corner_indices[j];
copy_v2_v2(uv[j], tf->uv[source_index]);
2012-07-07 22:51:57 +00:00
/* swap pinning flags around */
if (tf->unwrap & pin_flags[source_index]) {
unwrap |= pin_flags[j];
}
2012-07-07 22:51:57 +00:00
/* swap selection flags around */
if (tf->flag & sel_flags[source_index]) {
flag |= sel_flags[j];
}
}
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
memcpy(tf->uv, uv, sizeof(tf->uv));
tf->unwrap = unwrap;
tf->flag = flag;
}
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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static void layerDefault_tface(void *data, int count)
{
static MTFace default_tf = {{{0, 0}, {1, 0}, {1, 1}, {0, 1}}, NULL,
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0, 0, TF_DYNAMIC | TF_CONVERTED, 0, 0};
MTFace *tf = (MTFace *)data;
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
int i;
for (i = 0; i < count; 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
tf[i] = default_tf;
}
static int layerMaxNum_tface(void)
{
return MAX_MTFACE;
}
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static void layerCopy_propFloat(const void *source, void *dest,
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int count)
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{
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memcpy(dest, source, sizeof(MFloatProperty) * count);
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}
static void layerCopy_propInt(const void *source, void *dest,
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int count)
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{
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memcpy(dest, source, sizeof(MIntProperty) * count);
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}
static void layerCopy_propString(const void *source, void *dest,
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int count)
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{
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memcpy(dest, source, sizeof(MStringProperty) * count);
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}
static void layerCopy_origspace_face(const void *source, void *dest, int count)
{
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const OrigSpaceFace *source_tf = (const OrigSpaceFace *)source;
OrigSpaceFace *dest_tf = (OrigSpaceFace *)dest;
int i;
for (i = 0; i < count; ++i)
dest_tf[i] = source_tf[i];
}
static void layerInterp_origspace_face(
const void **sources, const float *weights,
const float *sub_weights, int count, void *dest)
{
OrigSpaceFace *osf = dest;
int i, j, k;
float uv[4][2] = {{0.0f}};
const float *sub_weight;
if (count <= 0) return;
sub_weight = sub_weights;
for (i = 0; i < count; ++i) {
float weight = weights ? weights[i] : 1;
const OrigSpaceFace *src = sources[i];
for (j = 0; j < 4; ++j) {
if (sub_weights) {
for (k = 0; k < 4; ++k, ++sub_weight) {
madd_v2_v2fl(uv[j], src->uv[k], (*sub_weight) * weight);
}
}
else {
madd_v2_v2fl(uv[j], src->uv[j], weight);
}
}
}
/* delay writing to the destination incase dest is in sources */
#if 0 /* no need, this ONLY contains UV's */
*osf = *(OrigSpaceFace *)(*sources);
#endif
memcpy(osf->uv, uv, sizeof(osf->uv));
}
static void layerSwap_origspace_face(void *data, const int *corner_indices)
{
OrigSpaceFace *osf = data;
float uv[4][2];
int j;
for (j = 0; j < 4; ++j) {
copy_v2_v2(uv[j], osf->uv[corner_indices[j]]);
}
memcpy(osf->uv, uv, sizeof(osf->uv));
}
static void layerDefault_origspace_face(void *data, int count)
{
static OrigSpaceFace default_osf = {{{0, 0}, {1, 0}, {1, 1}, {0, 1}}};
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OrigSpaceFace *osf = (OrigSpaceFace *)data;
int i;
for (i = 0; i < count; i++)
osf[i] = default_osf;
}
static void layerSwap_mdisps(void *data, const int *ci)
{
MDisps *s = data;
float (*d)[3] = NULL;
int corners, cornersize, S;
if (s->disps) {
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int nverts = (ci[1] == 3) ? 4 : 3; /* silly way to know vertex count of face */
corners = multires_mdisp_corners(s);
cornersize = s->totdisp / corners;
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if (corners != nverts) {
/* happens when face changed vertex count in edit mode
* if it happened, just forgot displacement */
MEM_freeN(s->disps);
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s->totdisp = (s->totdisp / corners) * nverts;
s->disps = MEM_callocN(s->totdisp * sizeof(float) * 3, "mdisp swap");
return;
}
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d = MEM_callocN(sizeof(float) * 3 * s->totdisp, "mdisps swap");
for (S = 0; S < corners; S++)
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memcpy(d + cornersize * S, s->disps + cornersize * ci[S], cornersize * 3 * sizeof(float));
MEM_freeN(s->disps);
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s->disps = d;
}
}
static void layerCopy_mdisps(const void *source, void *dest, int count)
{
int i;
const MDisps *s = source;
MDisps *d = dest;
for (i = 0; i < count; ++i) {
if (s[i].disps) {
d[i].disps = MEM_dupallocN(s[i].disps);
d[i].hidden = MEM_dupallocN(s[i].hidden);
}
else {
d[i].disps = NULL;
d[i].hidden = NULL;
}
/* still copy even if not in memory, displacement can be external */
d[i].totdisp = s[i].totdisp;
d[i].level = s[i].level;
}
}
static void layerFree_mdisps(void *data, int count, int UNUSED(size))
{
int i;
MDisps *d = data;
for (i = 0; i < count; ++i) {
if (d[i].disps)
MEM_freeN(d[i].disps);
if (d[i].hidden)
MEM_freeN(d[i].hidden);
d[i].disps = NULL;
d[i].hidden = NULL;
d[i].totdisp = 0;
d[i].level = 0;
}
}
static int layerRead_mdisps(CDataFile *cdf, void *data, int count)
{
MDisps *d = data;
int i;
for (i = 0; i < count; ++i) {
if (!d[i].disps)
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d[i].disps = MEM_callocN(sizeof(float) * 3 * d[i].totdisp, "mdisps read");
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if (!cdf_read_data(cdf, d[i].totdisp * 3 * sizeof(float), d[i].disps)) {
printf("failed to read multires displacement %d/%d %d\n", i, count, d[i].totdisp);
return 0;
}
}
return 1;
}
static int layerWrite_mdisps(CDataFile *cdf, const void *data, int count)
{
const MDisps *d = data;
int i;
for (i = 0; i < count; ++i) {
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if (!cdf_write_data(cdf, d[i].totdisp * 3 * sizeof(float), d[i].disps)) {
printf("failed to write multires displacement %d/%d %d\n", i, count, d[i].totdisp);
return 0;
}
}
return 1;
}
static size_t layerFilesize_mdisps(CDataFile *UNUSED(cdf), const void *data, int count)
{
const MDisps *d = data;
size_t size = 0;
int i;
for (i = 0; i < count; ++i)
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size += d[i].totdisp * 3 * sizeof(float);
return size;
}
static void layerCopy_grid_paint_mask(const void *source, void *dest, int count)
{
int i;
const GridPaintMask *s = source;
GridPaintMask *d = dest;
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for (i = 0; i < count; ++i) {
if (s[i].data) {
d[i].data = MEM_dupallocN(s[i].data);
d[i].level = s[i].level;
}
else {
d[i].data = NULL;
d[i].level = 0;
}
}
}
static void layerFree_grid_paint_mask(void *data, int count, int UNUSED(size))
{
int i;
GridPaintMask *gpm = data;
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for (i = 0; i < count; ++i) {
if (gpm[i].data)
MEM_freeN(gpm[i].data);
gpm[i].data = NULL;
gpm[i].level = 0;
}
}
/* --------- */
static void layerCopyValue_mloopcol(const void *source, void *dest, const int mixmode, const float mixfactor)
{
const MLoopCol *m1 = source;
MLoopCol *m2 = dest;
unsigned char tmp_col[4];
if (ELEM(mixmode, CDT_MIX_NOMIX, CDT_MIX_REPLACE_ABOVE_THRESHOLD, CDT_MIX_REPLACE_BELOW_THRESHOLD)) {
/* Modes that do a full copy or nothing. */
if (ELEM(mixmode, CDT_MIX_REPLACE_ABOVE_THRESHOLD, CDT_MIX_REPLACE_BELOW_THRESHOLD)) {
/* TODO: Check for a real valid way to get 'factor' value of our dest color? */
const float f = ((float)m2->r + (float)m2->g + (float)m2->b) / 3.0f;
if (mixmode == CDT_MIX_REPLACE_ABOVE_THRESHOLD && f < mixfactor) {
return; /* Do Nothing! */
}
else if (mixmode == CDT_MIX_REPLACE_BELOW_THRESHOLD && f > mixfactor) {
return; /* Do Nothing! */
}
}
m2->r = m1->r;
m2->g = m1->g;
m2->b = m1->b;
}
else { /* Modes that support 'real' mix factor. */
unsigned char src[4] = {m1->r, m1->g, m1->b, m1->a};
unsigned char dst[4] = {m2->r, m2->g, m2->b, m2->a};
if (mixmode == CDT_MIX_MIX) {
blend_color_mix_byte(tmp_col, dst, src);
}
else if (mixmode == CDT_MIX_ADD) {
blend_color_add_byte(tmp_col, dst, src);
}
else if (mixmode == CDT_MIX_SUB) {
blend_color_sub_byte(tmp_col, dst, src);
}
else if (mixmode == CDT_MIX_MUL) {
blend_color_mul_byte(tmp_col, dst, src);
}
else {
memcpy(tmp_col, src, sizeof(tmp_col));
}
blend_color_interpolate_byte(dst, dst, tmp_col, mixfactor);
m2->r = (char)dst[0];
m2->g = (char)dst[1];
m2->b = (char)dst[2];
}
m2->a = m1->a;
}
static bool layerEqual_mloopcol(const void *data1, const void *data2)
{
const MLoopCol *m1 = data1, *m2 = data2;
float r, g, b, a;
r = m1->r - m2->r;
g = m1->g - m2->g;
b = m1->b - m2->b;
a = m1->a - m2->a;
return r * r + g * g + b * b + a * a < 0.001f;
}
static void layerMultiply_mloopcol(void *data, float fac)
{
MLoopCol *m = data;
m->r = (float)m->r * fac;
m->g = (float)m->g * fac;
m->b = (float)m->b * fac;
m->a = (float)m->a * fac;
}
static void layerAdd_mloopcol(void *data1, const void *data2)
{
MLoopCol *m = data1;
const MLoopCol *m2 = data2;
m->r += m2->r;
m->g += m2->g;
m->b += m2->b;
m->a += m2->a;
}
static void layerDoMinMax_mloopcol(const void *data, void *vmin, void *vmax)
{
const MLoopCol *m = data;
MLoopCol *min = vmin, *max = vmax;
if (m->r < min->r) min->r = m->r;
if (m->g < min->g) min->g = m->g;
if (m->b < min->b) min->b = m->b;
if (m->a < min->a) min->a = m->a;
if (m->r > max->r) max->r = m->r;
if (m->g > max->g) max->g = m->g;
if (m->b > max->b) max->b = m->b;
if (m->a > max->a) max->a = m->a;
}
static void layerInitMinMax_mloopcol(void *vmin, void *vmax)
{
MLoopCol *min = vmin, *max = vmax;
min->r = 255;
min->g = 255;
min->b = 255;
min->a = 255;
max->r = 0;
max->g = 0;
max->b = 0;
max->a = 0;
}
static void layerDefault_mloopcol(void *data, int count)
{
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MLoopCol default_mloopcol = {255, 255, 255, 255};
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MLoopCol *mlcol = (MLoopCol *)data;
int i;
for (i = 0; i < count; i++)
mlcol[i] = default_mloopcol;
}
static void layerInterp_mloopcol(
const void **sources, const float *weights,
const float *sub_weights, int count, void *dest)
{
MLoopCol *mc = dest;
int i;
const float *sub_weight;
struct {
float a;
float r;
float g;
float b;
} col;
col.a = col.r = col.g = col.b = 0;
sub_weight = sub_weights;
for (i = 0; i < count; ++i) {
float weight = weights ? weights[i] : 1;
const MLoopCol *src = sources[i];
if (sub_weights) {
col.r += src->r * (*sub_weight) * weight;
col.g += src->g * (*sub_weight) * weight;
col.b += src->b * (*sub_weight) * weight;
col.a += src->a * (*sub_weight) * weight;
sub_weight++;
}
else {
col.r += src->r * weight;
col.g += src->g * weight;
col.b += src->b * weight;
col.a += src->a * weight;
}
}
/* Subdivide smooth or fractal can cause problems without clamping
* although weights should also not cause this situation */
CLAMP(col.a, 0.0f, 255.0f);
CLAMP(col.r, 0.0f, 255.0f);
CLAMP(col.g, 0.0f, 255.0f);
CLAMP(col.b, 0.0f, 255.0f);
/* delay writing to the destination incase dest is in sources */
mc->r = (int)col.r;
mc->g = (int)col.g;
mc->b = (int)col.b;
mc->a = (int)col.a;
}
static int layerMaxNum_mloopcol(void)
{
return MAX_MCOL;
}
static void layerCopyValue_mloopuv(const void *source, void *dest, const int mixmode, const float mixfactor)
{
const MLoopUV *luv1 = source;
MLoopUV *luv2 = dest;
/* We only support a limited subset of advanced mixing here - namely the mixfactor interpolation. */
if (mixmode == CDT_MIX_NOMIX) {
copy_v2_v2(luv2->uv, luv1->uv);
}
else {
interp_v2_v2v2(luv2->uv, luv2->uv, luv1->uv, mixfactor);
}
}
static bool layerEqual_mloopuv(const void *data1, const void *data2)
{
const MLoopUV *luv1 = data1, *luv2 = data2;
return len_squared_v2v2(luv1->uv, luv2->uv) < 0.00001f;
}
static void layerMultiply_mloopuv(void *data, float fac)
{
MLoopUV *luv = data;
mul_v2_fl(luv->uv, fac);
}
static void layerInitMinMax_mloopuv(void *vmin, void *vmax)
{
MLoopUV *min = vmin, *max = vmax;
INIT_MINMAX2(min->uv, max->uv);
}
static void layerDoMinMax_mloopuv(const void *data, void *vmin, void *vmax)
{
const MLoopUV *luv = data;
MLoopUV *min = vmin, *max = vmax;
minmax_v2v2_v2(min->uv, max->uv, luv->uv);
}
static void layerAdd_mloopuv(void *data1, const void *data2)
{
MLoopUV *l1 = data1;
const MLoopUV *l2 = data2;
add_v2_v2(l1->uv, l2->uv);
}
static void layerInterp_mloopuv(
const void **sources, const float *weights,
const float *sub_weights, int count, void *dest)
{
float uv[2];
int i;
zero_v2(uv);
if (sub_weights) {
const float *sub_weight = sub_weights;
for (i = 0; i < count; i++) {
float weight = weights ? weights[i] : 1.0f;
const MLoopUV *src = sources[i];
madd_v2_v2fl(uv, src->uv, (*sub_weight) * weight);
sub_weight++;
}
}
else {
for (i = 0; i < count; i++) {
float weight = weights ? weights[i] : 1;
const MLoopUV *src = sources[i];
madd_v2_v2fl(uv, src->uv, weight);
}
}
/* delay writing to the destination incase dest is in sources */
copy_v2_v2(((MLoopUV *)dest)->uv, uv);
}
/* origspace is almost exact copy of mloopuv's, keep in sync */
static void layerCopyValue_mloop_origspace(const void *source, void *dest,
const int UNUSED(mixmode), const float UNUSED(mixfactor))
{
const OrigSpaceLoop *luv1 = source;
OrigSpaceLoop *luv2 = dest;
copy_v2_v2(luv2->uv, luv1->uv);
}
static bool layerEqual_mloop_origspace(const void *data1, const void *data2)
{
const OrigSpaceLoop *luv1 = data1, *luv2 = data2;
return len_squared_v2v2(luv1->uv, luv2->uv) < 0.00001f;
}
static void layerMultiply_mloop_origspace(void *data, float fac)
{
OrigSpaceLoop *luv = data;
mul_v2_fl(luv->uv, fac);
}
static void layerInitMinMax_mloop_origspace(void *vmin, void *vmax)
{
OrigSpaceLoop *min = vmin, *max = vmax;
INIT_MINMAX2(min->uv, max->uv);
}
static void layerDoMinMax_mloop_origspace(const void *data, void *vmin, void *vmax)
{
const OrigSpaceLoop *luv = data;
OrigSpaceLoop *min = vmin, *max = vmax;
minmax_v2v2_v2(min->uv, max->uv, luv->uv);
}
static void layerAdd_mloop_origspace(void *data1, const void *data2)
{
OrigSpaceLoop *l1 = data1;
const OrigSpaceLoop *l2 = data2;
add_v2_v2(l1->uv, l2->uv);
}
static void layerInterp_mloop_origspace(
const void **sources, const float *weights,
const float *sub_weights, int count, void *dest)
{
float uv[2];
int i;
zero_v2(uv);
if (sub_weights) {
const float *sub_weight = sub_weights;
for (i = 0; i < count; i++) {
float weight = weights ? weights[i] : 1.0f;
const OrigSpaceLoop *src = sources[i];
madd_v2_v2fl(uv, src->uv, (*sub_weight) * weight);
sub_weight++;
}
}
else {
for (i = 0; i < count; i++) {
float weight = weights ? weights[i] : 1.0f;
const OrigSpaceLoop *src = sources[i];
madd_v2_v2fl(uv, src->uv, weight);
}
}
/* delay writing to the destination incase dest is in sources */
copy_v2_v2(((OrigSpaceLoop *)dest)->uv, uv);
}
/* --- end copy */
static void layerInterp_mcol(
const void **sources, const float *weights,
const float *sub_weights, int count, void *dest)
{
MCol *mc = dest;
int i, j, k;
struct {
float a;
float r;
float g;
float b;
} col[4] = {{0.0f}};
const float *sub_weight;
if (count <= 0) return;
sub_weight = sub_weights;
for (i = 0; i < count; ++i) {
float weight = weights ? weights[i] : 1;
for (j = 0; j < 4; ++j) {
if (sub_weights) {
const MCol *src = sources[i];
for (k = 0; k < 4; ++k, ++sub_weight, ++src) {
2012-05-12 16:11:34 +00:00
const float w = (*sub_weight) * weight;
col[j].a += src->a * w;
col[j].r += src->r * w;
col[j].g += src->g * w;
col[j].b += src->b * w;
}
}
else {
const MCol *src = sources[i];
col[j].a += src[j].a * weight;
col[j].r += src[j].r * weight;
col[j].g += src[j].g * weight;
col[j].b += src[j].b * weight;
}
}
}
/* delay writing to the destination incase dest is in sources */
for (j = 0; j < 4; ++j) {
/* Subdivide smooth or fractal can cause problems without clamping
* although weights should also not cause this situation */
CLAMP(col[j].a, 0.0f, 255.0f);
CLAMP(col[j].r, 0.0f, 255.0f);
CLAMP(col[j].g, 0.0f, 255.0f);
CLAMP(col[j].b, 0.0f, 255.0f);
mc[j].a = (int)col[j].a;
mc[j].r = (int)col[j].r;
mc[j].g = (int)col[j].g;
mc[j].b = (int)col[j].b;
}
}
static void layerSwap_mcol(void *data, const int *corner_indices)
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
{
MCol *mcol = data;
MCol col[4];
int j;
for (j = 0; j < 4; ++j)
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
col[j] = mcol[corner_indices[j]];
memcpy(mcol, col, sizeof(col));
}
static void layerDefault_mcol(void *data, int count)
{
static MCol default_mcol = {255, 255, 255, 255};
2012-05-12 16:11:34 +00:00
MCol *mcol = (MCol *)data;
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
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < 4 * count; 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
mcol[i] = default_mcol;
}
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 void layerDefault_origindex(void *data, int count)
{
copy_vn_i((int *)data, count, ORIGINDEX_NONE);
}
static void layerInterp_bweight(
const void **sources, const float *weights,
const float *UNUSED(sub_weights), int count, void *dest)
{
float f;
float **in = (float **)sources;
int i;
if (count <= 0) return;
f = 0.0f;
if (weights) {
for (i = 0; i < count; ++i) {
f += *in[i] * weights[i];
}
}
else {
for (i = 0; i < count; ++i) {
f += *in[i];
}
}
/* delay writing to the destination incase dest is in sources */
*((float *)dest) = f;
}
static void layerInterp_shapekey(
const void **sources, const float *weights,
const float *UNUSED(sub_weights), int count, void *dest)
{
float co[3];
float **in = (float **)sources;
2011-05-13 13:17:30 +00:00
int i;
if (count <= 0) return;
zero_v3(co);
if (weights) {
for (i = 0; i < count; ++i) {
madd_v3_v3fl(co, in[i], weights[i]);
}
}
else {
for (i = 0; i < count; ++i) {
add_v3_v3(co, in[i]);
}
}
/* delay writing to the destination incase dest is in sources */
copy_v3_v3((float *)dest, co);
}
static void layerDefault_mvert_skin(void *data, int count)
{
MVertSkin *vs = data;
int i;
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for (i = 0; i < count; i++) {
copy_v3_fl(vs[i].radius, 0.25f);
vs[i].flag = 0;
}
}
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static void layerInterp_mvert_skin(
const void **sources, const float *weights,
const float *UNUSED(sub_weights),
int count, void *dest)
{
MVertSkin *vs_dst = dest;
float radius[3], w;
int i;
zero_v3(radius);
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for (i = 0; i < count; i++) {
const MVertSkin *vs_src = sources[i];
w = weights ? weights[i] : 1.0f;
madd_v3_v3fl(radius, vs_src->radius, w);
}
/* delay writing to the destination incase dest is in sources */
vs_dst = dest;
copy_v3_v3(vs_dst->radius, radius);
vs_dst->flag &= ~MVERT_SKIN_ROOT;
}
static void layerSwap_flnor(void *data, const int *corner_indices)
{
short (*flnors)[4][3] = data;
short nors[4][3];
int i = 4;
while (i--) {
copy_v3_v3_short(nors[i], (*flnors)[corner_indices[i]]);
}
memcpy(flnors, nors, sizeof(nors));
}
static const LayerTypeInfo LAYERTYPEINFO[CD_NUMTYPES] = {
/* 0: CD_MVERT */
{sizeof(MVert), "MVert", 1, NULL, NULL, NULL, NULL, NULL, NULL},
/* 1: CD_MSTICKY */ /* DEPRECATED */
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{sizeof(float) * 2, "", 1, NULL, NULL, NULL, NULL, NULL, NULL},
/* 2: CD_MDEFORMVERT */
{sizeof(MDeformVert), "MDeformVert", 1, NULL, layerCopy_mdeformvert,
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
layerFree_mdeformvert, layerInterp_mdeformvert, NULL, NULL},
/* 3: CD_MEDGE */
{sizeof(MEdge), "MEdge", 1, NULL, NULL, NULL, NULL, NULL, NULL},
/* 4: CD_MFACE */
{sizeof(MFace), "MFace", 1, NULL, NULL, NULL, NULL, NULL, NULL},
/* 5: CD_MTFACE */
{sizeof(MTFace), "MTFace", 1, N_("UVMap"), layerCopy_tface, NULL, layerInterp_tface, layerSwap_tface,
layerDefault_tface, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, layerMaxNum_tface},
/* 6: CD_MCOL */
/* 4 MCol structs per face */
{sizeof(MCol) * 4, "MCol", 4, N_("Col"), NULL, NULL, layerInterp_mcol,
layerSwap_mcol, layerDefault_mcol, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, layerMaxNum_mloopcol},
/* 7: CD_ORIGINDEX */
{sizeof(int), "", 0, NULL, NULL, NULL, NULL, NULL, layerDefault_origindex},
/* 8: CD_NORMAL */
/* 3 floats per normal vector */
{sizeof(float) * 3, "vec3f", 1, NULL, NULL, NULL, layerInterp_normal, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, layerCopyValue_normal},
2015-07-10 16:47:39 +10:00
/* 9: CD_POLYINDEX */ /* DEPRECATED */
{sizeof(int), "", 0, NULL, NULL, NULL, NULL, NULL, NULL},
/* 10: CD_PROP_FLT */
{sizeof(MFloatProperty), "MFloatProperty", 1, N_("Float"), layerCopy_propFloat, NULL, NULL, NULL},
/* 11: CD_PROP_INT */
{sizeof(MIntProperty), "MIntProperty", 1, N_("Int"), layerCopy_propInt, NULL, NULL, NULL},
/* 12: CD_PROP_STR */
{sizeof(MStringProperty), "MStringProperty", 1, N_("String"), layerCopy_propString, NULL, NULL, NULL},
/* 13: CD_ORIGSPACE */
{sizeof(OrigSpaceFace), "OrigSpaceFace", 1, N_("UVMap"), layerCopy_origspace_face, NULL,
layerInterp_origspace_face, layerSwap_origspace_face, layerDefault_origspace_face},
/* 14: CD_ORCO */
2012-05-12 16:11:34 +00:00
{sizeof(float) * 3, "", 0, NULL, NULL, NULL, NULL, NULL, NULL},
/* 15: CD_MTEXPOLY */
/* note, when we expose the UV Map / TexFace split to the user, change this back to face Texture */
{sizeof(MTexPoly), "MTexPoly", 1, N_("UVMap") /* "Face Texture" */, NULL, NULL, NULL, NULL, NULL,
NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, layerMaxNum_tface},
/* 16: CD_MLOOPUV */
{sizeof(MLoopUV), "MLoopUV", 1, N_("UVMap"), NULL, NULL, layerInterp_mloopuv, NULL, NULL,
layerEqual_mloopuv, layerMultiply_mloopuv, layerInitMinMax_mloopuv,
layerAdd_mloopuv, layerDoMinMax_mloopuv, layerCopyValue_mloopuv, NULL, NULL, NULL, layerMaxNum_tface},
/* 17: CD_MLOOPCOL */
{sizeof(MLoopCol), "MLoopCol", 1, N_("Col"), NULL, NULL, layerInterp_mloopcol, NULL,
layerDefault_mloopcol, layerEqual_mloopcol, layerMultiply_mloopcol, layerInitMinMax_mloopcol,
layerAdd_mloopcol, layerDoMinMax_mloopcol, layerCopyValue_mloopcol, NULL, NULL, NULL, layerMaxNum_mloopcol},
2011-12-28 13:24:49 +00:00
/* 18: CD_TANGENT */
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{sizeof(float) * 4 * 4, "", 0, NULL, NULL, NULL, NULL, NULL, NULL},
/* 19: CD_MDISPS */
{sizeof(MDisps), "MDisps", 1, NULL, layerCopy_mdisps,
layerFree_mdisps, NULL, layerSwap_mdisps, NULL,
NULL, NULL, NULL, NULL, NULL, NULL,
layerRead_mdisps, layerWrite_mdisps, layerFilesize_mdisps},
/* 20: CD_PREVIEW_MCOL */
{sizeof(MCol) * 4, "MCol", 4, N_("PreviewCol"), NULL, NULL, layerInterp_mcol,
layerSwap_mcol, layerDefault_mcol},
2015-07-10 16:47:39 +10:00
/* 21: CD_ID_MCOL */ /* DEPRECATED */
{sizeof(MCol) * 4, "", 0, NULL, NULL, NULL, NULL, NULL, NULL},
/* 22: CD_TEXTURE_MCOL */
{sizeof(MCol) * 4, "MCol", 4, N_("TexturedCol"), NULL, NULL, layerInterp_mcol,
layerSwap_mcol, layerDefault_mcol},
/* 23: CD_CLOTH_ORCO */
2012-05-12 16:11:34 +00:00
{sizeof(float) * 3, "", 0, NULL, NULL, NULL, NULL, NULL, NULL},
/* 24: CD_RECAST */
{sizeof(MRecast), "MRecast", 1, N_("Recast"), NULL, NULL, NULL, NULL},
/* BMESH ONLY */
/* 25: CD_MPOLY */
{sizeof(MPoly), "MPoly", 1, N_("NGon Face"), NULL, NULL, NULL, NULL, NULL},
/* 26: CD_MLOOP */
{sizeof(MLoop), "MLoop", 1, N_("NGon Face-Vertex"), NULL, NULL, NULL, NULL, NULL},
/* 27: CD_SHAPE_KEYINDEX */
{sizeof(int), "", 0, NULL, NULL, NULL, NULL, NULL, NULL},
/* 28: CD_SHAPEKEY */
{sizeof(float) * 3, "", 0, N_("ShapeKey"), NULL, NULL, layerInterp_shapekey},
/* 29: CD_BWEIGHT */
{sizeof(float), "", 0, N_("BevelWeight"), NULL, NULL, layerInterp_bweight},
/* 30: CD_CREASE */
{sizeof(float), "", 0, N_("SubSurfCrease"), NULL, NULL, layerInterp_bweight},
/* 31: CD_ORIGSPACE_MLOOP */
{sizeof(OrigSpaceLoop), "OrigSpaceLoop", 1, N_("OS Loop"), NULL, NULL, layerInterp_mloop_origspace, NULL, NULL,
layerEqual_mloop_origspace, layerMultiply_mloop_origspace, layerInitMinMax_mloop_origspace,
layerAdd_mloop_origspace, layerDoMinMax_mloop_origspace, layerCopyValue_mloop_origspace},
/* 32: CD_PREVIEW_MLOOPCOL */
{sizeof(MLoopCol), "MLoopCol", 1, N_("PreviewLoopCol"), NULL, NULL, layerInterp_mloopcol, NULL,
layerDefault_mloopcol, layerEqual_mloopcol, layerMultiply_mloopcol, layerInitMinMax_mloopcol,
layerAdd_mloopcol, layerDoMinMax_mloopcol, layerCopyValue_mloopcol},
/* 33: CD_BM_ELEM_PYPTR */
{sizeof(void *), "", 1, NULL, layerCopy_bmesh_elem_py_ptr,
layerFree_bmesh_elem_py_ptr, NULL, NULL, NULL},
/* END BMESH ONLY */
/* 34: CD_PAINT_MASK */
{sizeof(float), "", 0, NULL, NULL, NULL, NULL, NULL, NULL},
/* 35: CD_GRID_PAINT_MASK */
{sizeof(GridPaintMask), "GridPaintMask", 1, NULL, layerCopy_grid_paint_mask,
layerFree_grid_paint_mask, NULL, NULL, NULL},
/* 36: CD_SKIN_NODE */
{sizeof(MVertSkin), "MVertSkin", 1, NULL, NULL, NULL,
layerInterp_mvert_skin, NULL, layerDefault_mvert_skin},
/* 37: CD_FREESTYLE_EDGE */
{sizeof(FreestyleEdge), "FreestyleEdge", 1, NULL, NULL, NULL, NULL, NULL, NULL},
/* 38: CD_FREESTYLE_FACE */
{sizeof(FreestyleFace), "FreestyleFace", 1, NULL, NULL, NULL, NULL, NULL, NULL},
/* 39: CD_MLOOPTANGENT */
{sizeof(float[4]), "", 0, NULL, NULL, NULL, NULL, NULL, NULL},
/* 40: CD_TESSLOOPNORMAL */
{sizeof(short[4][3]), "", 0, NULL, NULL, NULL, NULL, layerSwap_flnor, NULL},
/* 41: CD_CUSTOMLOOPNORMAL */
{sizeof(short[2]), "vec2s", 1, NULL, NULL, NULL, NULL, NULL, NULL},
};
/* note, numbers are from trunk and need updating for bmesh */
static const char *LAYERTYPENAMES[CD_NUMTYPES] = {
/* 0-4 */ "CDMVert", "CDMSticky", "CDMDeformVert", "CDMEdge", "CDMFace",
/* 5-9 */ "CDMTFace", "CDMCol", "CDOrigIndex", "CDNormal", "CDFlags",
2012-04-29 15:47:02 +00:00
/* 10-14 */ "CDMFloatProperty", "CDMIntProperty", "CDMStringProperty", "CDOrigSpace", "CDOrco",
/* 15-19 */ "CDMTexPoly", "CDMLoopUV", "CDMloopCol", "CDTangent", "CDMDisps",
2012-05-12 16:11:34 +00:00
/* 20-24 */ "CDPreviewMCol", "CDIDMCol", "CDTextureMCol", "CDClothOrco", "CDMRecast",
/* BMESH ONLY */
/* 25-29 */ "CDMPoly", "CDMLoop", "CDShapeKeyIndex", "CDShapeKey", "CDBevelWeight",
/* 30-34 */ "CDSubSurfCrease", "CDOrigSpaceLoop", "CDPreviewLoopCol", "CDBMElemPyPtr", "CDPaintMask",
/* 35-36 */ "CDGridPaintMask", "CDMVertSkin",
/* 37-38 */ "CDFreestyleEdge", "CDFreestyleFace",
/* 39-41 */ "CDMLoopTangent", "CDTessLoopNormal", "CDCustomLoopNormal",
};
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
const CustomDataMask CD_MASK_BAREMESH =
CD_MASK_MVERT | CD_MASK_MEDGE | CD_MASK_MFACE | CD_MASK_MLOOP | CD_MASK_MPOLY | CD_MASK_BWEIGHT;
const CustomDataMask CD_MASK_MESH =
2012-05-12 16:11:34 +00:00
CD_MASK_MVERT | CD_MASK_MEDGE | CD_MASK_MFACE |
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CD_MASK_MDEFORMVERT | CD_MASK_MTFACE | CD_MASK_MCOL |
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CD_MASK_PROP_FLT | CD_MASK_PROP_INT | CD_MASK_PROP_STR | CD_MASK_MDISPS |
CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL | CD_MASK_MPOLY | CD_MASK_MLOOP |
CD_MASK_MTEXPOLY | CD_MASK_RECAST | CD_MASK_PAINT_MASK |
CD_MASK_GRID_PAINT_MASK | CD_MASK_MVERT_SKIN | CD_MASK_FREESTYLE_EDGE | CD_MASK_FREESTYLE_FACE |
CD_MASK_CUSTOMLOOPNORMAL;
const CustomDataMask CD_MASK_EDITMESH =
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CD_MASK_MDEFORMVERT | CD_MASK_MTFACE | CD_MASK_MLOOPUV |
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CD_MASK_MLOOPCOL | CD_MASK_MTEXPOLY | CD_MASK_SHAPE_KEYINDEX |
CD_MASK_MCOL | CD_MASK_PROP_FLT | CD_MASK_PROP_INT | CD_MASK_PROP_STR |
CD_MASK_MDISPS | CD_MASK_SHAPEKEY | CD_MASK_RECAST | CD_MASK_PAINT_MASK |
CD_MASK_GRID_PAINT_MASK | CD_MASK_MVERT_SKIN | CD_MASK_CUSTOMLOOPNORMAL;
const CustomDataMask CD_MASK_DERIVEDMESH =
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CD_MASK_MDEFORMVERT | CD_MASK_MTFACE |
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CD_MASK_MCOL | CD_MASK_PROP_FLT | CD_MASK_PROP_INT | CD_MASK_CLOTH_ORCO |
CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL | CD_MASK_MTEXPOLY | CD_MASK_PREVIEW_MLOOPCOL |
CD_MASK_PROP_STR | CD_MASK_ORIGSPACE | CD_MASK_ORIGSPACE_MLOOP | CD_MASK_ORCO | CD_MASK_TANGENT |
CD_MASK_PREVIEW_MCOL | CD_MASK_SHAPEKEY | CD_MASK_RECAST |
CD_MASK_ORIGINDEX | CD_MASK_MVERT_SKIN | CD_MASK_FREESTYLE_EDGE | CD_MASK_FREESTYLE_FACE |
CD_MASK_CUSTOMLOOPNORMAL;
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const CustomDataMask CD_MASK_BMESH =
CD_MASK_MLOOPUV | CD_MASK_MLOOPCOL | CD_MASK_MTEXPOLY |
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CD_MASK_MDEFORMVERT | CD_MASK_PROP_FLT | CD_MASK_PROP_INT |
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CD_MASK_PROP_STR | CD_MASK_SHAPEKEY | CD_MASK_SHAPE_KEYINDEX | CD_MASK_MDISPS |
CD_MASK_CREASE | CD_MASK_BWEIGHT | CD_MASK_RECAST | CD_MASK_PAINT_MASK |
CD_MASK_GRID_PAINT_MASK | CD_MASK_MVERT_SKIN | CD_MASK_FREESTYLE_EDGE | CD_MASK_FREESTYLE_FACE |
CD_MASK_CUSTOMLOOPNORMAL;
const CustomDataMask CD_MASK_FACECORNERS = /* XXX Not used anywhere! */
2012-05-12 16:11:34 +00:00
CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_MTEXPOLY | CD_MASK_MLOOPUV |
CD_MASK_MLOOPCOL | CD_MASK_NORMAL | CD_MASK_MLOOPTANGENT;
const CustomDataMask CD_MASK_EVERYTHING =
2015-07-10 16:47:39 +10:00
CD_MASK_MVERT | CD_MASK_MDEFORMVERT | CD_MASK_MEDGE | CD_MASK_MFACE |
CD_MASK_MTFACE | CD_MASK_MCOL | CD_MASK_ORIGINDEX | CD_MASK_NORMAL /* | CD_MASK_POLYINDEX */ | CD_MASK_PROP_FLT |
CD_MASK_PROP_INT | CD_MASK_PROP_STR | CD_MASK_ORIGSPACE | CD_MASK_ORCO | CD_MASK_MTEXPOLY | CD_MASK_MLOOPUV |
CD_MASK_MLOOPCOL | CD_MASK_TANGENT | CD_MASK_MDISPS | CD_MASK_PREVIEW_MCOL | CD_MASK_CLOTH_ORCO | CD_MASK_RECAST |
/* BMESH ONLY START */
CD_MASK_MPOLY | CD_MASK_MLOOP | CD_MASK_SHAPE_KEYINDEX | CD_MASK_SHAPEKEY | CD_MASK_BWEIGHT | CD_MASK_CREASE |
CD_MASK_ORIGSPACE_MLOOP | CD_MASK_PREVIEW_MLOOPCOL | CD_MASK_BM_ELEM_PYPTR |
/* BMESH ONLY END */
CD_MASK_PAINT_MASK | CD_MASK_GRID_PAINT_MASK | CD_MASK_MVERT_SKIN |
CD_MASK_FREESTYLE_EDGE | CD_MASK_FREESTYLE_FACE |
CD_MASK_MLOOPTANGENT | CD_MASK_TESSLOOPNORMAL | CD_MASK_CUSTOMLOOPNORMAL;
static const LayerTypeInfo *layerType_getInfo(int type)
{
if (type < 0 || type >= CD_NUMTYPES) return NULL;
return &LAYERTYPEINFO[type];
}
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 const char *layerType_getName(int type)
{
if (type < 0 || type >= CD_NUMTYPES) return NULL;
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
return LAYERTYPENAMES[type];
}
void customData_mask_layers__print(CustomDataMask mask)
{
int i;
2012-05-28 21:25:17 +00:00
printf("mask=0x%lx:\n", (long unsigned int)mask);
for (i = 0; i < CD_NUMTYPES; i++) {
2012-05-28 21:25:17 +00:00
if (mask & CD_TYPE_AS_MASK(i)) {
printf(" %s\n", layerType_getName(i));
2012-05-28 21:25:17 +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
/********************* CustomData functions *********************/
static void customData_update_offsets(CustomData *data);
static CustomDataLayer *customData_add_layer__internal(CustomData *data, int type, int alloctype, void *layerdata,
int totelem, const char *name);
void CustomData_update_typemap(CustomData *data)
{
int i, lasttype = -1;
2012-05-12 16:11:34 +00:00
for (i = 0; i < CD_NUMTYPES; i++) {
data->typemap[i] = -1;
}
2012-05-12 16:11:34 +00:00
for (i = 0; i < data->totlayer; i++) {
const int type = data->layers[i].type;
if (type != lasttype) {
data->typemap[type] = i;
lasttype = type;
}
}
}
2013-02-04 16:20:39 +00:00
/* currently only used in BLI_assert */
#ifndef NDEBUG
static bool customdata_typemap_is_valid(const CustomData *data)
{
CustomData data_copy = *data;
CustomData_update_typemap(&data_copy);
return (memcmp(data->typemap, data_copy.typemap, sizeof(data->typemap)) == 0);
}
2013-02-04 16:20:39 +00:00
#endif
bool CustomData_merge(const struct CustomData *source, struct CustomData *dest,
2012-05-12 16:11:34 +00:00
CustomDataMask mask, int alloctype, int totelem)
{
/*const LayerTypeInfo *typeInfo;*/
CustomDataLayer *layer, *newlayer;
void *data;
int i, type, lasttype = -1, lastactive = 0, lastrender = 0, lastclone = 0, lastmask = 0, flag = 0;
int number = 0, maxnumber = -1;
bool changed = false;
for (i = 0; i < source->totlayer; ++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
layer = &source->layers[i];
/*typeInfo = layerType_getInfo(layer->type);*/ /*UNUSED*/
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
type = layer->type;
flag = layer->flag;
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 (type != lasttype) {
number = 0;
maxnumber = CustomData_layertype_layers_max(type);
lastactive = layer->active;
lastrender = layer->active_rnd;
lastclone = layer->active_clone;
lastmask = layer->active_mask;
lasttype = type;
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
}
else
number++;
if (flag & CD_FLAG_NOCOPY) continue;
else if (!(mask & CD_TYPE_AS_MASK(type))) continue;
else if ((maxnumber != -1) && (number >= maxnumber)) continue;
else if (CustomData_get_layer_named(dest, type, layer->name)) continue;
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
switch (alloctype) {
case CD_ASSIGN:
case CD_REFERENCE:
case CD_DUPLICATE:
data = layer->data;
break;
default:
data = NULL;
break;
}
if ((alloctype == CD_ASSIGN) && (flag & CD_FLAG_NOFREE)) {
newlayer = customData_add_layer__internal(dest, type, CD_REFERENCE, data, totelem, layer->name);
}
else {
newlayer = customData_add_layer__internal(dest, type, alloctype, data, totelem, layer->name);
}
if (newlayer) {
newlayer->uid = layer->uid;
newlayer->active = lastactive;
newlayer->active_rnd = lastrender;
newlayer->active_clone = lastclone;
newlayer->active_mask = lastmask;
newlayer->flag |= flag & (CD_FLAG_EXTERNAL | CD_FLAG_IN_MEMORY);
changed = true;
}
}
CustomData_update_typemap(dest);
return changed;
}
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 CustomData_copy(const struct CustomData *source, struct CustomData *dest,
2012-05-12 16:11:34 +00:00
CustomDataMask mask, int alloctype, int totelem)
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_reset(dest);
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 (source->external)
2012-05-12 16:11:34 +00:00
dest->external = MEM_dupallocN(source->external);
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_merge(source, dest, mask, alloctype, totelem);
}
static void customData_free_layer__internal(CustomDataLayer *layer, int totelem)
{
const LayerTypeInfo *typeInfo;
if (!(layer->flag & CD_FLAG_NOFREE) && layer->data) {
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
typeInfo = layerType_getInfo(layer->type);
if (typeInfo->free)
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
typeInfo->free(layer->data, totelem, typeInfo->size);
if (layer->data)
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
MEM_freeN(layer->data);
}
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 void CustomData_external_free(CustomData *data)
{
if (data->external) {
MEM_freeN(data->external);
2012-05-12 16:11:34 +00:00
data->external = NULL;
}
}
void CustomData_reset(CustomData *data)
{
memset(data, 0, sizeof(*data));
copy_vn_i(data->typemap, CD_NUMTYPES, -1);
}
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 CustomData_free(CustomData *data, int totelem)
{
int i;
for (i = 0; i < data->totlayer; ++i)
customData_free_layer__internal(&data->layers[i], totelem);
if (data->layers)
MEM_freeN(data->layers);
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_external_free(data);
CustomData_reset(data);
}
void CustomData_free_typemask(struct CustomData *data, int totelem, CustomDataMask mask)
{
int i;
for (i = 0; i < data->totlayer; ++i) {
CustomDataLayer *layer = &data->layers[i];
if (!(mask & CD_TYPE_AS_MASK(layer->type))) {
continue;
}
customData_free_layer__internal(layer, totelem);
}
if (data->layers)
MEM_freeN(data->layers);
CustomData_external_free(data);
CustomData_reset(data);
}
static void customData_update_offsets(CustomData *data)
{
const LayerTypeInfo *typeInfo;
int i, offset = 0;
for (i = 0; i < data->totlayer; ++i) {
typeInfo = layerType_getInfo(data->layers[i].type);
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
data->layers[i].offset = offset;
offset += typeInfo->size;
}
data->totsize = offset;
CustomData_update_typemap(data);
}
/* to use when we're in the middle of modifying layers */
static int CustomData_get_layer_index__notypemap(const CustomData *data, int type)
{
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < data->totlayer; ++i)
if (data->layers[i].type == type)
return i;
return -1;
}
/* -------------------------------------------------------------------- */
/* index values to access the layers (offset from the layer start) */
int CustomData_get_layer_index(const CustomData *data, int type)
{
BLI_assert(customdata_typemap_is_valid(data));
return data->typemap[type];
}
2009-11-02 06:31:23 +00:00
int CustomData_get_layer_index_n(const struct CustomData *data, int type, int n)
{
int i = CustomData_get_layer_index(data, type);
2009-11-02 06:31:23 +00:00
if (i != -1) {
BLI_assert(i + n < data->totlayer);
i = (data->layers[i + n].type == type) ? (i + n) : (-1);
}
2009-11-02 06:31:23 +00:00
return i;
2009-11-02 06:31:23 +00:00
}
int CustomData_get_named_layer_index(const CustomData *data, int type, const char *name)
{
int i;
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for (i = 0; i < data->totlayer; ++i)
if (data->layers[i].type == type)
if (STREQ(data->layers[i].name, name))
return i;
return -1;
}
int CustomData_get_active_layer_index(const CustomData *data, int type)
{
const int layer_index = data->typemap[type];
BLI_assert(customdata_typemap_is_valid(data));
2014-01-12 22:27:55 +11:00
return (layer_index != -1) ? layer_index + data->layers[layer_index].active : -1;
}
int CustomData_get_render_layer_index(const CustomData *data, int type)
{
const int layer_index = data->typemap[type];
BLI_assert(customdata_typemap_is_valid(data));
return (layer_index != -1) ? layer_index + data->layers[layer_index].active_rnd : -1;
}
int CustomData_get_clone_layer_index(const CustomData *data, int type)
{
const int layer_index = data->typemap[type];
BLI_assert(customdata_typemap_is_valid(data));
return (layer_index != -1) ? layer_index + data->layers[layer_index].active_clone : -1;
}
int CustomData_get_stencil_layer_index(const CustomData *data, int type)
{
const int layer_index = data->typemap[type];
BLI_assert(customdata_typemap_is_valid(data));
return (layer_index != -1) ? layer_index + data->layers[layer_index].active_mask : -1;
}
/* -------------------------------------------------------------------- */
/* index values per layer type */
int CustomData_get_named_layer(const struct CustomData *data, int type, const char *name)
{
const int named_index = CustomData_get_named_layer_index(data, type, name);
const int layer_index = data->typemap[type];
BLI_assert(customdata_typemap_is_valid(data));
return (named_index != -1) ? named_index - layer_index : -1;
}
int CustomData_get_active_layer(const CustomData *data, int type)
{
const int layer_index = data->typemap[type];
BLI_assert(customdata_typemap_is_valid(data));
return (layer_index != -1) ? data->layers[layer_index].active : -1;
}
int CustomData_get_render_layer(const CustomData *data, int type)
{
const int layer_index = data->typemap[type];
BLI_assert(customdata_typemap_is_valid(data));
return (layer_index != -1) ? data->layers[layer_index].active_rnd : -1;
}
int CustomData_get_clone_layer(const CustomData *data, int type)
{
const int layer_index = data->typemap[type];
BLI_assert(customdata_typemap_is_valid(data));
return (layer_index != -1) ? data->layers[layer_index].active_clone : -1;
}
int CustomData_get_stencil_layer(const CustomData *data, int type)
{
const int layer_index = data->typemap[type];
BLI_assert(customdata_typemap_is_valid(data));
return (layer_index != -1) ? data->layers[layer_index].active_mask : -1;
}
void CustomData_set_layer_active(CustomData *data, int type, int n)
{
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < data->totlayer; ++i)
if (data->layers[i].type == type)
data->layers[i].active = n;
}
void CustomData_set_layer_render(CustomData *data, int type, int n)
{
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < data->totlayer; ++i)
if (data->layers[i].type == type)
data->layers[i].active_rnd = n;
}
void CustomData_set_layer_clone(CustomData *data, int type, int n)
{
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < data->totlayer; ++i)
if (data->layers[i].type == type)
data->layers[i].active_clone = n;
}
void CustomData_set_layer_stencil(CustomData *data, int type, int n)
{
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < data->totlayer; ++i)
if (data->layers[i].type == type)
data->layers[i].active_mask = n;
}
/* for using with an index from CustomData_get_active_layer_index and CustomData_get_render_layer_index */
void CustomData_set_layer_active_index(CustomData *data, int type, int n)
{
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < data->totlayer; ++i)
if (data->layers[i].type == type)
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data->layers[i].active = n - i;
}
void CustomData_set_layer_render_index(CustomData *data, int type, int n)
{
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < data->totlayer; ++i)
if (data->layers[i].type == type)
2012-05-12 16:11:34 +00:00
data->layers[i].active_rnd = n - i;
}
void CustomData_set_layer_clone_index(CustomData *data, int type, int n)
{
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < data->totlayer; ++i)
if (data->layers[i].type == type)
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data->layers[i].active_clone = n - i;
}
void CustomData_set_layer_stencil_index(CustomData *data, int type, int n)
{
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < data->totlayer; ++i)
if (data->layers[i].type == type)
2012-05-12 16:11:34 +00:00
data->layers[i].active_mask = n - i;
}
void CustomData_set_layer_flag(struct CustomData *data, int type, int flag)
{
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < data->totlayer; ++i)
if (data->layers[i].type == type)
data->layers[i].flag |= flag;
}
static int customData_resize(CustomData *data, int amount)
{
2012-05-12 16:11:34 +00:00
CustomDataLayer *tmp = MEM_callocN(sizeof(*tmp) * (data->maxlayer + amount),
"CustomData->layers");
if (!tmp) return 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
data->maxlayer += amount;
if (data->layers) {
memcpy(tmp, data->layers, sizeof(*tmp) * data->totlayer);
MEM_freeN(data->layers);
}
data->layers = tmp;
return 1;
}
static CustomDataLayer *customData_add_layer__internal(CustomData *data, int type, int alloctype, void *layerdata,
int totelem, const char *name)
{
2012-05-12 16:11:34 +00:00
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
const int size = totelem * typeInfo->size;
int flag = 0, index = data->totlayer;
void *newlayerdata = NULL;
/* Passing a layerdata to copy from with an alloctype that won't copy is
* most likely a bug */
BLI_assert(!layerdata ||
(alloctype == CD_ASSIGN) ||
(alloctype == CD_DUPLICATE) ||
(alloctype == CD_REFERENCE));
2014-02-25 23:13:17 +11:00
BLI_assert(size >= 0);
if (!typeInfo->defaultname && CustomData_has_layer(data, type))
return &data->layers[CustomData_get_layer_index(data, type)];
if ((alloctype == CD_ASSIGN) || (alloctype == CD_REFERENCE)) {
newlayerdata = layerdata;
}
else if (size > 0) {
if (alloctype == CD_DUPLICATE && layerdata) {
newlayerdata = MEM_mallocN(size, layerType_getName(type));
}
else {
newlayerdata = MEM_callocN(size, layerType_getName(type));
}
if (!newlayerdata)
return NULL;
}
if (alloctype == CD_DUPLICATE && layerdata) {
if (typeInfo->copy)
typeInfo->copy(layerdata, newlayerdata, totelem);
else
memcpy(newlayerdata, layerdata, size);
}
else if (alloctype == CD_DEFAULT) {
if (typeInfo->set_default)
typeInfo->set_default(newlayerdata, totelem);
}
else if (alloctype == CD_REFERENCE)
flag |= CD_FLAG_NOFREE;
if (index >= data->maxlayer) {
if (!customData_resize(data, CUSTOMDATA_GROW)) {
if (newlayerdata != layerdata)
MEM_freeN(newlayerdata);
return NULL;
}
}
data->totlayer++;
/* keep layers ordered by type */
2012-05-12 16:11:34 +00:00
for (; index > 0 && data->layers[index - 1].type > type; --index)
data->layers[index] = data->layers[index - 1];
data->layers[index].type = type;
data->layers[index].flag = flag;
data->layers[index].data = newlayerdata;
if (name || (name = DATA_(typeInfo->defaultname))) {
BLI_strncpy(data->layers[index].name, name, sizeof(data->layers[index].name));
CustomData_set_layer_unique_name(data, index);
}
else
data->layers[index].name[0] = '\0';
2012-05-12 16:11:34 +00:00
if (index > 0 && data->layers[index - 1].type == type) {
data->layers[index].active = data->layers[index - 1].active;
data->layers[index].active_rnd = data->layers[index - 1].active_rnd;
data->layers[index].active_clone = data->layers[index - 1].active_clone;
data->layers[index].active_mask = data->layers[index - 1].active_mask;
}
else {
data->layers[index].active = 0;
data->layers[index].active_rnd = 0;
data->layers[index].active_clone = 0;
data->layers[index].active_mask = 0;
}
customData_update_offsets(data);
return &data->layers[index];
}
void *CustomData_add_layer(CustomData *data, int type, int alloctype,
2012-05-12 16:11:34 +00:00
void *layerdata, int totelem)
{
CustomDataLayer *layer;
2012-05-12 16:11:34 +00:00
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
layer = customData_add_layer__internal(data, type, alloctype, layerdata,
2012-05-12 16:11:34 +00:00
totelem, typeInfo->defaultname);
CustomData_update_typemap(data);
if (layer)
return layer->data;
return NULL;
}
/*same as above but accepts a name*/
void *CustomData_add_layer_named(CustomData *data, int type, int alloctype,
2012-05-12 16:11:34 +00:00
void *layerdata, int totelem, const char *name)
{
CustomDataLayer *layer;
layer = customData_add_layer__internal(data, type, alloctype, layerdata,
2012-05-12 16:11:34 +00:00
totelem, name);
CustomData_update_typemap(data);
if (layer)
return layer->data;
return NULL;
}
2013-05-08 12:57:18 +00:00
bool CustomData_free_layer(CustomData *data, int type, int totelem, int index)
{
const int n = index - CustomData_get_layer_index(data, type);
int i;
2014-12-01 17:11:18 +01:00
if (index < 0)
return false;
customData_free_layer__internal(&data->layers[index], totelem);
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
2012-05-12 16:11:34 +00:00
for (i = index + 1; i < data->totlayer; ++i)
data->layers[i - 1] = data->layers[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
data->totlayer--;
/* if layer was last of type in array, set new active layer */
i = CustomData_get_layer_index__notypemap(data, type);
if (i != -1) {
/* don't decrement zero index */
const int index_nonzero = n ? n : 1;
CustomDataLayer *layer;
for (layer = &data->layers[i]; i < data->totlayer && layer->type == type; i++, layer++) {
if (layer->active >= index_nonzero) layer->active--;
if (layer->active_rnd >= index_nonzero) layer->active_rnd--;
if (layer->active_clone >= index_nonzero) layer->active_clone--;
if (layer->active_mask >= index_nonzero) layer->active_mask--;
}
}
2012-05-12 16:11:34 +00:00
if (data->totlayer <= data->maxlayer - CUSTOMDATA_GROW)
customData_resize(data, -CUSTOMDATA_GROW);
customData_update_offsets(data);
2014-12-01 17:11:18 +01:00
return true;
}
2013-05-08 12:57:18 +00:00
bool CustomData_free_layer_active(CustomData *data, int type, int totelem)
{
int index = 0;
index = CustomData_get_active_layer_index(data, type);
2014-12-01 17:11:18 +01:00
if (index == -1)
return false;
return CustomData_free_layer(data, type, totelem, index);
}
void CustomData_free_layers(CustomData *data, int type, int totelem)
{
while (CustomData_has_layer(data, type))
CustomData_free_layer_active(data, type, totelem);
}
2013-05-08 12:57:18 +00:00
bool CustomData_has_layer(const CustomData *data, int type)
{
return (CustomData_get_layer_index(data, type) != -1);
}
int CustomData_number_of_layers(const CustomData *data, int type)
{
int i, number = 0;
for (i = 0; i < data->totlayer; i++)
if (data->layers[i].type == type)
number++;
return number;
}
int CustomData_number_of_layers_typemask(const CustomData *data, CustomDataMask mask)
{
int i, number = 0;
for (i = 0; i < data->totlayer; i++)
if (mask & CD_TYPE_AS_MASK(data->layers[i].type))
number++;
return number;
}
static void *customData_duplicate_referenced_layer_index(CustomData *data, const int layer_index, const int totelem)
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
{
CustomDataLayer *layer;
if (layer_index == -1) {
return NULL;
}
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
layer = &data->layers[layer_index];
if (layer->flag & CD_FLAG_NOFREE) {
2012-03-01 12:20:18 +00:00
/* MEM_dupallocN won't work in case of complex layers, like e.g.
* CD_MDEFORMVERT, which has pointers to allocated data...
* So in case a custom copy function is defined, use it!
*/
const LayerTypeInfo *typeInfo = layerType_getInfo(layer->type);
if (typeInfo->copy) {
void *dst_data = MEM_mallocN(totelem * typeInfo->size, "CD duplicate ref layer");
typeInfo->copy(layer->data, dst_data, totelem);
layer->data = dst_data;
}
else {
layer->data = MEM_dupallocN(layer->data);
}
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
layer->flag &= ~CD_FLAG_NOFREE;
}
return layer->data;
}
void *CustomData_duplicate_referenced_layer(CustomData *data, const int type, const int totelem)
{
int layer_index;
/* get the layer index of the first layer of type */
layer_index = CustomData_get_active_layer_index(data, type);
return customData_duplicate_referenced_layer_index(data, layer_index, totelem);
}
void *CustomData_duplicate_referenced_layer_n(CustomData *data, const int type, const int n, const int totelem)
{
int layer_index;
/* get the layer index of the desired layer */
layer_index = CustomData_get_layer_index_n(data, type, n);
return customData_duplicate_referenced_layer_index(data, layer_index, totelem);
}
void *CustomData_duplicate_referenced_layer_named(CustomData *data, const int type, const char *name, const int totelem)
{
int layer_index;
/* get the layer index of the desired layer */
layer_index = CustomData_get_named_layer_index(data, type, name);
return customData_duplicate_referenced_layer_index(data, layer_index, totelem);
}
2013-05-08 12:57:18 +00:00
bool CustomData_is_referenced_layer(struct CustomData *data, int type)
{
CustomDataLayer *layer;
int layer_index;
/* get the layer index of the first layer of type */
layer_index = CustomData_get_active_layer_index(data, type);
2014-12-01 17:11:18 +01:00
if (layer_index == -1)
return false;
layer = &data->layers[layer_index];
return (layer->flag & CD_FLAG_NOFREE) != 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
void CustomData_free_temporary(CustomData *data, int totelem)
{
CustomDataLayer *layer;
int i, j;
bool changed = false;
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, j = 0; i < data->totlayer; ++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
layer = &data->layers[i];
if (i != j)
data->layers[j] = data->layers[i];
if ((layer->flag & CD_FLAG_TEMPORARY) == CD_FLAG_TEMPORARY) {
customData_free_layer__internal(layer, totelem);
changed = true;
}
else
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
j++;
}
data->totlayer = j;
if (data->totlayer <= data->maxlayer - CUSTOMDATA_GROW) {
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_resize(data, -CUSTOMDATA_GROW);
changed = true;
}
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 (changed) {
customData_update_offsets(data);
}
}
void CustomData_set_only_copy(const struct CustomData *data,
CustomDataMask mask)
{
int i;
for (i = 0; i < data->totlayer; ++i)
if (!(mask & CD_TYPE_AS_MASK(data->layers[i].type)))
data->layers[i].flag |= CD_FLAG_NOCOPY;
}
void CustomData_copy_elements(int type, void *src_data_ofs, void *dst_data_ofs, int count)
2009-08-18 20:05:08 +00:00
{
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
if (typeInfo->copy)
typeInfo->copy(src_data_ofs, dst_data_ofs, count);
2009-08-18 20:05:08 +00:00
else
memcpy(dst_data_ofs, src_data_ofs, count * typeInfo->size);
2009-08-18 20:05:08 +00:00
}
static void CustomData_copy_data_layer(
const CustomData *source, CustomData *dest,
int src_i, int dst_i,
int src_index, int dst_index, int count) {
const LayerTypeInfo *typeInfo;
int src_offset;
int dst_offset;
const void *src_data = source->layers[src_i].data;
void *dst_data = dest->layers[dst_i].data;
typeInfo = layerType_getInfo(source->layers[src_i].type);
src_offset = src_index * typeInfo->size;
dst_offset = dst_index * typeInfo->size;
if (!src_data || !dst_data) {
if (!(src_data == NULL && dst_data == NULL)) {
printf("%s: warning null data for %s type (%p --> %p), skipping\n",
__func__, layerType_getName(source->layers[src_i].type),
(void *)src_data, (void *)dst_data);
}
return;
}
if (typeInfo->copy)
typeInfo->copy(POINTER_OFFSET(src_data, src_offset),
POINTER_OFFSET(dst_data, dst_offset),
count);
else
memcpy(POINTER_OFFSET(dst_data, dst_offset),
POINTER_OFFSET(src_data, src_offset),
count * typeInfo->size);
}
void CustomData_copy_data_named(const CustomData *source, CustomData *dest,
int source_index, int dest_index, int count)
{
int src_i, dest_i;
/* copies a layer at a time */
for (src_i = 0; src_i < source->totlayer; ++src_i) {
dest_i = CustomData_get_named_layer_index(dest, source->layers[src_i].type, source->layers[src_i].name);
/* if we found a matching layer, copy the data */
if (dest_i != -1) {
CustomData_copy_data_layer(source, dest, src_i, dest_i, source_index, dest_index, count);
}
}
}
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 CustomData_copy_data(const CustomData *source, CustomData *dest,
2012-05-12 16:11:34 +00:00
int source_index, int dest_index, int count)
{
int src_i, dest_i;
/* copies a layer at a time */
dest_i = 0;
for (src_i = 0; src_i < source->totlayer; ++src_i) {
/* find the first dest layer with type >= the source type
* (this should work because layers are ordered by type)
*/
while (dest_i < dest->totlayer && dest->layers[dest_i].type < source->layers[src_i].type) {
dest_i++;
}
/* if there are no more dest layers, we're done */
if (dest_i >= dest->totlayer) return;
/* if we found a matching layer, copy the data */
if (dest->layers[dest_i].type == source->layers[src_i].type) {
CustomData_copy_data_layer(source, dest, src_i, dest_i, source_index, dest_index, count);
/* if there are multiple source & dest layers of the same type,
* we don't want to copy all source layers to the same dest, so
* increment dest_i
*/
dest_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
void CustomData_free_elem(CustomData *data, int index, int count)
{
int i;
const LayerTypeInfo *typeInfo;
for (i = 0; i < data->totlayer; ++i) {
if (!(data->layers[i].flag & CD_FLAG_NOFREE)) {
typeInfo = layerType_getInfo(data->layers[i].type);
if (typeInfo->free) {
int offset = index * typeInfo->size;
typeInfo->free(POINTER_OFFSET(data->layers[i].data, offset), count, typeInfo->size);
}
}
}
}
#define SOURCE_BUF_SIZE 100
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 CustomData_interp(const CustomData *source, CustomData *dest,
2012-05-12 16:11:34 +00:00
int *src_indices, float *weights, float *sub_weights,
int count, int dest_index)
{
int src_i, dest_i;
int j;
const void *source_buf[SOURCE_BUF_SIZE];
const void **sources = source_buf;
/* slow fallback in case we're interpolating a ridiculous number of
* elements
*/
if (count > SOURCE_BUF_SIZE)
sources = MEM_mallocN(sizeof(*sources) * count, __func__);
/* interpolates a layer at a time */
dest_i = 0;
for (src_i = 0; src_i < source->totlayer; ++src_i) {
2012-05-12 16:11:34 +00:00
const LayerTypeInfo *typeInfo = layerType_getInfo(source->layers[src_i].type);
if (!typeInfo->interp) continue;
/* find the first dest layer with type >= the source type
* (this should work because layers are ordered by type)
*/
while (dest_i < dest->totlayer && dest->layers[dest_i].type < source->layers[src_i].type) {
dest_i++;
}
/* if there are no more dest layers, we're done */
if (dest_i >= dest->totlayer) break;
/* if we found a matching layer, copy the data */
if (dest->layers[dest_i].type == source->layers[src_i].type) {
void *src_data = source->layers[src_i].data;
for (j = 0; j < count; ++j) {
sources[j] = POINTER_OFFSET(src_data, src_indices[j] * typeInfo->size);
}
typeInfo->interp(sources, weights, sub_weights, count,
POINTER_OFFSET(dest->layers[dest_i].data, dest_index * typeInfo->size));
/* if there are multiple source & dest layers of the same type,
* we don't want to copy all source layers to the same dest, so
* increment dest_i
*/
dest_i++;
}
}
2015-04-19 22:03:42 +10:00
if (count > SOURCE_BUF_SIZE) MEM_freeN((void *)sources);
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 CustomData_swap(struct CustomData *data, int index, const int *corner_indices)
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
{
const LayerTypeInfo *typeInfo;
int i;
for (i = 0; i < data->totlayer; ++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
typeInfo = layerType_getInfo(data->layers[i].type);
if (typeInfo->swap) {
const int offset = index * typeInfo->size;
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
typeInfo->swap(POINTER_OFFSET(data->layers[i].data, offset), corner_indices);
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 *CustomData_get(const CustomData *data, int index, int type)
{
int offset;
int layer_index;
BLI_assert(index >= 0);
/* get the layer index of the active layer of type */
layer_index = CustomData_get_active_layer_index(data, type);
if (layer_index == -1) return NULL;
/* get the offset of the desired element */
offset = layerType_getInfo(type)->size * index;
return POINTER_OFFSET(data->layers[layer_index].data, offset);
}
void *CustomData_get_n(const CustomData *data, int type, int index, int n)
{
int layer_index;
int offset;
BLI_assert(index >= 0 && n >= 0);
/* get the layer index of the first layer of type */
layer_index = data->typemap[type];
if (layer_index == -1) return NULL;
offset = layerType_getInfo(type)->size * index;
return POINTER_OFFSET(data->layers[layer_index + n].data, offset);
}
void *CustomData_get_layer(const CustomData *data, int type)
{
/* get the layer index of the active layer of type */
int layer_index = CustomData_get_active_layer_index(data, type);
if (layer_index == -1) return NULL;
return data->layers[layer_index].data;
}
void *CustomData_get_layer_n(const CustomData *data, int type, int n)
{
/* get the layer index of the active layer of type */
int layer_index = CustomData_get_layer_index_n(data, type, n);
if (layer_index == -1) return NULL;
return data->layers[layer_index].data;
}
void *CustomData_get_layer_named(const struct CustomData *data, int type,
2012-05-12 16:11:34 +00:00
const char *name)
{
int layer_index = CustomData_get_named_layer_index(data, type, name);
if (layer_index == -1) return NULL;
return data->layers[layer_index].data;
}
int CustomData_get_offset(const CustomData *data, int type)
{
/* get the layer index of the active layer of type */
int layer_index = CustomData_get_active_layer_index(data, type);
if (layer_index == -1) return -1;
return data->layers[layer_index].offset;
}
int CustomData_get_n_offset(const CustomData *data, int type, int n)
{
/* get the layer index of the active layer of type */
int layer_index = CustomData_get_layer_index_n(data, type, n);
if (layer_index == -1) return -1;
return data->layers[layer_index].offset;
}
2013-05-08 12:57:18 +00:00
bool CustomData_set_layer_name(const CustomData *data, int type, int n, const char *name)
{
/* get the layer index of the first layer of type */
const int layer_index = CustomData_get_layer_index_n(data, type, n);
2014-12-01 17:11:18 +01:00
if ((layer_index == -1) || !name)
return false;
BLI_strncpy(data->layers[layer_index].name, name, sizeof(data->layers[layer_index].name));
2013-05-08 12:57:18 +00:00
return true;
}
const char *CustomData_get_layer_name(const CustomData *data, int type, int n)
{
const int layer_index = CustomData_get_layer_index_n(data, type, n);
return (layer_index == -1) ? NULL : data->layers[layer_index].name;
}
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 *CustomData_set_layer(const CustomData *data, int type, void *ptr)
{
/* get the layer index of the first layer of type */
int layer_index = CustomData_get_active_layer_index(data, type);
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 (layer_index == -1) return NULL;
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
data->layers[layer_index].data = ptr;
return ptr;
}
void *CustomData_set_layer_n(const struct CustomData *data, int type, int n, void *ptr)
{
/* get the layer index of the first layer of type */
int layer_index = CustomData_get_layer_index_n(data, type, n);
if (layer_index == -1) return NULL;
data->layers[layer_index].data = ptr;
return ptr;
}
2015-02-23 15:55:48 +11:00
void CustomData_set(const CustomData *data, int index, int type, const void *source)
{
void *dest = CustomData_get(data, index, type);
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
if (!dest) return;
if (typeInfo->copy)
typeInfo->copy(source, dest, 1);
else
memcpy(dest, source, typeInfo->size);
}
/* BMesh functions */
/* needed to convert to/from different face reps */
void CustomData_to_bmeshpoly(CustomData *fdata, CustomData *pdata, CustomData *ldata,
2012-04-21 13:37:26 +00:00
int totloop, int totpoly)
{
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < fdata->totlayer; i++) {
if (fdata->layers[i].type == CD_MTFACE) {
CustomData_add_layer_named(pdata, CD_MTEXPOLY, CD_CALLOC, NULL, totpoly, fdata->layers[i].name);
CustomData_add_layer_named(ldata, CD_MLOOPUV, CD_CALLOC, NULL, totloop, fdata->layers[i].name);
}
else if (fdata->layers[i].type == CD_MCOL) {
CustomData_add_layer_named(ldata, CD_MLOOPCOL, CD_CALLOC, NULL, totloop, fdata->layers[i].name);
}
else if (fdata->layers[i].type == CD_MDISPS) {
CustomData_add_layer_named(ldata, CD_MDISPS, CD_CALLOC, NULL, totloop, fdata->layers[i].name);
}
else if (fdata->layers[i].type == CD_TESSLOOPNORMAL) {
CustomData_add_layer_named(ldata, CD_NORMAL, CD_CALLOC, NULL, totloop, fdata->layers[i].name);
}
}
}
void CustomData_from_bmeshpoly(CustomData *fdata, CustomData *pdata, CustomData *ldata, int total)
{
int i;
2012-05-12 16:11:34 +00:00
for (i = 0; i < pdata->totlayer; i++) {
if (pdata->layers[i].type == CD_MTEXPOLY) {
CustomData_add_layer_named(fdata, CD_MTFACE, CD_CALLOC, NULL, total, pdata->layers[i].name);
}
}
2012-05-12 16:11:34 +00:00
for (i = 0; i < ldata->totlayer; i++) {
if (ldata->layers[i].type == CD_MLOOPCOL) {
CustomData_add_layer_named(fdata, CD_MCOL, CD_CALLOC, NULL, total, ldata->layers[i].name);
}
else if (ldata->layers[i].type == CD_PREVIEW_MLOOPCOL) {
CustomData_add_layer_named(fdata, CD_PREVIEW_MCOL, CD_CALLOC, NULL, total, ldata->layers[i].name);
}
else if (ldata->layers[i].type == CD_ORIGSPACE_MLOOP) {
CustomData_add_layer_named(fdata, CD_ORIGSPACE, CD_CALLOC, NULL, total, ldata->layers[i].name);
}
else if (ldata->layers[i].type == CD_NORMAL) {
CustomData_add_layer_named(fdata, CD_TESSLOOPNORMAL, CD_CALLOC, NULL, total, ldata->layers[i].name);
}
}
CustomData_bmesh_update_active_layers(fdata, pdata, ldata);
}
void CustomData_bmesh_update_active_layers(CustomData *fdata, CustomData *pdata, CustomData *ldata)
{
int act;
if (CustomData_has_layer(pdata, CD_MTEXPOLY)) {
act = CustomData_get_active_layer(pdata, CD_MTEXPOLY);
CustomData_set_layer_active(ldata, CD_MLOOPUV, act);
CustomData_set_layer_active(fdata, CD_MTFACE, act);
act = CustomData_get_render_layer(pdata, CD_MTEXPOLY);
CustomData_set_layer_render(ldata, CD_MLOOPUV, act);
CustomData_set_layer_render(fdata, CD_MTFACE, act);
act = CustomData_get_clone_layer(pdata, CD_MTEXPOLY);
CustomData_set_layer_clone(ldata, CD_MLOOPUV, act);
CustomData_set_layer_clone(fdata, CD_MTFACE, act);
act = CustomData_get_stencil_layer(pdata, CD_MTEXPOLY);
CustomData_set_layer_stencil(ldata, CD_MLOOPUV, act);
CustomData_set_layer_stencil(fdata, CD_MTFACE, act);
}
if (CustomData_has_layer(ldata, CD_MLOOPCOL)) {
act = CustomData_get_active_layer(ldata, CD_MLOOPCOL);
CustomData_set_layer_active(fdata, CD_MCOL, act);
act = CustomData_get_render_layer(ldata, CD_MLOOPCOL);
CustomData_set_layer_render(fdata, CD_MCOL, act);
act = CustomData_get_clone_layer(ldata, CD_MLOOPCOL);
CustomData_set_layer_clone(fdata, CD_MCOL, act);
act = CustomData_get_stencil_layer(ldata, CD_MLOOPCOL);
CustomData_set_layer_stencil(fdata, CD_MCOL, act);
}
}
/* update active indices for active/render/clone/stencil custom data layers
* based on indices from fdata layers
* used by do_versions in readfile.c when creating pdata and ldata for pre-bmesh
* meshes and needed to preserve active/render/clone/stencil flags set in pre-bmesh files
*/
void CustomData_bmesh_do_versions_update_active_layers(CustomData *fdata, CustomData *pdata, CustomData *ldata)
{
int act;
if (CustomData_has_layer(fdata, CD_MTFACE)) {
act = CustomData_get_active_layer(fdata, CD_MTFACE);
CustomData_set_layer_active(pdata, CD_MTEXPOLY, act);
CustomData_set_layer_active(ldata, CD_MLOOPUV, act);
act = CustomData_get_render_layer(fdata, CD_MTFACE);
CustomData_set_layer_render(pdata, CD_MTEXPOLY, act);
CustomData_set_layer_render(ldata, CD_MLOOPUV, act);
act = CustomData_get_clone_layer(fdata, CD_MTFACE);
CustomData_set_layer_clone(pdata, CD_MTEXPOLY, act);
CustomData_set_layer_clone(ldata, CD_MLOOPUV, act);
act = CustomData_get_stencil_layer(fdata, CD_MTFACE);
CustomData_set_layer_stencil(pdata, CD_MTEXPOLY, act);
CustomData_set_layer_stencil(ldata, CD_MLOOPUV, act);
}
if (CustomData_has_layer(fdata, CD_MCOL)) {
act = CustomData_get_active_layer(fdata, CD_MCOL);
CustomData_set_layer_active(ldata, CD_MLOOPCOL, act);
act = CustomData_get_render_layer(fdata, CD_MCOL);
CustomData_set_layer_render(ldata, CD_MLOOPCOL, act);
act = CustomData_get_clone_layer(fdata, CD_MCOL);
CustomData_set_layer_clone(ldata, CD_MLOOPCOL, act);
act = CustomData_get_stencil_layer(fdata, CD_MCOL);
CustomData_set_layer_stencil(ldata, CD_MLOOPCOL, act);
}
}
void CustomData_bmesh_init_pool(CustomData *data, int totelem, const char htype)
{
int chunksize;
/* Dispose old pools before calling here to avoid leaks */
BLI_assert(data->pool == NULL);
switch (htype) {
case BM_VERT: chunksize = bm_mesh_chunksize_default.totvert; break;
case BM_EDGE: chunksize = bm_mesh_chunksize_default.totedge; break;
case BM_LOOP: chunksize = bm_mesh_chunksize_default.totloop; break;
case BM_FACE: chunksize = bm_mesh_chunksize_default.totface; break;
default:
BLI_assert(0);
chunksize = 512;
break;
}
/* If there are no layers, no pool is needed just yet */
if (data->totlayer) {
data->pool = BLI_mempool_create(data->totsize, totelem, chunksize, BLI_MEMPOOL_NOP);
}
}
2015-02-23 15:55:48 +11:00
bool CustomData_bmesh_merge(
const CustomData *source, CustomData *dest,
CustomDataMask mask, int alloctype, BMesh *bm, const char htype)
{
BMHeader *h;
BMIter iter;
CustomData destold;
void *tmp;
int iter_type;
int totelem;
if (CustomData_number_of_layers_typemask(source, mask) == 0) {
return false;
}
/* copy old layer description so that old data can be copied into
2012-04-22 11:54:53 +00:00
* the new allocation */
destold = *dest;
if (destold.layers) {
destold.layers = MEM_dupallocN(destold.layers);
}
if (CustomData_merge(source, dest, mask, alloctype, 0) == false) {
if (destold.layers)
MEM_freeN(destold.layers);
return false;
}
switch (htype) {
case BM_VERT:
iter_type = BM_VERTS_OF_MESH;
totelem = bm->totvert;
break;
case BM_EDGE:
iter_type = BM_EDGES_OF_MESH;
totelem = bm->totedge;
break;
case BM_LOOP:
iter_type = BM_LOOPS_OF_FACE;
totelem = bm->totloop;
break;
case BM_FACE:
iter_type = BM_FACES_OF_MESH;
totelem = bm->totface;
break;
default: /* should never happen */
BLI_assert(!"invalid type given");
iter_type = BM_VERTS_OF_MESH;
totelem = bm->totvert;
break;
}
dest->pool = NULL;
CustomData_bmesh_init_pool(dest, totelem, htype);
if (iter_type != BM_LOOPS_OF_FACE) {
/*ensure all current elements follow new customdata layout*/
BM_ITER_MESH (h, &iter, bm, iter_type) {
tmp = NULL;
CustomData_bmesh_copy_data(&destold, dest, h->data, &tmp);
CustomData_bmesh_free_block(&destold, &h->data);
h->data = tmp;
}
}
else {
BMFace *f;
BMLoop *l;
BMIter liter;
/*ensure all current elements follow new customdata layout*/
BM_ITER_MESH (f, &iter, bm, BM_FACES_OF_MESH) {
BM_ITER_ELEM (l, &liter, f, BM_LOOPS_OF_FACE) {
tmp = NULL;
CustomData_bmesh_copy_data(&destold, dest, l->head.data, &tmp);
CustomData_bmesh_free_block(&destold, &l->head.data);
l->head.data = tmp;
}
}
}
if (destold.pool) BLI_mempool_destroy(destold.pool);
if (destold.layers) MEM_freeN(destold.layers);
return true;
}
void CustomData_bmesh_free_block(CustomData *data, void **block)
{
const LayerTypeInfo *typeInfo;
int i;
if (*block == NULL)
return;
for (i = 0; i < data->totlayer; ++i) {
if (!(data->layers[i].flag & CD_FLAG_NOFREE)) {
typeInfo = layerType_getInfo(data->layers[i].type);
if (typeInfo->free) {
int offset = data->layers[i].offset;
typeInfo->free(POINTER_OFFSET(*block, offset), 1, typeInfo->size);
}
}
}
if (data->totsize)
BLI_mempool_free(data->pool, *block);
*block = NULL;
}
/**
* Same as #CustomData_bmesh_free_block but zero the memory rather then freeing.
*/
void CustomData_bmesh_free_block_data(CustomData *data, void *block)
{
const LayerTypeInfo *typeInfo;
int i;
if (block == NULL)
return;
for (i = 0; i < data->totlayer; ++i) {
if (!(data->layers[i].flag & CD_FLAG_NOFREE)) {
typeInfo = layerType_getInfo(data->layers[i].type);
if (typeInfo->free) {
int offset = data->layers[i].offset;
typeInfo->free(POINTER_OFFSET(block, offset), 1, typeInfo->size);
}
}
}
if (data->totsize)
memset(block, 0, data->totsize);
}
static void CustomData_bmesh_alloc_block(CustomData *data, void **block)
{
if (*block)
CustomData_bmesh_free_block(data, block);
if (data->totsize > 0)
*block = BLI_mempool_alloc(data->pool);
else
*block = NULL;
}
void CustomData_bmesh_copy_data(const CustomData *source, CustomData *dest,
2012-05-12 16:11:34 +00:00
void *src_block, void **dest_block)
{
const LayerTypeInfo *typeInfo;
int dest_i, src_i;
if (*dest_block == NULL) {
CustomData_bmesh_alloc_block(dest, dest_block);
if (*dest_block)
memset(*dest_block, 0, dest->totsize);
}
/* copies a layer at a time */
dest_i = 0;
for (src_i = 0; src_i < source->totlayer; ++src_i) {
/* find the first dest layer with type >= the source type
* (this should work because layers are ordered by type)
*/
while (dest_i < dest->totlayer && dest->layers[dest_i].type < source->layers[src_i].type) {
dest_i++;
}
/* if there are no more dest layers, we're done */
if (dest_i >= dest->totlayer) return;
/* if we found a matching layer, copy the data */
if (dest->layers[dest_i].type == source->layers[src_i].type &&
STREQ(dest->layers[dest_i].name, source->layers[src_i].name))
{
const void *src_data = POINTER_OFFSET(src_block, source->layers[src_i].offset);
void *dest_data = POINTER_OFFSET(*dest_block, dest->layers[dest_i].offset);
typeInfo = layerType_getInfo(source->layers[src_i].type);
if (typeInfo->copy)
typeInfo->copy(src_data, dest_data, 1);
else
memcpy(dest_data, src_data, typeInfo->size);
/* if there are multiple source & dest layers of the same type,
* we don't want to copy all source layers to the same dest, so
* increment dest_i
*/
dest_i++;
}
}
}
/*Bmesh Custom Data Functions. Should replace editmesh ones with these as well, due to more effecient memory alloc*/
void *CustomData_bmesh_get(const CustomData *data, void *block, int type)
{
int layer_index;
/* get the layer index of the first layer of type */
layer_index = CustomData_get_active_layer_index(data, type);
if (layer_index == -1) return NULL;
return POINTER_OFFSET(block, data->layers[layer_index].offset);
}
void *CustomData_bmesh_get_n(const CustomData *data, void *block, int type, int n)
{
int layer_index;
/* get the layer index of the first layer of type */
layer_index = CustomData_get_layer_index(data, type);
if (layer_index == -1) return NULL;
return POINTER_OFFSET(block, data->layers[layer_index + n].offset);
}
/*gets from the layer at physical index n, note: doesn't check type.*/
void *CustomData_bmesh_get_layer_n(const CustomData *data, void *block, int n)
{
if (n < 0 || n >= data->totlayer) return NULL;
return POINTER_OFFSET(block, data->layers[n].offset);
}
bool CustomData_layer_has_math(const struct CustomData *data, int layer_n)
{
2012-03-18 07:38:51 +00:00
const LayerTypeInfo *typeInfo = layerType_getInfo(data->layers[layer_n].type);
if (typeInfo->equal && typeInfo->add && typeInfo->multiply &&
typeInfo->initminmax && typeInfo->dominmax)
{
2013-05-08 12:57:18 +00:00
return true;
}
2013-05-08 12:57:18 +00:00
return false;
}
bool CustomData_layer_has_interp(const struct CustomData *data, int layer_n)
{
const LayerTypeInfo *typeInfo = layerType_getInfo(data->layers[layer_n].type);
if (typeInfo->interp) {
2013-05-08 12:57:18 +00:00
return true;
}
2013-05-08 12:57:18 +00:00
return false;
}
bool CustomData_has_math(const struct CustomData *data)
{
int i;
/* interpolates a layer at a time */
for (i = 0; i < data->totlayer; ++i) {
if (CustomData_layer_has_math(data, i)) {
2013-05-08 12:57:18 +00:00
return true;
}
}
2013-05-08 12:57:18 +00:00
return false;
}
/* a non bmesh version would have to check layer->data */
bool CustomData_bmesh_has_free(const struct CustomData *data)
{
const LayerTypeInfo *typeInfo;
int i;
for (i = 0; i < data->totlayer; ++i) {
if (!(data->layers[i].flag & CD_FLAG_NOFREE)) {
typeInfo = layerType_getInfo(data->layers[i].type);
if (typeInfo->free) {
return true;
}
}
}
return false;
}
bool CustomData_has_interp(const struct CustomData *data)
{
int i;
/* interpolates a layer at a time */
for (i = 0; i < data->totlayer; ++i) {
if (CustomData_layer_has_interp(data, i)) {
2013-05-08 12:57:18 +00:00
return true;
}
}
2013-05-08 12:57:18 +00:00
return false;
}
bool CustomData_has_referenced(const struct CustomData *data)
{
int i;
for (i = 0; i < data->totlayer; ++i) {
if (data->layers[i].flag & CD_FLAG_NOFREE) {
return true;
}
}
return false;
}
/* copies the "value" (e.g. mloopuv uv or mloopcol colors) from one block to
* another, while not overwriting anything else (e.g. flags)*/
void CustomData_data_copy_value(int type, const void *source, void *dest)
{
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
if (!dest) return;
if (typeInfo->copyvalue)
typeInfo->copyvalue(source, dest, CDT_MIX_NOMIX, 0.0f);
else
memcpy(dest, source, typeInfo->size);
}
/* Mixes the "value" (e.g. mloopuv uv or mloopcol colors) from one block into
* another, while not overwriting anything else (e.g. flags)*/
void CustomData_data_mix_value(int type, const void *source, void *dest, const int mixmode, const float mixfactor)
{
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
if (!dest) return;
if (typeInfo->copyvalue) {
typeInfo->copyvalue(source, dest, mixmode, mixfactor);
}
else {
/* Mere copy if no advanced interpolation is supported. */
memcpy(dest, source, typeInfo->size);
}
}
bool CustomData_data_equals(int type, const void *data1, const void *data2)
{
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
if (typeInfo->equal)
return typeInfo->equal(data1, data2);
else return !memcmp(data1, data2, typeInfo->size);
}
void CustomData_data_initminmax(int type, void *min, void *max)
{
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
if (typeInfo->initminmax)
typeInfo->initminmax(min, max);
}
void CustomData_data_dominmax(int type, const void *data, void *min, void *max)
{
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
if (typeInfo->dominmax)
typeInfo->dominmax(data, min, max);
}
void CustomData_data_multiply(int type, void *data, float fac)
{
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
if (typeInfo->multiply)
typeInfo->multiply(data, fac);
}
void CustomData_data_add(int type, void *data1, const void *data2)
{
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
if (typeInfo->add)
typeInfo->add(data1, data2);
}
2015-02-23 15:55:48 +11:00
void CustomData_bmesh_set(const CustomData *data, void *block, int type, const void *source)
{
void *dest = CustomData_bmesh_get(data, block, type);
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
if (!dest) return;
if (typeInfo->copy)
typeInfo->copy(source, dest, 1);
else
memcpy(dest, source, typeInfo->size);
}
2015-02-23 15:55:48 +11:00
void CustomData_bmesh_set_n(CustomData *data, void *block, int type, int n, const void *source)
{
void *dest = CustomData_bmesh_get_n(data, block, type, n);
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
if (!dest) return;
if (typeInfo->copy)
typeInfo->copy(source, dest, 1);
else
memcpy(dest, source, typeInfo->size);
}
2015-02-23 15:55:48 +11:00
void CustomData_bmesh_set_layer_n(CustomData *data, void *block, int n, const void *source)
{
void *dest = CustomData_bmesh_get_layer_n(data, block, n);
const LayerTypeInfo *typeInfo = layerType_getInfo(data->layers[n].type);
if (!dest) return;
if (typeInfo->copy)
typeInfo->copy(source, dest, 1);
else
memcpy(dest, source, typeInfo->size);
}
/**
* \note src_blocks_ofs & dst_block_ofs
* must be pointers to the data, offset by layer->offset already.
*/
void CustomData_bmesh_interp_n(
CustomData *data, const void **src_blocks_ofs,
const float *weights, const float *sub_weights,
int count, void *dst_block_ofs, int n)
{
CustomDataLayer *layer = &data->layers[n];
const LayerTypeInfo *typeInfo = layerType_getInfo(layer->type);
typeInfo->interp(src_blocks_ofs, weights, sub_weights, count, dst_block_ofs);
}
void CustomData_bmesh_interp(
CustomData *data, const void **src_blocks,
const float *weights, const float *sub_weights,
int count, void *dst_block)
{
int i, j;
void *source_buf[SOURCE_BUF_SIZE];
const void **sources = (const void **)source_buf;
/* slow fallback in case we're interpolating a ridiculous number of
* elements
*/
if (count > SOURCE_BUF_SIZE)
sources = MEM_mallocN(sizeof(*sources) * count, __func__);
/* interpolates a layer at a time */
for (i = 0; i < data->totlayer; ++i) {
CustomDataLayer *layer = &data->layers[i];
const LayerTypeInfo *typeInfo = layerType_getInfo(layer->type);
if (typeInfo->interp) {
for (j = 0; j < count; ++j) {
sources[j] = POINTER_OFFSET(src_blocks[j], layer->offset);
}
CustomData_bmesh_interp_n(
data, sources,
weights, sub_weights, count,
POINTER_OFFSET(dst_block, layer->offset), i);
}
}
if (count > SOURCE_BUF_SIZE) MEM_freeN((void *)sources);
}
static void CustomData_bmesh_set_default_n(CustomData *data, void **block, int n)
{
const LayerTypeInfo *typeInfo;
int offset = data->layers[n].offset;
typeInfo = layerType_getInfo(data->layers[n].type);
if (typeInfo->set_default) {
typeInfo->set_default(POINTER_OFFSET(*block, offset), 1);
}
else {
memset(POINTER_OFFSET(*block, offset), 0, typeInfo->size);
}
}
void CustomData_bmesh_set_default(CustomData *data, void **block)
{
int i;
if (*block == NULL)
CustomData_bmesh_alloc_block(data, block);
for (i = 0; i < data->totlayer; ++i) {
CustomData_bmesh_set_default_n(data, block, i);
}
}
/**
* \param use_default_init initializes data which can't be copied,
* typically you'll want to use this if the BM_xxx create function
* is called with BM_CREATE_SKIP_CD flag
*/
void CustomData_to_bmesh_block(const CustomData *source, CustomData *dest,
int src_index, void **dest_block, bool use_default_init)
{
const LayerTypeInfo *typeInfo;
int dest_i, src_i, src_offset;
if (*dest_block == NULL)
CustomData_bmesh_alloc_block(dest, dest_block);
/* copies a layer at a time */
dest_i = 0;
for (src_i = 0; src_i < source->totlayer; ++src_i) {
/* find the first dest layer with type >= the source type
* (this should work because layers are ordered by type)
*/
while (dest_i < dest->totlayer && dest->layers[dest_i].type < source->layers[src_i].type) {
if (use_default_init) {
CustomData_bmesh_set_default_n(dest, dest_block, dest_i);
}
dest_i++;
}
/* if there are no more dest layers, we're done */
if (dest_i >= dest->totlayer) break;
/* if we found a matching layer, copy the data */
if (dest->layers[dest_i].type == source->layers[src_i].type) {
int offset = dest->layers[dest_i].offset;
const void *src_data = source->layers[src_i].data;
void *dest_data = POINTER_OFFSET(*dest_block, offset);
typeInfo = layerType_getInfo(dest->layers[dest_i].type);
src_offset = src_index * typeInfo->size;
if (typeInfo->copy)
typeInfo->copy(POINTER_OFFSET(src_data, src_offset), dest_data, 1);
else
memcpy(dest_data, POINTER_OFFSET(src_data, src_offset), typeInfo->size);
/* if there are multiple source & dest layers of the same type,
* we don't want to copy all source layers to the same dest, so
* increment dest_i
*/
dest_i++;
}
}
if (use_default_init) {
while (dest_i < dest->totlayer) {
CustomData_bmesh_set_default_n(dest, dest_block, dest_i);
dest_i++;
}
}
}
void CustomData_from_bmesh_block(const CustomData *source, CustomData *dest,
void *src_block, int dst_index)
{
int dest_i, src_i;
/* copies a layer at a time */
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
dest_i = 0;
for (src_i = 0; src_i < source->totlayer; ++src_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
/* find the first dest layer with type >= the source type
* (this should work because layers are ordered by type)
*/
while (dest_i < dest->totlayer && dest->layers[dest_i].type < source->layers[src_i].type) {
dest_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
/* if there are no more dest layers, we're done */
if (dest_i >= dest->totlayer) return;
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 we found a matching layer, copy the data */
if (dest->layers[dest_i].type == source->layers[src_i].type) {
const LayerTypeInfo *typeInfo = layerType_getInfo(dest->layers[dest_i].type);
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
int offset = source->layers[src_i].offset;
const void *src_data = POINTER_OFFSET(src_block, offset);
void *dst_data = POINTER_OFFSET(dest->layers[dest_i].data, dst_index * typeInfo->size);
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 (typeInfo->copy)
typeInfo->copy(src_data, dst_data, 1);
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
else
memcpy(dst_data, src_data, typeInfo->size);
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 there are multiple source & dest layers of the same type,
* we don't want to copy all source layers to the same dest, so
* increment dest_i
*/
dest_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
}
}
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 CustomData_file_write_info(int type, const char **structname, int *structnum)
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
{
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
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
*structname = typeInfo->structname;
*structnum = typeInfo->structnum;
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
}
int CustomData_sizeof(int type)
{
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
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
return typeInfo->size;
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
}
const char *CustomData_layertype_name(int type)
{
return layerType_getName(type);
}
/**
* Can only ever be one of these.
*/
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bool CustomData_layertype_is_singleton(int type)
{
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
return typeInfo->defaultname == NULL;
}
/**
* \return Maximum number of layers of given \a type, -1 means 'no limit'.
*/
int CustomData_layertype_layers_max(const int type)
{
const LayerTypeInfo *typeInfo = layerType_getInfo(type);
/* Same test as for singleton above. */
if (typeInfo->defaultname == NULL) {
return 1;
}
else if (typeInfo->layers_max == NULL) {
return -1;
}
return typeInfo->layers_max();
}
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static bool CustomData_is_property_layer(int type)
{
if ((type == CD_PROP_FLT) || (type == CD_PROP_INT) || (type == CD_PROP_STR))
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return true;
return false;
}
static bool cd_layer_find_dupe(CustomData *data, const char *name, int type, int index)
{
int i;
/* see if there is a duplicate */
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for (i = 0; i < data->totlayer; i++) {
if (i != index) {
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CustomDataLayer *layer = &data->layers[i];
if (CustomData_is_property_layer(type)) {
if (CustomData_is_property_layer(layer->type) && STREQ(layer->name, name)) {
return true;
}
}
else {
if (i != index && layer->type == type && STREQ(layer->name, name)) {
return true;
}
}
}
}
return false;
}
static bool customdata_unique_check(void *arg, const char *name)
{
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struct {CustomData *data; int type; int index; } *data_arg = arg;
return cd_layer_find_dupe(data_arg->data, name, data_arg->type, data_arg->index);
}
void CustomData_set_layer_unique_name(CustomData *data, int index)
{
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CustomDataLayer *nlayer = &data->layers[index];
const LayerTypeInfo *typeInfo = layerType_getInfo(nlayer->type);
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struct {CustomData *data; int type; int index; } data_arg;
data_arg.data = data;
data_arg.type = nlayer->type;
data_arg.index = index;
if (!typeInfo->defaultname)
return;
BLI_uniquename_cb(customdata_unique_check, &data_arg, DATA_(typeInfo->defaultname), '.', nlayer->name,
sizeof(nlayer->name));
}
void CustomData_validate_layer_name(const CustomData *data, int type, const char *name, char *outname)
{
int index = -1;
/* if a layer name was given, try to find that layer */
if (name[0])
index = CustomData_get_named_layer_index(data, type, name);
if (index == -1) {
/* either no layer was specified, or the layer we want has been
* deleted, so assign the active layer to name
*/
index = CustomData_get_active_layer_index(data, type);
BLI_strncpy(outname, data->layers[index].name, MAX_CUSTOMDATA_LAYER_NAME);
}
else {
BLI_strncpy(outname, name, MAX_CUSTOMDATA_LAYER_NAME);
}
}
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bool CustomData_verify_versions(struct CustomData *data, int index)
{
const LayerTypeInfo *typeInfo;
CustomDataLayer *layer = &data->layers[index];
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bool keeplayer = true;
int i;
if (layer->type >= CD_NUMTYPES) {
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keeplayer = false; /* unknown layer type from future version */
}
else {
typeInfo = layerType_getInfo(layer->type);
if (!typeInfo->defaultname && (index > 0) &&
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data->layers[index - 1].type == layer->type)
{
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keeplayer = false; /* multiple layers of which we only support one */
}
}
if (!keeplayer) {
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for (i = index + 1; i < data->totlayer; ++i)
data->layers[i - 1] = data->layers[i];
data->totlayer--;
}
return keeplayer;
}
/****************************** External Files *******************************/
static void customdata_external_filename(char filename[FILE_MAX], ID *id, CustomDataExternal *external)
{
BLI_strncpy(filename, external->filename, FILE_MAX);
BLI_path_abs(filename, ID_BLEND_PATH(G.main, id));
}
void CustomData_external_reload(CustomData *data, ID *UNUSED(id), CustomDataMask mask, int totelem)
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{
CustomDataLayer *layer;
const LayerTypeInfo *typeInfo;
int i;
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for (i = 0; i < data->totlayer; i++) {
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layer = &data->layers[i];
typeInfo = layerType_getInfo(layer->type);
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if (!(mask & CD_TYPE_AS_MASK(layer->type))) {
/* pass */
}
else if ((layer->flag & CD_FLAG_EXTERNAL) && (layer->flag & CD_FLAG_IN_MEMORY)) {
if (typeInfo->free)
2010-06-01 19:26:35 +00:00
typeInfo->free(layer->data, totelem, typeInfo->size);
layer->flag &= ~CD_FLAG_IN_MEMORY;
}
}
}
void CustomData_external_read(CustomData *data, ID *id, CustomDataMask mask, int totelem)
{
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CustomDataExternal *external = data->external;
CustomDataLayer *layer;
CDataFile *cdf;
CDataFileLayer *blay;
char filename[FILE_MAX];
const LayerTypeInfo *typeInfo;
int i, update = 0;
if (!external)
return;
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for (i = 0; i < data->totlayer; i++) {
layer = &data->layers[i];
typeInfo = layerType_getInfo(layer->type);
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if (!(mask & CD_TYPE_AS_MASK(layer->type))) {
/* pass */
}
else if (layer->flag & CD_FLAG_IN_MEMORY) {
/* pass */
}
else if ((layer->flag & CD_FLAG_EXTERNAL) && typeInfo->read) {
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update = 1;
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}
}
if (!update)
return;
customdata_external_filename(filename, id, external);
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cdf = cdf_create(CDF_TYPE_MESH);
if (!cdf_read_open(cdf, filename)) {
fprintf(stderr, "Failed to read %s layer from %s.\n", layerType_getName(layer->type), filename);
return;
}
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for (i = 0; i < data->totlayer; i++) {
layer = &data->layers[i];
typeInfo = layerType_getInfo(layer->type);
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if (!(mask & CD_TYPE_AS_MASK(layer->type))) {
/* pass */
}
else if (layer->flag & CD_FLAG_IN_MEMORY) {
/* pass */
}
else if ((layer->flag & CD_FLAG_EXTERNAL) && typeInfo->read) {
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blay = cdf_layer_find(cdf, layer->type, layer->name);
if (blay) {
if (cdf_read_layer(cdf, blay)) {
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if (typeInfo->read(cdf, layer->data, totelem)) {
/* pass */
}
else {
break;
}
layer->flag |= CD_FLAG_IN_MEMORY;
}
else
break;
}
}
}
cdf_read_close(cdf);
cdf_free(cdf);
}
void CustomData_external_write(CustomData *data, ID *id, CustomDataMask mask, int totelem, int free)
{
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CustomDataExternal *external = data->external;
CustomDataLayer *layer;
CDataFile *cdf;
CDataFileLayer *blay;
const LayerTypeInfo *typeInfo;
int i, update = 0;
char filename[FILE_MAX];
if (!external)
return;
/* test if there is anything to write */
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for (i = 0; i < data->totlayer; i++) {
layer = &data->layers[i];
typeInfo = layerType_getInfo(layer->type);
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if (!(mask & CD_TYPE_AS_MASK(layer->type))) {
/* pass */
}
else if ((layer->flag & CD_FLAG_EXTERNAL) && typeInfo->write) {
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update = 1;
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}
}
if (!update)
return;
/* make sure data is read before we try to write */
CustomData_external_read(data, id, mask, totelem);
customdata_external_filename(filename, id, external);
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cdf = cdf_create(CDF_TYPE_MESH);
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for (i = 0; i < data->totlayer; i++) {
layer = &data->layers[i];
typeInfo = layerType_getInfo(layer->type);
if ((layer->flag & CD_FLAG_EXTERNAL) && typeInfo->filesize) {
if (layer->flag & CD_FLAG_IN_MEMORY) {
cdf_layer_add(cdf, layer->type, layer->name,
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typeInfo->filesize(cdf, layer->data, totelem));
}
else {
cdf_free(cdf);
return; /* read failed for a layer! */
}
}
}
if (!cdf_write_open(cdf, filename)) {
fprintf(stderr, "Failed to open %s for writing.\n", filename);
return;
}
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for (i = 0; i < data->totlayer; i++) {
layer = &data->layers[i];
typeInfo = layerType_getInfo(layer->type);
if ((layer->flag & CD_FLAG_EXTERNAL) && typeInfo->write) {
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blay = cdf_layer_find(cdf, layer->type, layer->name);
if (cdf_write_layer(cdf, blay)) {
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if (typeInfo->write(cdf, layer->data, totelem)) {
/* pass */
}
else {
break;
}
}
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else {
break;
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}
}
}
if (i != data->totlayer) {
fprintf(stderr, "Failed to write data to %s.\n", filename);
cdf_free(cdf);
return;
}
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for (i = 0; i < data->totlayer; i++) {
layer = &data->layers[i];
typeInfo = layerType_getInfo(layer->type);
if ((layer->flag & CD_FLAG_EXTERNAL) && typeInfo->write) {
if (free) {
if (typeInfo->free)
typeInfo->free(layer->data, totelem, typeInfo->size);
layer->flag &= ~CD_FLAG_IN_MEMORY;
}
}
}
cdf_write_close(cdf);
cdf_free(cdf);
}
void CustomData_external_add(CustomData *data, ID *UNUSED(id), int type, int UNUSED(totelem), const char *filename)
{
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CustomDataExternal *external = data->external;
CustomDataLayer *layer;
int layer_index;
layer_index = CustomData_get_active_layer_index(data, type);
if (layer_index == -1) return;
layer = &data->layers[layer_index];
if (layer->flag & CD_FLAG_EXTERNAL)
return;
if (!external) {
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external = MEM_callocN(sizeof(CustomDataExternal), "CustomDataExternal");
data->external = external;
}
BLI_strncpy(external->filename, filename, sizeof(external->filename));
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layer->flag |= CD_FLAG_EXTERNAL | CD_FLAG_IN_MEMORY;
}
void CustomData_external_remove(CustomData *data, ID *id, int type, int totelem)
{
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CustomDataExternal *external = data->external;
CustomDataLayer *layer;
//char filename[FILE_MAX];
int layer_index; // i, remove_file;
layer_index = CustomData_get_active_layer_index(data, type);
if (layer_index == -1) return;
layer = &data->layers[layer_index];
if (!external)
return;
if (layer->flag & CD_FLAG_EXTERNAL) {
if (!(layer->flag & CD_FLAG_IN_MEMORY))
CustomData_external_read(data, id, CD_TYPE_AS_MASK(layer->type), totelem);
layer->flag &= ~CD_FLAG_EXTERNAL;
#if 0
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remove_file = 1;
for (i = 0; i < data->totlayer; i++)
if (data->layers[i].flag & CD_FLAG_EXTERNAL)
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remove_file = 0;
if (remove_file) {
customdata_external_filename(filename, id, external);
cdf_remove(filename);
CustomData_external_free(data);
}
#endif
}
}
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bool CustomData_external_test(CustomData *data, int type)
{
CustomDataLayer *layer;
int layer_index;
layer_index = CustomData_get_active_layer_index(data, type);
if (layer_index == -1) return false;
layer = &data->layers[layer_index];
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return (layer->flag & CD_FLAG_EXTERNAL) != 0;
}
#if 0
void CustomData_external_remove_object(CustomData *data, ID *id)
{
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CustomDataExternal *external = data->external;
char filename[FILE_MAX];
if (!external)
return;
customdata_external_filename(filename, id, external);
cdf_remove(filename);
CustomData_external_free(data);
}
#endif
/* ********** Mesh-to-mesh data transfer ********** */
static void copy_bit_flag(void *dst, const void *src, const size_t data_size, const uint64_t flag)
{
#define COPY_BIT_FLAG(_type, _dst, _src, _f) \
{ \
const _type _val = *((_type *)(_src)) & ((_type)(_f)); \
*((_type *)(_dst)) &= ~((_type)(_f)); \
*((_type *)(_dst)) |= _val; \
} (void) 0
switch (data_size) {
case 1:
COPY_BIT_FLAG(uint8_t, dst, src, flag);
break;
case 2:
COPY_BIT_FLAG(uint16_t, dst, src, flag);
break;
case 4:
COPY_BIT_FLAG(uint32_t, dst, src, flag);
break;
case 8:
COPY_BIT_FLAG(uint64_t, dst, src, flag);
break;
default:
//printf("ERROR %s: Unknown flags-container size (%zu)\n", __func__, datasize);
break;
}
#undef COPY_BIT_FLAG
}
static bool check_bit_flag(const void *data, const size_t data_size, const uint64_t flag)
{
switch (data_size) {
case 1:
return ((*((uint8_t *)data) & ((uint8_t)flag)) != 0);
case 2:
return ((*((uint16_t *)data) & ((uint16_t)flag)) != 0);
case 4:
return ((*((uint32_t *)data) & ((uint32_t)flag)) != 0);
case 8:
return ((*((uint64_t *)data) & ((uint64_t)flag)) != 0);
default:
//printf("ERROR %s: Unknown flags-container size (%zu)\n", __func__, datasize);
return false;
}
}
static void customdata_data_transfer_interp_generic(
const CustomDataTransferLayerMap *laymap, void *data_dst,
const void **sources, const float *weights, const int count,
const float mix_factor)
{
/* Fake interpolation, we actually copy highest weighted source to dest.
2015-01-10 12:40:09 +11:00
* Note we also handle bitflags here, in which case we rather choose to transfer value of elements totaling
* more than 0.5 of weight. */
int best_src_idx = 0;
const int data_type = laymap->data_type;
const int mix_mode = laymap->mix_mode;
size_t data_size;
const uint64_t data_flag = laymap->data_flag;
cd_interp interp_cd = NULL;
cd_copy copy_cd = NULL;
void *tmp_dst;
if (!sources) {
/* Not supported here, abort. */
return;
}
if (data_type & CD_FAKE) {
data_size = laymap->data_size;
}
else {
const LayerTypeInfo *type_info = layerType_getInfo(data_type);
data_size = (size_t)type_info->size;
interp_cd = type_info->interp;
copy_cd = type_info->copy;
}
tmp_dst = MEM_mallocN(data_size, __func__);
if (count > 1 && !interp_cd) {
int i;
if (data_flag) {
/* Boolean case, we can 'interpolate' in two groups, and choose value from highest weighted group. */
float tot_weight_true = 0.0f;
int item_true_idx = -1, item_false_idx = -1;
for (i = 0; i < count; i++) {
if (check_bit_flag(sources[i], data_size, data_flag)) {
tot_weight_true += weights[i];
item_true_idx = i;
}
else {
item_false_idx = i;
}
}
best_src_idx = (tot_weight_true >= 0.5f) ? item_true_idx : item_false_idx;
}
else {
/* We just choose highest weighted source. */
float max_weight = 0.0f;
for (i = 0; i < count; i++) {
if (weights[i] > max_weight) {
max_weight = weights[i];
best_src_idx = i;
}
}
}
}
BLI_assert(best_src_idx >= 0);
if (interp_cd) {
interp_cd(sources, weights, NULL, count, tmp_dst);
}
else if (data_flag) {
copy_bit_flag(tmp_dst, sources[best_src_idx], data_size, data_flag);
}
/* No interpolation, just copy highest weight source element's data. */
else if (copy_cd) {
copy_cd(sources[best_src_idx], tmp_dst, 1);
}
else {
memcpy(tmp_dst, sources[best_src_idx], data_size);
}
if (data_flag) {
/* Bool flags, only copy if dest data is set (resp. unset) - only 'advanced' modes we can support here! */
if (mix_factor >= 0.5f &&
((mix_mode == CDT_MIX_TRANSFER) ||
(mix_mode == CDT_MIX_REPLACE_ABOVE_THRESHOLD && check_bit_flag(data_dst, data_size, data_flag)) ||
(mix_mode == CDT_MIX_REPLACE_BELOW_THRESHOLD && !check_bit_flag(data_dst, data_size, data_flag))))
{
copy_bit_flag(data_dst, tmp_dst, data_size, data_flag);
}
}
else if (!(data_type & CD_FAKE)) {
CustomData_data_mix_value(data_type, tmp_dst, data_dst, mix_mode, mix_factor);
}
/* Else we can do nothing by default, needs custom interp func!
* Note this is here only for sake of consistency, not expected to be used much actually? */
else {
if (mix_factor >= 0.5f) {
memcpy(data_dst, tmp_dst, data_size);
}
}
MEM_freeN(tmp_dst);
}
void CustomData_data_transfer(const MeshPairRemap *me_remap, const CustomDataTransferLayerMap *laymap)
{
MeshPairRemapItem *mapit = me_remap->items;
const int totelem = me_remap->items_num;
int i;
const int data_type = laymap->data_type;
const void *data_src = laymap->data_src;
void *data_dst = laymap->data_dst;
size_t data_step;
size_t data_size;
size_t data_offset;
cd_datatransfer_interp interp = NULL;
size_t tmp_buff_size = 32;
const void **tmp_data_src = NULL;
/* Note: NULL data_src may happen and be valid (see vgroups...). */
if (!data_dst) {
return;
}
if (data_src) {
tmp_data_src = MEM_mallocN(sizeof(*tmp_data_src) * tmp_buff_size, __func__);
}
if (data_type & CD_FAKE) {
data_step = laymap->elem_size;
data_size = laymap->data_size;
data_offset = laymap->data_offset;
}
else {
const LayerTypeInfo *type_info = layerType_getInfo(data_type);
/* Note: we can use 'fake' CDLayers, like e.g. for crease, bweight, etc. :/ */
data_size = (size_t)type_info->size;
data_step = laymap->elem_size ? laymap->elem_size : data_size;
data_offset = laymap->data_offset;
}
interp = laymap->interp ? laymap->interp : customdata_data_transfer_interp_generic;
for (i = 0; i < totelem; i++, data_dst = POINTER_OFFSET(data_dst, data_step), mapit++) {
const int sources_num = mapit->sources_num;
const float mix_factor = laymap->mix_weights ? laymap->mix_weights[i] : laymap->mix_factor;
int j;
if (!sources_num) {
/* No sources for this element, skip it. */
continue;
}
if (tmp_data_src) {
if (UNLIKELY(sources_num > tmp_buff_size)) {
tmp_buff_size = (size_t)sources_num;
2015-04-19 22:03:42 +10:00
tmp_data_src = MEM_reallocN((void *)tmp_data_src, sizeof(*tmp_data_src) * tmp_buff_size);
}
for (j = 0; j < sources_num; j++) {
const size_t src_idx = (size_t)mapit->indices_src[j];
tmp_data_src[j] = POINTER_OFFSET(data_src, (data_step * src_idx) + data_offset);
}
}
interp(laymap, POINTER_OFFSET(data_dst, data_offset), tmp_data_src, mapit->weights_src, sources_num, mix_factor);
}
MEM_SAFE_FREE(tmp_data_src);
}