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blender-archive/source/blender/blenkernel/intern/cdderivedmesh.c

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2012-05-06 17:22:54 +00:00
/*
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 CDDerivedMesh.
*
* BKE_cdderivedmesh.h contains the function prototypes for this file.
*
*/
2011-02-27 20:40:57 +00:00
/** \file blender/blenkernel/intern/cdderivedmesh.c
* \ingroup bke
*/
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#include "BLI_math.h"
#include "BLI_edgehash.h"
#include "BLI_utildefines.h"
#include "BLI_stackdefines.h"
#include "BKE_pbvh.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_mesh_mapping.h"
#include "BKE_paint.h"
#include "BKE_editmesh.h"
#include "BKE_curve.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
#include "DNA_object_types.h"
#include "DNA_curve_types.h" /* for Curve */
#include "MEM_guardedalloc.h"
#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_glew.h"
#include "GPU_shader.h"
#include "GPU_basic_shader.h"
#include "WM_api.h"
#include <string.h>
#include <limits.h>
#include <math.h>
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
typedef struct {
DerivedMesh dm;
/* these point to data in the DerivedMesh custom data layers,
2012-03-09 18:28:30 +00:00
* they are only here for efficiency and convenience **/
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
MVert *mvert;
MEdge *medge;
MFace *mface;
MLoop *mloop;
MPoly *mpoly;
/* Cached */
struct PBVH *pbvh;
bool pbvh_draw;
/* Mesh connectivity */
MeshElemMap *pmap;
int *pmap_mem;
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
} CDDerivedMesh;
/**************** DerivedMesh interface functions ****************/
static int cdDM_getNumVerts(DerivedMesh *dm)
{
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 dm->numVertData;
}
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
static int cdDM_getNumEdges(DerivedMesh *dm)
{
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 dm->numEdgeData;
}
static int cdDM_getNumTessFaces(DerivedMesh *dm)
{
/* uncomment and add a breakpoint on the printf()
* to help debug tessfaces issues since BMESH merge. */
#if 0
if (dm->numTessFaceData == 0 && dm->numPolyData != 0) {
printf("%s: has no faces!, call DM_ensure_tessface() if you need them\n");
}
#endif
return dm->numTessFaceData;
}
static int cdDM_getNumLoops(DerivedMesh *dm)
{
return dm->numLoopData;
}
static int cdDM_getNumPolys(DerivedMesh *dm)
{
return dm->numPolyData;
}
static void cdDM_getVert(DerivedMesh *dm, int index, MVert *r_vert)
{
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
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
*r_vert = cddm->mvert[index];
}
static void cdDM_getEdge(DerivedMesh *dm, int index, MEdge *r_edge)
{
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
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
*r_edge = cddm->medge[index];
}
static void cdDM_getTessFace(DerivedMesh *dm, int index, MFace *r_face)
{
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
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
*r_face = cddm->mface[index];
}
static void cdDM_copyVertArray(DerivedMesh *dm, MVert *r_vert)
{
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
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
memcpy(r_vert, cddm->mvert, sizeof(*r_vert) * dm->numVertData);
}
static void cdDM_copyEdgeArray(DerivedMesh *dm, MEdge *r_edge)
{
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
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
memcpy(r_edge, cddm->medge, sizeof(*r_edge) * dm->numEdgeData);
}
static void cdDM_copyTessFaceArray(DerivedMesh *dm, MFace *r_face)
{
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
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
memcpy(r_face, cddm->mface, sizeof(*r_face) * dm->numTessFaceData);
}
static void cdDM_copyLoopArray(DerivedMesh *dm, MLoop *r_loop)
{
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
memcpy(r_loop, cddm->mloop, sizeof(*r_loop) * dm->numLoopData);
}
static void cdDM_copyPolyArray(DerivedMesh *dm, MPoly *r_poly)
{
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
memcpy(r_poly, cddm->mpoly, sizeof(*r_poly) * dm->numPolyData);
}
static void cdDM_getMinMax(DerivedMesh *dm, float r_min[3], float r_max[3])
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
int i;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (dm->numVertData) {
2012-05-01 12:51:17 +00:00
for (i = 0; i < dm->numVertData; i++) {
minmax_v3v3_v3(r_min, r_max, cddm->mvert[i].co);
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
}
2012-03-23 20:18:09 +00:00
}
else {
zero_v3(r_min);
zero_v3(r_max);
}
}
static void cdDM_getVertCo(DerivedMesh *dm, int index, float r_co[3])
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
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
copy_v3_v3(r_co, cddm->mvert[index].co);
}
static void cdDM_getVertCos(DerivedMesh *dm, float (*r_cos)[3])
{
MVert *mv = CDDM_get_verts(dm);
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 < dm->numVertData; i++, mv++)
copy_v3_v3(r_cos[i], mv->co);
}
static void cdDM_getVertNo(DerivedMesh *dm, int index, float r_no[3])
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
normal_short_to_float_v3(r_no, cddm->mvert[index].no);
}
2012-03-17 10:23:44 +00:00
static const MeshElemMap *cdDM_getPolyMap(Object *ob, DerivedMesh *dm)
{
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CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
if (!cddm->pmap && ob->type == OB_MESH) {
2012-05-06 17:22:54 +00:00
Mesh *me = ob->data;
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BKE_mesh_vert_poly_map_create(
&cddm->pmap, &cddm->pmap_mem,
me->mpoly, me->mloop,
me->totvert, me->totpoly, me->totloop);
}
return cddm->pmap;
}
static bool check_sculpt_object_deformed(Object *object, bool for_construction)
{
bool deformed = false;
/* Active modifiers means extra deformation, which can't be handled correct
* on birth of PBVH and sculpt "layer" levels, so use PBVH only for internal brush
* stuff and show final DerivedMesh so user would see actual object shape.
*/
deformed |= object->sculpt->modifiers_active;
if (for_construction) {
deformed |= object->sculpt->kb != NULL;
}
else {
/* As in case with modifiers, we can't synchronize deformation made against
* PBVH and non-locked keyblock, so also use PBVH only for brushes and
* final DM to give final result to user.
*/
deformed |= object->sculpt->kb && (object->shapeflag & OB_SHAPE_LOCK) == 0;
}
return deformed;
}
static bool can_pbvh_draw(Object *ob, DerivedMesh *dm)
{
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
Mesh *me = ob->data;
bool deformed = check_sculpt_object_deformed(ob, false);
if (deformed) {
return false;
}
return cddm->mvert == me->mvert || ob->sculpt->kb;
}
static PBVH *cdDM_getPBVH(Object *ob, DerivedMesh *dm)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
if (!ob) {
2012-05-06 17:22:54 +00:00
cddm->pbvh = NULL;
return NULL;
}
if (!ob->sculpt)
return NULL;
2012-05-01 12:51:17 +00:00
if (ob->sculpt->pbvh) {
2012-05-06 17:22:54 +00:00
cddm->pbvh = ob->sculpt->pbvh;
cddm->pbvh_draw = can_pbvh_draw(ob, dm);
}
/* Sculpting on a BMesh (dynamic-topology) gets a special PBVH */
if (!cddm->pbvh && ob->sculpt->bm) {
cddm->pbvh = BKE_pbvh_new();
cddm->pbvh_draw = true;
BKE_pbvh_build_bmesh(cddm->pbvh, ob->sculpt->bm,
2013-01-02 01:49:07 +00:00
ob->sculpt->bm_smooth_shading,
ob->sculpt->bm_log, ob->sculpt->cd_vert_node_offset,
ob->sculpt->cd_face_node_offset);
pbvh_show_diffuse_color_set(cddm->pbvh, ob->sculpt->show_diffuse_color);
}
/* always build pbvh from original mesh, and only use it for drawing if
2012-03-09 18:28:30 +00:00
* this derivedmesh is just original mesh. it's the multires subsurf dm
* that this is actually for, to support a pbvh on a modified mesh */
if (!cddm->pbvh && ob->type == OB_MESH) {
2012-05-01 12:51:17 +00:00
Mesh *me = ob->data;
const int looptris_num = poly_to_tri_count(me->totpoly, me->totloop);
MLoopTri *looptri;
bool deformed;
cddm->pbvh = BKE_pbvh_new();
cddm->pbvh_draw = can_pbvh_draw(ob, dm);
looptri = MEM_mallocN(sizeof(*looptri) * looptris_num, __func__);
BKE_mesh_recalc_looptri(
me->mloop, me->mpoly,
me->mvert,
me->totloop, me->totpoly,
looptri);
BKE_pbvh_build_mesh(
cddm->pbvh,
me->mpoly, me->mloop,
me->mvert, me->totvert, &me->vdata,
looptri, looptris_num);
pbvh_show_diffuse_color_set(cddm->pbvh, ob->sculpt->show_diffuse_color);
deformed = check_sculpt_object_deformed(ob, true);
if (deformed && ob->derivedDeform) {
2012-05-01 12:51:17 +00:00
DerivedMesh *deformdm = ob->derivedDeform;
float (*vertCos)[3];
int totvert;
2012-05-01 12:51:17 +00:00
totvert = deformdm->getNumVerts(deformdm);
vertCos = MEM_mallocN(totvert * sizeof(float[3]), "cdDM_getPBVH vertCos");
deformdm->getVertCos(deformdm, vertCos);
BKE_pbvh_apply_vertCos(cddm->pbvh, vertCos);
MEM_freeN(vertCos);
}
}
return cddm->pbvh;
}
/* update vertex normals so that drawing smooth faces works during sculpt
2012-03-09 18:28:30 +00:00
* TODO: proper fix is to support the pbvh in all drawing modes */
static void cdDM_update_normals_from_pbvh(DerivedMesh *dm)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
float (*face_nors)[3];
/* Some callbacks do not use optimal PBVH draw, so needs all the
* possible data (like normals) to be copied from PBVH back to DM.
*
* This is safe to do if PBVH and DM are representing the same mesh,
* which could be wrong when modifiers are enabled for sculpt.
* So here we only doing update when there's no modifiers applied
* during sculpt.
*
* It's safe to do nothing if there are modifiers, because in this
* case modifier stack is re-constructed from scratch on every
* update.
*/
2016-01-16 13:01:10 +11:00
if (!cddm->pbvh_draw) {
return;
}
face_nors = CustomData_get_layer(&dm->polyData, CD_NORMAL);
BKE_pbvh_update(cddm->pbvh, PBVH_UpdateNormals, face_nors);
}
static void cdDM_drawVerts(DerivedMesh *dm)
{
GPU_vertex_setup(dm);
if (dm->drawObject->tot_loop_verts)
glDrawArrays(GL_POINTS, 0, dm->drawObject->tot_loop_verts);
else
glDrawArrays(GL_POINTS, 0, dm->drawObject->tot_loose_point);
GPU_buffers_unbind();
}
static void cdDM_drawUVEdges(DerivedMesh *dm)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
const MPoly *mpoly = cddm->mpoly;
int totpoly = dm->getNumPolys(dm);
int prevstart = 0;
bool prevdraw = true;
int curpos = 0;
int i;
GPU_uvedge_setup(dm);
for (i = 0; i < totpoly; i++, mpoly++) {
const bool draw = (mpoly->flag & ME_HIDE) == 0;
if (prevdraw != draw) {
if (prevdraw && (curpos != prevstart)) {
glDrawArrays(GL_LINES, prevstart, curpos - prevstart);
}
prevstart = curpos;
}
curpos += 2 * mpoly->totloop;
prevdraw = draw;
}
if (prevdraw && (curpos != prevstart)) {
glDrawArrays(GL_LINES, prevstart, curpos - prevstart);
}
GPU_buffers_unbind();
}
2014-04-17 19:33:54 +10:00
static void cdDM_drawEdges(DerivedMesh *dm, bool drawLooseEdges, bool drawAllEdges)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
GPUDrawObject *gdo;
if (cddm->pbvh && cddm->pbvh_draw &&
2014-01-12 22:05:24 +11:00
BKE_pbvh_type(cddm->pbvh) == PBVH_BMESH)
{
BKE_pbvh_draw(cddm->pbvh, NULL, NULL, NULL, true, false);
return;
}
GPU_edge_setup(dm);
gdo = dm->drawObject;
if (gdo->edges && gdo->points) {
if (drawAllEdges && drawLooseEdges) {
GPU_buffer_draw_elements(gdo->edges, GL_LINES, 0, gdo->totedge * 2);
}
else if (drawAllEdges) {
GPU_buffer_draw_elements(gdo->edges, GL_LINES, 0, gdo->loose_edge_offset * 2);
}
else {
GPU_buffer_draw_elements(gdo->edges, GL_LINES, 0, gdo->tot_edge_drawn * 2);
GPU_buffer_draw_elements(gdo->edges, GL_LINES, gdo->loose_edge_offset * 2, dm->drawObject->tot_loose_edge_drawn * 2);
}
}
GPU_buffers_unbind();
}
static void cdDM_drawLooseEdges(DerivedMesh *dm)
{
int start;
int count;
GPU_edge_setup(dm);
start = (dm->drawObject->loose_edge_offset * 2);
count = (dm->drawObject->totedge - dm->drawObject->loose_edge_offset) * 2;
if (count) {
GPU_buffer_draw_elements(dm->drawObject->edges, GL_LINES, start, count);
}
GPU_buffers_unbind();
}
2015-07-15 12:08:32 +10:00
static void cdDM_drawFacesSolid(
DerivedMesh *dm,
float (*partial_redraw_planes)[4],
bool UNUSED(fast), DMSetMaterial setMaterial)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
int a;
if (cddm->pbvh) {
if (cddm->pbvh_draw && BKE_pbvh_has_faces(cddm->pbvh)) {
float (*face_nors)[3] = CustomData_get_layer(&dm->polyData, CD_NORMAL);
2009-11-02 18:47:03 +00:00
BKE_pbvh_draw(cddm->pbvh, partial_redraw_planes, face_nors,
setMaterial, false, false);
glShadeModel(GL_FLAT);
return;
}
}
GPU_vertex_setup(dm);
GPU_normal_setup(dm);
GPU_triangle_setup(dm);
glShadeModel(GL_SMOOTH);
for (a = 0; a < dm->drawObject->totmaterial; a++) {
if (!setMaterial || setMaterial(dm->drawObject->materials[a].mat_nr + 1, NULL)) {
2015-07-15 12:08:32 +10:00
GPU_buffer_draw_elements(
dm->drawObject->triangles, GL_TRIANGLES,
dm->drawObject->materials[a].start, dm->drawObject->materials[a].totelements);
}
}
GPU_buffers_unbind();
glShadeModel(GL_FLAT);
}
2015-07-15 12:08:32 +10:00
static void cdDM_drawFacesTex_common(
DerivedMesh *dm,
DMSetDrawOptionsTex drawParams,
DMSetDrawOptionsMappedTex drawParamsMapped,
DMCompareDrawOptions compareDrawOptions,
void *userData, DMDrawFlag uvflag)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
const MPoly *mpoly = cddm->mpoly;
MTexPoly *mtexpoly = DM_get_poly_data_layer(dm, CD_MTEXPOLY);
const MLoopCol *mloopcol;
int i;
int colType, start_element, tot_drawn;
bool use_tface = (uvflag & DM_DRAW_USE_ACTIVE_UV) != 0;
int totpoly;
int next_actualFace;
int mat_index;
int tot_element;
/* double lookup */
const int *index_mp_to_orig = dm->getPolyDataArray(dm, CD_ORIGINDEX);
/* TODO: not entirely correct, but currently dynamic topology will
* destroy UVs anyway, so textured display wouldn't work anyway
*
* this will do more like solid view with lights set up for
* textured view, but object itself will be displayed gray
* (the same as it'll display without UV maps in textured view)
*/
if (cddm->pbvh) {
if (cddm->pbvh_draw &&
BKE_pbvh_type(cddm->pbvh) == PBVH_BMESH &&
BKE_pbvh_has_faces(cddm->pbvh))
{
GPU_set_tpage(NULL, false, false);
BKE_pbvh_draw(cddm->pbvh, NULL, NULL, NULL, false, false);
return;
}
else {
cdDM_update_normals_from_pbvh(dm);
}
}
colType = CD_TEXTURE_MLOOPCOL;
mloopcol = dm->getLoopDataArray(dm, colType);
if (!mloopcol) {
colType = CD_PREVIEW_MLOOPCOL;
mloopcol = dm->getLoopDataArray(dm, colType);
}
if (!mloopcol) {
colType = CD_MLOOPCOL;
mloopcol = dm->getLoopDataArray(dm, colType);
}
GPU_vertex_setup(dm);
GPU_normal_setup(dm);
GPU_triangle_setup(dm);
if (uvflag & DM_DRAW_USE_TEXPAINT_UV)
GPU_texpaint_uv_setup(dm);
else
GPU_uv_setup(dm);
if (mloopcol) {
GPU_color_setup(dm, colType);
}
glShadeModel(GL_SMOOTH);
/* lastFlag = 0; */ /* UNUSED */
for (mat_index = 0; mat_index < dm->drawObject->totmaterial; mat_index++) {
GPUBufferMaterial *bufmat = dm->drawObject->materials + mat_index;
next_actualFace = bufmat->polys[0];
totpoly = bufmat->totpolys;
tot_element = 0;
tot_drawn = 0;
start_element = 0;
for (i = 0; i < totpoly; i++) {
int actualFace = bufmat->polys[i];
DMDrawOption draw_option = DM_DRAW_OPTION_NORMAL;
int flush = 0;
int tot_tri_verts;
if (i != totpoly - 1)
next_actualFace = bufmat->polys[i + 1];
if (drawParams) {
MTexPoly *tp = use_tface && mtexpoly ? &mtexpoly[actualFace] : NULL;
draw_option = drawParams(tp, (mloopcol != NULL), mpoly[actualFace].mat_nr);
}
else {
if (index_mp_to_orig) {
const int orig = index_mp_to_orig[actualFace];
if (orig == ORIGINDEX_NONE) {
/* XXX, this is not really correct
* it will draw the previous faces context for this one when we don't know its settings.
* but better then skipping it altogether. - campbell */
draw_option = DM_DRAW_OPTION_NORMAL;
}
else if (drawParamsMapped) {
draw_option = drawParamsMapped(userData, orig, mpoly[actualFace].mat_nr);
}
}
else if (drawParamsMapped) {
draw_option = drawParamsMapped(userData, actualFace, mpoly[actualFace].mat_nr);
}
}
/* flush buffer if current triangle isn't drawable or it's last triangle */
flush = (draw_option == DM_DRAW_OPTION_SKIP) || (i == totpoly - 1);
if (!flush && compareDrawOptions) {
/* also compare draw options and flush buffer if they're different
* need for face selection highlight in edit mode */
flush |= compareDrawOptions(userData, actualFace, next_actualFace) == 0;
}
tot_tri_verts = ME_POLY_TRI_TOT(&mpoly[actualFace]) * 3;
tot_element += tot_tri_verts;
if (flush) {
if (draw_option != DM_DRAW_OPTION_SKIP)
tot_drawn += tot_tri_verts;
if (tot_drawn) {
if (mloopcol && draw_option != DM_DRAW_OPTION_NO_MCOL)
GPU_color_switch(1);
else
GPU_color_switch(0);
GPU_buffer_draw_elements(dm->drawObject->triangles, GL_TRIANGLES, bufmat->start + start_element, tot_drawn);
tot_drawn = 0;
}
start_element = tot_element;
}
else {
tot_drawn += tot_tri_verts;
}
}
}
GPU_buffers_unbind();
glShadeModel(GL_FLAT);
}
2015-07-15 12:08:32 +10:00
static void cdDM_drawFacesTex(
DerivedMesh *dm,
DMSetDrawOptionsTex setDrawOptions,
DMCompareDrawOptions compareDrawOptions,
void *userData, DMDrawFlag uvflag)
{
cdDM_drawFacesTex_common(dm, setDrawOptions, NULL, compareDrawOptions, userData, uvflag);
}
2015-07-15 12:08:32 +10:00
static void cdDM_drawMappedFaces(
DerivedMesh *dm,
DMSetDrawOptions setDrawOptions,
DMSetMaterial setMaterial,
DMCompareDrawOptions compareDrawOptions,
void *userData, DMDrawFlag flag)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
const MPoly *mpoly = cddm->mpoly;
const MLoopCol *mloopcol = NULL;
int colType, useColors = flag & DM_DRAW_USE_COLORS, useHide = flag & DM_DRAW_SKIP_HIDDEN;
int i, j;
int start_element = 0, tot_element, tot_drawn;
int totpoly;
int tot_tri_elem;
int mat_index;
GPUBuffer *findex_buffer = NULL;
const int *index_mp_to_orig = dm->getPolyDataArray(dm, CD_ORIGINDEX);
/* fist, setup common buffers */
GPU_vertex_setup(dm);
GPU_triangle_setup(dm);
totpoly = dm->getNumPolys(dm);
/* if we do selection, fill the selection buffer color */
if (G.f & G_BACKBUFSEL) {
if (!(flag & DM_DRAW_SKIP_SELECT)) {
Mesh *me = NULL;
BMesh *bm = NULL;
unsigned int *fi_map;
if (flag & DM_DRAW_SELECT_USE_EDITMODE)
bm = userData;
else
me = userData;
findex_buffer = GPU_buffer_alloc(dm->drawObject->tot_loop_verts * sizeof(int));
fi_map = GPU_buffer_lock(findex_buffer, GPU_BINDING_ARRAY);
if (fi_map) {
for (i = 0; i < totpoly; i++, mpoly++) {
int selcol = 0xFFFFFFFF;
const int orig = (index_mp_to_orig) ? index_mp_to_orig[i] : i;
bool is_hidden;
if (useHide) {
if (flag & DM_DRAW_SELECT_USE_EDITMODE) {
BMFace *efa = BM_face_at_index(bm, orig);
is_hidden = BM_elem_flag_test(efa, BM_ELEM_HIDDEN) != 0;
}
else {
is_hidden = (me->mpoly[orig].flag & ME_HIDE) != 0;
}
if ((orig != ORIGINDEX_NONE) && !is_hidden)
WM_framebuffer_index_get(orig + 1, &selcol);
}
else if (orig != ORIGINDEX_NONE)
WM_framebuffer_index_get(orig + 1, &selcol);
for (j = 0; j < mpoly->totloop; j++)
fi_map[start_element++] = selcol;
}
start_element = 0;
mpoly = cddm->mpoly;
GPU_buffer_unlock(findex_buffer, GPU_BINDING_ARRAY);
GPU_buffer_bind_as_color(findex_buffer);
}
}
}
else {
GPU_normal_setup(dm);
if (useColors) {
colType = CD_TEXTURE_MLOOPCOL;
mloopcol = DM_get_loop_data_layer(dm, colType);
if (!mloopcol) {
colType = CD_PREVIEW_MLOOPCOL;
mloopcol = DM_get_loop_data_layer(dm, colType);
}
if (!mloopcol) {
colType = CD_MLOOPCOL;
mloopcol = DM_get_loop_data_layer(dm, colType);
}
if (useColors && mloopcol) {
GPU_color_setup(dm, colType);
}
}
}
glShadeModel(GL_SMOOTH);
tot_tri_elem = dm->drawObject->tot_triangle_point;
if (tot_tri_elem == 0) {
/* avoid buffer problems in following code */
}
else if (setDrawOptions == NULL) {
/* just draw the entire face array */
GPU_buffer_draw_elements(dm->drawObject->triangles, GL_TRIANGLES, 0, tot_tri_elem);
}
else {
for (mat_index = 0; mat_index < dm->drawObject->totmaterial; mat_index++) {
GPUBufferMaterial *bufmat = dm->drawObject->materials + mat_index;
DMDrawOption draw_option = DM_DRAW_OPTION_NORMAL;
int next_actualFace = bufmat->polys[0];
totpoly = useHide ? bufmat->totvisiblepolys : bufmat->totpolys;
tot_element = 0;
start_element = 0;
tot_drawn = 0;
if (setMaterial)
draw_option = setMaterial(bufmat->mat_nr + 1, NULL);
if (draw_option != DM_DRAW_OPTION_SKIP) {
DMDrawOption last_draw_option = DM_DRAW_OPTION_NORMAL;
for (i = 0; i < totpoly; i++) {
int actualFace = next_actualFace;
int flush = 0;
int tot_tri_verts;
draw_option = DM_DRAW_OPTION_NORMAL;
if (i != totpoly - 1)
next_actualFace = bufmat->polys[i + 1];
if (setDrawOptions) {
const int orig = (index_mp_to_orig) ? index_mp_to_orig[actualFace] : actualFace;
if (orig != ORIGINDEX_NONE) {
draw_option = setDrawOptions(userData, orig);
}
}
/* Goal is to draw as long of a contiguous triangle
* array as possible, so draw when we hit either an
* invisible triangle or at the end of the array */
/* flush buffer if current triangle isn't drawable or it's last triangle... */
flush = (draw_option != last_draw_option) || (i == totpoly - 1);
if (!flush && compareDrawOptions) {
flush |= compareDrawOptions(userData, actualFace, next_actualFace) == 0;
}
tot_tri_verts = ME_POLY_TRI_TOT(&mpoly[actualFace]) * 3;
tot_element += tot_tri_verts;
if (flush) {
if (draw_option != DM_DRAW_OPTION_SKIP) {
tot_drawn += tot_tri_verts;
if (last_draw_option != draw_option) {
if (draw_option == DM_DRAW_OPTION_STIPPLE) {
GPU_basic_shader_bind(GPU_SHADER_STIPPLE | GPU_SHADER_USE_COLOR);
GPU_basic_shader_stipple(GPU_SHADER_STIPPLE_QUARTTONE);
}
else {
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
}
}
if (tot_drawn) {
GPU_buffer_draw_elements(dm->drawObject->triangles, GL_TRIANGLES, bufmat->start + start_element, tot_drawn);
tot_drawn = 0;
}
last_draw_option = draw_option;
start_element = tot_element;
}
else {
tot_drawn += tot_tri_verts;
}
}
}
}
}
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
glShadeModel(GL_FLAT);
GPU_buffers_unbind();
if (findex_buffer)
GPU_buffer_free(findex_buffer);
}
2015-07-15 12:08:32 +10:00
static void cdDM_drawMappedFacesTex(
DerivedMesh *dm,
DMSetDrawOptionsMappedTex setDrawOptions,
DMCompareDrawOptions compareDrawOptions,
void *userData, DMDrawFlag flag)
{
cdDM_drawFacesTex_common(dm, NULL, setDrawOptions, compareDrawOptions, userData, flag);
}
static void cddm_draw_attrib_vertex(
DMVertexAttribs *attribs, const MVert *mvert, int a, int index, int loop, int vert,
const float *lnor, const bool smoothnormal)
{
DM_draw_attrib_vertex(attribs, a, index, vert, loop);
/* vertex normal */
if (lnor) {
glNormal3fv(lnor);
}
else if (smoothnormal) {
glNormal3sv(mvert[index].no);
}
/* vertex coordinate */
glVertex3fv(mvert[index].co);
}
typedef struct {
DMVertexAttribs attribs;
int numdata;
GPUAttrib datatypes[GPU_MAX_ATTRIB]; /* TODO, messing up when switching materials many times - [#21056]*/
} GPUMaterialConv;
2015-07-15 12:08:32 +10:00
static void cdDM_drawMappedFacesGLSL(
DerivedMesh *dm,
DMSetMaterial setMaterial,
DMSetDrawOptions setDrawOptions,
void *userData)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
GPUVertexAttribs gattribs;
const MVert *mvert = cddm->mvert;
const MPoly *mpoly = cddm->mpoly;
const MLoop *mloop = cddm->mloop;
const MLoopTri *lt = dm->getLoopTriArray(dm);
const int tottri = dm->getNumLoopTri(dm);
/* MTFace *tf = dm->getTessFaceDataArray(dm, CD_MTFACE); */ /* UNUSED */
const float (*nors)[3] = dm->getPolyDataArray(dm, CD_NORMAL);
const float (*lnors)[3] = dm->getLoopDataArray(dm, CD_NORMAL);
const int totpoly = dm->getNumPolys(dm);
const short dm_totmat = dm->totmat;
int a, b, matnr, new_matnr;
bool do_draw;
int orig;
const int *index_mp_to_orig = dm->getPolyDataArray(dm, CD_ORIGINDEX);
/* TODO: same as for solid draw, not entirely correct, but works fine for now,
* will skip using textures (dyntopo currently destroys UV anyway) and
* works fine for matcap
*/
if (cddm->pbvh) {
if (cddm->pbvh_draw &&
BKE_pbvh_type(cddm->pbvh) == PBVH_BMESH &&
BKE_pbvh_has_faces(cddm->pbvh))
{
setMaterial(1, &gattribs);
BKE_pbvh_draw(cddm->pbvh, NULL, NULL, NULL, false, false);
return;
}
else {
cdDM_update_normals_from_pbvh(dm);
}
}
matnr = -1;
do_draw = false;
glShadeModel(GL_SMOOTH);
2015-11-26 11:08:25 +11:00
if (setDrawOptions != NULL) {
DMVertexAttribs attribs;
DEBUG_VBO("Using legacy code. cdDM_drawMappedFacesGLSL\n");
memset(&attribs, 0, sizeof(attribs));
glBegin(GL_TRIANGLES);
for (a = 0; a < tottri; a++, lt++) {
const MPoly *mp = &mpoly[lt->poly];
const unsigned int vtri[3] = {mloop[lt->tri[0]].v, mloop[lt->tri[1]].v, mloop[lt->tri[2]].v};
const unsigned int *ltri = lt->tri;
const float *ln1 = NULL, *ln2 = NULL, *ln3 = NULL;
const bool smoothnormal = lnors || (mp->flag & ME_SMOOTH);
new_matnr = mp->mat_nr;
if (new_matnr != matnr) {
glEnd();
matnr = new_matnr;
do_draw = setMaterial(matnr + 1, &gattribs);
if (do_draw)
DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
glBegin(GL_TRIANGLES);
}
if (!do_draw) {
continue;
}
else if (setDrawOptions) {
orig = (index_mp_to_orig) ? index_mp_to_orig[lt->poly] : lt->poly;
if (orig == ORIGINDEX_NONE) {
/* since the material is set by setMaterial(), faces with no
* origin can be assumed to be generated by a modifier */
/* continue */
}
else if (setDrawOptions(userData, orig) == DM_DRAW_OPTION_SKIP)
continue;
}
if (!smoothnormal) {
if (nors) {
glNormal3fv(nors[lt->poly]);
}
else {
/* TODO ideally a normal layer should always be available */
float nor[3];
normal_tri_v3(nor, mvert[vtri[0]].co, mvert[vtri[1]].co, mvert[vtri[2]].co);
glNormal3fv(nor);
}
}
else if (lnors) {
ln1 = lnors[ltri[0]];
ln2 = lnors[ltri[1]];
ln3 = lnors[ltri[2]];
}
cddm_draw_attrib_vertex(&attribs, mvert, a, vtri[0], ltri[0], 0, ln1, smoothnormal);
cddm_draw_attrib_vertex(&attribs, mvert, a, vtri[1], ltri[1], 1, ln2, smoothnormal);
cddm_draw_attrib_vertex(&attribs, mvert, a, vtri[2], ltri[2], 2, ln3, smoothnormal);
}
glEnd();
}
else {
GPUMaterialConv *matconv;
int offset;
int *mat_orig_to_new;
int tot_active_mat;
GPUBuffer *buffer = NULL;
unsigned char *varray;
size_t max_element_size = 0;
int tot_loops = 0;
GPU_vertex_setup(dm);
GPU_normal_setup(dm);
GPU_triangle_setup(dm);
tot_active_mat = dm->drawObject->totmaterial;
matconv = MEM_callocN(sizeof(*matconv) * tot_active_mat,
"cdDM_drawMappedFacesGLSL.matconv");
mat_orig_to_new = MEM_mallocN(sizeof(*mat_orig_to_new) * dm->totmat,
"cdDM_drawMappedFacesGLSL.mat_orig_to_new");
/* part one, check what attributes are needed per material */
for (a = 0; a < tot_active_mat; a++) {
new_matnr = dm->drawObject->materials[a].mat_nr;
/* map from original material index to new
* GPUBufferMaterial index */
mat_orig_to_new[new_matnr] = a;
do_draw = setMaterial(new_matnr + 1, &gattribs);
if (do_draw) {
int numdata = 0;
DM_vertex_attributes_from_gpu(dm, &gattribs, &matconv[a].attribs);
if (matconv[a].attribs.totorco && matconv[a].attribs.orco.array) {
matconv[a].datatypes[numdata].index = matconv[a].attribs.orco.gl_index;
matconv[a].datatypes[numdata].size = 3;
matconv[a].datatypes[numdata].type = GL_FLOAT;
numdata++;
}
for (b = 0; b < matconv[a].attribs.tottface; b++) {
if (matconv[a].attribs.tface[b].array) {
matconv[a].datatypes[numdata].index = matconv[a].attribs.tface[b].gl_index;
matconv[a].datatypes[numdata].size = 2;
matconv[a].datatypes[numdata].type = GL_FLOAT;
numdata++;
}
}
for (b = 0; b < matconv[a].attribs.totmcol; b++) {
if (matconv[a].attribs.mcol[b].array) {
matconv[a].datatypes[numdata].index = matconv[a].attribs.mcol[b].gl_index;
matconv[a].datatypes[numdata].size = 4;
matconv[a].datatypes[numdata].type = GL_UNSIGNED_BYTE;
numdata++;
}
}
if (matconv[a].attribs.tottang && matconv[a].attribs.tang.array) {
matconv[a].datatypes[numdata].index = matconv[a].attribs.tang.gl_index;
matconv[a].datatypes[numdata].size = 4;
matconv[a].datatypes[numdata].type = GL_FLOAT;
numdata++;
}
if (numdata != 0) {
matconv[a].numdata = numdata;
max_element_size = max_ii(GPU_attrib_element_size(matconv[a].datatypes, numdata), max_element_size);
}
}
}
/* part two, generate and fill the arrays with the data */
if (max_element_size > 0) {
buffer = GPU_buffer_alloc(max_element_size * dm->drawObject->tot_loop_verts);
varray = GPU_buffer_lock_stream(buffer, GPU_BINDING_ARRAY);
if (varray == NULL) {
GPU_buffers_unbind();
GPU_buffer_free(buffer);
MEM_freeN(mat_orig_to_new);
MEM_freeN(matconv);
fprintf(stderr, "Out of memory, can't draw object\n");
return;
}
for (a = 0; a < totpoly; a++, mpoly++) {
const short mat_nr = ME_MAT_NR_TEST(mpoly->mat_nr, dm_totmat);
int j;
int i = mat_orig_to_new[mat_nr];
offset = tot_loops * max_element_size;
if (matconv[i].numdata != 0) {
if (matconv[i].attribs.totorco && matconv[i].attribs.orco.array) {
for (j = 0; j < mpoly->totloop; j++)
copy_v3_v3((float *)&varray[offset + j * max_element_size],
(float *)matconv[i].attribs.orco.array[mloop[mpoly->loopstart + j].v]);
2012-05-06 17:22:54 +00:00
offset += sizeof(float) * 3;
}
for (b = 0; b < matconv[i].attribs.tottface; b++) {
if (matconv[i].attribs.tface[b].array) {
const MLoopUV *mloopuv = matconv[i].attribs.tface[b].array;
for (j = 0; j < mpoly->totloop; j++)
copy_v2_v2((float *)&varray[offset + j * max_element_size], mloopuv[mpoly->loopstart + j].uv);
offset += sizeof(float) * 2;
}
}
for (b = 0; b < matconv[i].attribs.totmcol; b++) {
if (matconv[i].attribs.mcol[b].array) {
const MLoopCol *mloopcol = matconv[i].attribs.mcol[b].array;
for (j = 0; j < mpoly->totloop; j++)
copy_v4_v4_uchar(&varray[offset + j * max_element_size], &mloopcol[mpoly->loopstart + j].r);
offset += sizeof(unsigned char) * 4;
}
}
if (matconv[i].attribs.tottang && matconv[i].attribs.tang.array) {
const float (*looptang)[4] = (const float (*)[4])matconv[i].attribs.tang.array;
for (j = 0; j < mpoly->totloop; j++)
copy_v4_v4((float *)&varray[offset + j * max_element_size], looptang[mpoly->loopstart + j]);
offset += sizeof(float) * 4;
}
}
tot_loops += mpoly->totloop;
}
GPU_buffer_unlock(buffer, GPU_BINDING_ARRAY);
}
for (a = 0; a < tot_active_mat; a++) {
new_matnr = dm->drawObject->materials[a].mat_nr;
do_draw = setMaterial(new_matnr + 1, &gattribs);
if (do_draw) {
if (matconv[a].numdata) {
GPU_interleaved_attrib_setup(buffer, matconv[a].datatypes, matconv[a].numdata, max_element_size);
}
GPU_buffer_draw_elements(dm->drawObject->triangles, GL_TRIANGLES,
dm->drawObject->materials[a].start, dm->drawObject->materials[a].totelements);
if (matconv[a].numdata) {
GPU_interleaved_attrib_unbind();
}
}
}
GPU_buffers_unbind();
if (buffer)
GPU_buffer_free(buffer);
MEM_freeN(mat_orig_to_new);
MEM_freeN(matconv);
}
glShadeModel(GL_FLAT);
}
static void cdDM_drawFacesGLSL(DerivedMesh *dm, DMSetMaterial setMaterial)
{
dm->drawMappedFacesGLSL(dm, setMaterial, NULL, NULL);
}
2015-07-15 12:08:32 +10:00
static void cdDM_drawMappedFacesMat(
DerivedMesh *dm,
void (*setMaterial)(void *userData, int matnr, void *attribs),
bool (*setFace)(void *userData, int index), void *userData)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
GPUVertexAttribs gattribs;
DMVertexAttribs attribs;
MVert *mvert = cddm->mvert;
const MPoly *mpoly = cddm->mpoly;
const MLoop *mloop = cddm->mloop;
const MLoopTri *lt = dm->getLoopTriArray(dm);
const int tottri = dm->getNumLoopTri(dm);
const float (*nors)[3] = dm->getPolyDataArray(dm, CD_NORMAL);
const float (*lnors)[3] = dm->getLoopDataArray(dm, CD_NORMAL);
int a, matnr, new_matnr;
int orig;
const int *index_mp_to_orig = dm->getPolyDataArray(dm, CD_ORIGINDEX);
/* TODO: same as for solid draw, not entirely correct, but works fine for now,
* will skip using textures (dyntopo currently destroys UV anyway) and
* works fine for matcap
*/
if (cddm->pbvh) {
if (cddm->pbvh_draw &&
BKE_pbvh_type(cddm->pbvh) == PBVH_BMESH &&
BKE_pbvh_has_faces(cddm->pbvh))
{
setMaterial(userData, 1, &gattribs);
BKE_pbvh_draw(cddm->pbvh, NULL, NULL, NULL, false, false);
return;
}
else {
cdDM_update_normals_from_pbvh(dm);
}
}
matnr = -1;
glShadeModel(GL_SMOOTH);
memset(&attribs, 0, sizeof(attribs));
glBegin(GL_TRIANGLES);
for (a = 0; a < tottri; a++, lt++) {
const MPoly *mp = &mpoly[lt->poly];
const unsigned int vtri[3] = {mloop[lt->tri[0]].v, mloop[lt->tri[1]].v, mloop[lt->tri[2]].v};
const unsigned int *ltri = lt->tri;
const bool smoothnormal = lnors || (mp->flag & ME_SMOOTH);
const float *ln1 = NULL, *ln2 = NULL, *ln3 = NULL;
/* material */
new_matnr = mp->mat_nr + 1;
if (new_matnr != matnr) {
glEnd();
setMaterial(userData, matnr = new_matnr, &gattribs);
DM_vertex_attributes_from_gpu(dm, &gattribs, &attribs);
glBegin(GL_TRIANGLES);
}
/* skipping faces */
if (setFace) {
orig = (index_mp_to_orig) ? index_mp_to_orig[lt->poly] : lt->poly;
if (orig != ORIGINDEX_NONE && !setFace(userData, orig))
continue;
}
/* smooth normal */
if (!smoothnormal) {
if (nors) {
glNormal3fv(nors[lt->poly]);
}
else {
/* TODO ideally a normal layer should always be available */
float nor[3];
normal_tri_v3(nor, mvert[vtri[0]].co, mvert[vtri[1]].co, mvert[vtri[2]].co);
glNormal3fv(nor);
}
}
else if (lnors) {
ln1 = lnors[ltri[0]];
ln2 = lnors[ltri[1]];
ln3 = lnors[ltri[2]];
}
/* vertices */
cddm_draw_attrib_vertex(&attribs, mvert, a, vtri[0], ltri[0], 0, ln1, smoothnormal);
cddm_draw_attrib_vertex(&attribs, mvert, a, vtri[1], ltri[1], 1, ln2, smoothnormal);
cddm_draw_attrib_vertex(&attribs, mvert, a, vtri[2], ltri[2], 2, ln3, smoothnormal);
}
glEnd();
glShadeModel(GL_FLAT);
}
static void cdDM_drawMappedEdges(DerivedMesh *dm, DMSetDrawOptions setDrawOptions, void *userData)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
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
MVert *vert = cddm->mvert;
MEdge *edge = cddm->medge;
int i, orig, *index = DM_get_edge_data_layer(dm, CD_ORIGINDEX);
glBegin(GL_LINES);
for (i = 0; i < dm->numEdgeData; i++, edge++) {
if (index) {
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
orig = *index++;
if (setDrawOptions && orig == ORIGINDEX_NONE) 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
}
else
orig = i;
if (!setDrawOptions || (setDrawOptions(userData, orig) != DM_DRAW_OPTION_SKIP)) {
glVertex3fv(vert[edge->v1].co);
glVertex3fv(vert[edge->v2].co);
}
}
glEnd();
}
typedef struct FaceCount {
unsigned int i_visible;
unsigned int i_hidden;
unsigned int i_tri_visible;
unsigned int i_tri_hidden;
} FaceCount;
static void cdDM_buffer_copy_triangles(
DerivedMesh *dm, unsigned int *varray,
const int *mat_orig_to_new)
{
GPUBufferMaterial *gpumat, *gpumaterials = dm->drawObject->materials;
int i, j, start;
const int gpu_totmat = dm->drawObject->totmaterial;
const short dm_totmat = dm->totmat;
const MPoly *mpoly = dm->getPolyArray(dm);
const MLoopTri *lt = dm->getLoopTriArray(dm);
const int totpoly = dm->getNumPolys(dm);
FaceCount *fc = MEM_mallocN(sizeof(*fc) * gpu_totmat, "gpumaterial.facecount");
for (i = 0; i < gpu_totmat; i++) {
fc[i].i_visible = 0;
fc[i].i_tri_visible = 0;
fc[i].i_hidden = gpumaterials[i].totpolys - 1;
fc[i].i_tri_hidden = gpumaterials[i].totelements - 1;
}
for (i = 0; i < totpoly; i++) {
const short mat_nr = ME_MAT_NR_TEST(mpoly[i].mat_nr, dm_totmat);
int tottri = ME_POLY_TRI_TOT(&mpoly[i]);
int mati = mat_orig_to_new[mat_nr];
gpumat = gpumaterials + mati;
if (mpoly[i].flag & ME_HIDE) {
for (j = 0; j < tottri; j++, lt++) {
start = gpumat->start + fc[mati].i_tri_hidden;
/* v1 v2 v3 */
varray[start--] = lt->tri[2];
varray[start--] = lt->tri[1];
varray[start--] = lt->tri[0];
fc[mati].i_tri_hidden -= 3;
}
gpumat->polys[fc[mati].i_hidden--] = i;
}
else {
for (j = 0; j < tottri; j++, lt++) {
start = gpumat->start + fc[mati].i_tri_visible;
/* v1 v2 v3 */
varray[start++] = lt->tri[0];
varray[start++] = lt->tri[1];
varray[start++] = lt->tri[2];
fc[mati].i_tri_visible += 3;
}
gpumat->polys[fc[mati].i_visible++] = i;
}
}
/* set the visible polygons */
for (i = 0; i < gpu_totmat; i++) {
gpumaterials[i].totvisiblepolys = fc[i].i_visible;
}
MEM_freeN(fc);
}
static void cdDM_buffer_copy_vertex(
DerivedMesh *dm, float *varray)
{
const MVert *mvert;
const MPoly *mpoly;
const MLoop *mloop;
int i, j, start, totpoly;
mvert = dm->getVertArray(dm);
mpoly = dm->getPolyArray(dm);
mloop = dm->getLoopArray(dm);
totpoly = dm->getNumPolys(dm);
start = 0;
for (i = 0; i < totpoly; i++, mpoly++) {
for (j = 0; j < mpoly->totloop; j++) {
copy_v3_v3(&varray[start], mvert[mloop[mpoly->loopstart + j].v].co);
start += 3;
}
}
/* copy loose points */
j = dm->drawObject->tot_loop_verts * 3;
for (i = 0; i < dm->drawObject->totvert; i++) {
if (dm->drawObject->vert_points[i].point_index >= dm->drawObject->tot_loop_verts) {
copy_v3_v3(&varray[j], mvert[i].co);
j += 3;
}
}
}
static void cdDM_buffer_copy_normal(
DerivedMesh *dm, short *varray)
{
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
int i, j, totpoly;
int start;
const float (*nors)[3] = dm->getPolyDataArray(dm, CD_NORMAL);
const float (*lnors)[3] = dm->getLoopDataArray(dm, CD_NORMAL);
const MVert *mvert;
const MPoly *mpoly;
const MLoop *mloop;
mvert = dm->getVertArray(dm);
mpoly = dm->getPolyArray(dm);
mloop = dm->getLoopArray(dm);
totpoly = dm->getNumPolys(dm);
/* we are in sculpt mode, disable loop normals (since they won't get updated) */
if (cddm->pbvh)
lnors = NULL;
start = 0;
for (i = 0; i < totpoly; i++, mpoly++) {
const bool smoothnormal = (mpoly->flag & ME_SMOOTH) != 0;
if (lnors) {
/* Copy loop normals */
for (j = 0; j < mpoly->totloop; j++, start += 4) {
normal_float_to_short_v3(&varray[start], lnors[mpoly->loopstart + j]);
}
}
else if (smoothnormal) {
/* Copy vertex normal */
for (j = 0; j < mpoly->totloop; j++, start += 4) {
copy_v3_v3_short(&varray[start], mvert[mloop[mpoly->loopstart + j].v].no);
}
}
else {
/* Copy cached OR calculated face normal */
short f_no_s[3];
if (nors) {
normal_float_to_short_v3(f_no_s, nors[i]);
}
else {
float f_no[3];
BKE_mesh_calc_poly_normal(mpoly, &mloop[mpoly->loopstart], mvert, f_no);
normal_float_to_short_v3(f_no_s, f_no);
}
for (j = 0; j < mpoly->totloop; j++, start += 4) {
copy_v3_v3_short(&varray[start], f_no_s);
}
}
}
}
static void cdDM_buffer_copy_uv(
DerivedMesh *dm, float *varray)
{
int i, j, totpoly;
int start;
const MPoly *mpoly;
const MLoopUV *mloopuv;
if ((mloopuv = DM_get_loop_data_layer(dm, CD_MLOOPUV)) == NULL) {
return;
}
mpoly = dm->getPolyArray(dm);
totpoly = dm->getNumPolys(dm);
start = 0;
for (i = 0; i < totpoly; i++, mpoly++) {
for (j = 0; j < mpoly->totloop; j++) {
copy_v2_v2(&varray[start], mloopuv[mpoly->loopstart + j].uv);
start += 2;
}
}
}
static void cdDM_buffer_copy_uv_texpaint(
DerivedMesh *dm, float *varray)
{
int i, j, totpoly;
int start;
const MPoly *mpoly;
int totmaterial = dm->totmat;
const MLoopUV **uv_base;
const MLoopUV *uv_stencil_base;
int stencil;
totpoly = dm->getNumPolys(dm);
/* should have been checked for before, reassert */
BLI_assert(DM_get_loop_data_layer(dm, CD_MLOOPUV));
uv_base = MEM_mallocN(totmaterial * sizeof(*uv_base), "texslots");
for (i = 0; i < totmaterial; i++) {
uv_base[i] = DM_paint_uvlayer_active_get(dm, i);
}
stencil = CustomData_get_stencil_layer(&dm->loopData, CD_MLOOPUV);
uv_stencil_base = CustomData_get_layer_n(&dm->loopData, CD_MLOOPUV, stencil);
mpoly = dm->getPolyArray(dm);
start = 0;
for (i = 0; i < totpoly; i++, mpoly++) {
int mat_i = mpoly->mat_nr;
for (j = 0; j < mpoly->totloop; j++) {
copy_v2_v2(&varray[start], uv_base[mat_i][mpoly->loopstart + j].uv);
copy_v2_v2(&varray[start + 2], uv_stencil_base[mpoly->loopstart + j].uv);
start += 4;
}
}
MEM_freeN(uv_base);
}
/* treat varray_ as an array of MCol, four MCol's per face */
static void cdDM_buffer_copy_mcol(
DerivedMesh *dm, unsigned char *varray,
const void *user_data)
{
int i, j, totpoly;
int start;
const MLoopCol *mloopcol = user_data;
const MPoly *mpoly = dm->getPolyArray(dm);
totpoly = dm->getNumPolys(dm);
start = 0;
for (i = 0; i < totpoly; i++, mpoly++) {
for (j = 0; j < mpoly->totloop; j++) {
copy_v3_v3_uchar(&varray[start], &mloopcol[mpoly->loopstart + j].r);
start += 3;
}
}
}
static void cdDM_buffer_copy_edge(
DerivedMesh *dm, unsigned int *varray)
{
MEdge *medge, *medge_base;
int i, totedge, iloose, inorm, iloosehidden, inormhidden;
int tot_loose_hidden = 0, tot_loose = 0;
int tot_hidden = 0, tot = 0;
medge_base = medge = dm->getEdgeArray(dm);
totedge = dm->getNumEdges(dm);
for (i = 0; i < totedge; i++, medge++) {
if (medge->flag & ME_EDGEDRAW) {
if (medge->flag & ME_LOOSEEDGE) tot_loose++;
else tot++;
}
else {
if (medge->flag & ME_LOOSEEDGE) tot_loose_hidden++;
else tot_hidden++;
}
}
inorm = 0;
inormhidden = tot;
iloose = tot + tot_hidden;
iloosehidden = iloose + tot_loose;
medge = medge_base;
for (i = 0; i < totedge; i++, medge++) {
if (medge->flag & ME_EDGEDRAW) {
if (medge->flag & ME_LOOSEEDGE) {
varray[iloose * 2] = dm->drawObject->vert_points[medge->v1].point_index;
varray[iloose * 2 + 1] = dm->drawObject->vert_points[medge->v2].point_index;
iloose++;
}
else {
varray[inorm * 2] = dm->drawObject->vert_points[medge->v1].point_index;
varray[inorm * 2 + 1] = dm->drawObject->vert_points[medge->v2].point_index;
inorm++;
}
}
else {
if (medge->flag & ME_LOOSEEDGE) {
varray[iloosehidden * 2] = dm->drawObject->vert_points[medge->v1].point_index;
varray[iloosehidden * 2 + 1] = dm->drawObject->vert_points[medge->v2].point_index;
iloosehidden++;
}
else {
varray[inormhidden * 2] = dm->drawObject->vert_points[medge->v1].point_index;
varray[inormhidden * 2 + 1] = dm->drawObject->vert_points[medge->v2].point_index;
inormhidden++;
}
}
}
dm->drawObject->tot_loose_edge_drawn = tot_loose;
dm->drawObject->loose_edge_offset = tot + tot_hidden;
dm->drawObject->tot_edge_drawn = tot;
}
static void cdDM_buffer_copy_uvedge(
DerivedMesh *dm, float *varray)
{
int i, j, totpoly;
int start;
const MLoopUV *mloopuv;
const MPoly *mpoly = dm->getPolyArray(dm);
if ((mloopuv = DM_get_loop_data_layer(dm, CD_MLOOPUV)) == NULL) {
return;
}
totpoly = dm->getNumPolys(dm);
start = 0;
for (i = 0; i < totpoly; i++, mpoly++) {
for (j = 0; j < mpoly->totloop; j++) {
copy_v2_v2(&varray[start], mloopuv[mpoly->loopstart + j].uv);
copy_v2_v2(&varray[start + 2], mloopuv[mpoly->loopstart + (j + 1) % mpoly->totloop].uv);
start += 4;
}
}
}
2015-07-15 11:43:23 +10:00
static void cdDM_copy_gpu_data(
DerivedMesh *dm, int type, void *varray_p,
const int *mat_orig_to_new, const void *user_data)
{
/* 'varray_p' cast is redundant but include for self-documentation */
2015-07-15 11:43:23 +10:00
switch (type) {
case GPU_BUFFER_VERTEX:
cdDM_buffer_copy_vertex(dm, (float *)varray_p);
break;
case GPU_BUFFER_NORMAL:
cdDM_buffer_copy_normal(dm, (short *)varray_p);
break;
case GPU_BUFFER_COLOR:
cdDM_buffer_copy_mcol(dm, (unsigned char *)varray_p, user_data);
break;
case GPU_BUFFER_UV:
cdDM_buffer_copy_uv(dm, (float *)varray_p);
break;
case GPU_BUFFER_UV_TEXPAINT:
cdDM_buffer_copy_uv_texpaint(dm, (float *)varray_p);
break;
case GPU_BUFFER_EDGE:
cdDM_buffer_copy_edge(dm, (unsigned int *)varray_p);
break;
case GPU_BUFFER_UVEDGE:
cdDM_buffer_copy_uvedge(dm, (float *)varray_p);
break;
case GPU_BUFFER_TRIANGLES:
cdDM_buffer_copy_triangles(dm, (unsigned int *)varray_p, mat_orig_to_new);
break;
default:
break;
}
}
/* add a new point to the list of points related to a particular
* vertex */
#ifdef USE_GPU_POINT_LINK
static void cdDM_drawobject_add_vert_point(GPUDrawObject *gdo, int vert_index, int point_index)
{
GPUVertPointLink *lnk;
lnk = &gdo->vert_points[vert_index];
/* if first link is in use, add a new link at the end */
if (lnk->point_index != -1) {
/* get last link */
for (; lnk->next; lnk = lnk->next) ;
/* add a new link from the pool */
lnk = lnk->next = &gdo->vert_points_mem[gdo->vert_points_usage];
gdo->vert_points_usage++;
}
lnk->point_index = point_index;
}
#else
static void cdDM_drawobject_add_vert_point(GPUDrawObject *gdo, int vert_index, int point_index)
{
GPUVertPointLink *lnk;
lnk = &gdo->vert_points[vert_index];
if (lnk->point_index == -1) {
lnk->point_index = point_index;
}
}
#endif /* USE_GPU_POINT_LINK */
/* for each vertex, build a list of points related to it; these lists
* are stored in an array sized to the number of vertices */
static void cdDM_drawobject_init_vert_points(
GPUDrawObject *gdo,
const MPoly *mpoly, const MLoop *mloop,
int tot_poly)
{
int i;
int tot_loops = 0;
/* allocate the array and space for links */
gdo->vert_points = MEM_mallocN(sizeof(GPUVertPointLink) * gdo->totvert,
"GPUDrawObject.vert_points");
#ifdef USE_GPU_POINT_LINK
gdo->vert_points_mem = MEM_callocN(sizeof(GPUVertPointLink) * gdo->totvert,
"GPUDrawObject.vert_points_mem");
gdo->vert_points_usage = 0;
#endif
/* -1 indicates the link is not yet used */
for (i = 0; i < gdo->totvert; i++) {
#ifdef USE_GPU_POINT_LINK
gdo->vert_points[i].link = NULL;
#endif
gdo->vert_points[i].point_index = -1;
}
for (i = 0; i < tot_poly; i++) {
int j;
const MPoly *mp = &mpoly[i];
/* assign unique indices to vertices of the mesh */
for (j = 0; j < mp->totloop; j++) {
cdDM_drawobject_add_vert_point(gdo, mloop[mp->loopstart + j].v, tot_loops + j);
}
tot_loops += mp->totloop;
}
/* map any unused vertices to loose points */
for (i = 0; i < gdo->totvert; i++) {
if (gdo->vert_points[i].point_index == -1) {
gdo->vert_points[i].point_index = gdo->tot_loop_verts + gdo->tot_loose_point;
gdo->tot_loose_point++;
}
}
}
/* see GPUDrawObject's structure definition for a description of the
* data being initialized here */
static GPUDrawObject *cdDM_GPUobject_new(DerivedMesh *dm)
{
GPUDrawObject *gdo;
const MPoly *mpoly;
const MLoop *mloop;
const short dm_totmat = dm->totmat;
GPUBufferMaterial *mat_info;
int i, totloops, totpolys;
/* object contains at least one material (default included) so zero means uninitialized dm */
BLI_assert(dm_totmat != 0);
mpoly = dm->getPolyArray(dm);
mloop = dm->getLoopArray(dm);
totpolys = dm->getNumPolys(dm);
totloops = dm->getNumLoops(dm);
/* get the number of points used by each material, treating
* each quad as two triangles */
mat_info = MEM_callocN(sizeof(*mat_info) * dm_totmat, "GPU_drawobject_new.mat_orig_to_new");
for (i = 0; i < totpolys; i++) {
const short mat_nr = ME_MAT_NR_TEST(mpoly[i].mat_nr, dm_totmat);
mat_info[mat_nr].totpolys++;
mat_info[mat_nr].totelements += 3 * ME_POLY_TRI_TOT(&mpoly[i]);
mat_info[mat_nr].totloops += mpoly[i].totloop;
}
/* create the GPUDrawObject */
gdo = MEM_callocN(sizeof(GPUDrawObject), "GPUDrawObject");
gdo->totvert = dm->getNumVerts(dm);
gdo->totedge = dm->getNumEdges(dm);
GPU_buffer_material_finalize(gdo, mat_info, dm_totmat);
gdo->tot_loop_verts = totloops;
/* store total number of points used for triangles */
gdo->tot_triangle_point = poly_to_tri_count(totpolys, totloops) * 3;
cdDM_drawobject_init_vert_points(gdo, mpoly, mloop, totpolys);
return gdo;
}
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 cdDM_foreachMappedVert(
DerivedMesh *dm,
void (*func)(void *userData, int index, const float co[3], const float no_f[3], const short no_s[3]),
void *userData,
DMForeachFlag 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
MVert *mv = CDDM_get_verts(dm);
const int *index = DM_get_vert_data_layer(dm, CD_ORIGINDEX);
int i;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (index) {
for (i = 0; i < dm->numVertData; i++, mv++) {
const short *no = (flag & DM_FOREACH_USE_NORMAL) ? mv->no : NULL;
const int orig = *index++;
if (orig == ORIGINDEX_NONE) continue;
func(userData, orig, mv->co, NULL, no);
}
}
else {
for (i = 0; i < dm->numVertData; i++, mv++) {
const short *no = (flag & DM_FOREACH_USE_NORMAL) ? mv->no : NULL;
func(userData, i, mv->co, NULL, no);
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 cdDM_foreachMappedEdge(
DerivedMesh *dm,
void (*func)(void *userData, int index, const float v0co[3], const float v1co[3]),
void *userData)
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
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
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
MVert *mv = cddm->mvert;
MEdge *med = cddm->medge;
int i, orig, *index = DM_get_edge_data_layer(dm, CD_ORIGINDEX);
for (i = 0; i < dm->numEdgeData; i++, med++) {
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 (index) {
orig = *index++;
if (orig == ORIGINDEX_NONE) 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
func(userData, orig, mv[med->v1].co, mv[med->v2].co);
}
else
func(userData, i, mv[med->v1].co, mv[med->v2].co);
}
}
static void cdDM_foreachMappedLoop(
DerivedMesh *dm,
void (*func)(void *userData, int vertex_index, int face_index, const float co[3], const float no[3]),
void *userData,
DMForeachFlag flag)
{
/* We can't use dm->getLoopDataLayout(dm) here, we want to always access dm->loopData, EditDerivedBMesh would
* return loop data from bmesh itself. */
const float (*lnors)[3] = (flag & DM_FOREACH_USE_NORMAL) ? DM_get_loop_data_layer(dm, CD_NORMAL) : NULL;
const MVert *mv = CDDM_get_verts(dm);
const MLoop *ml = CDDM_get_loops(dm);
const MPoly *mp = CDDM_get_polys(dm);
const int *v_index = DM_get_vert_data_layer(dm, CD_ORIGINDEX);
const int *f_index = DM_get_poly_data_layer(dm, CD_ORIGINDEX);
int p_idx, i;
for (p_idx = 0; p_idx < dm->numPolyData; ++p_idx, ++mp) {
for (i = 0; i < mp->totloop; ++i, ++ml) {
const int v_idx = v_index ? v_index[ml->v] : ml->v;
const int f_idx = f_index ? f_index[p_idx] : p_idx;
const float *no = lnors ? *lnors++ : NULL;
if (!ELEM(ORIGINDEX_NONE, v_idx, f_idx)) {
func(userData, v_idx, f_idx, mv[ml->v].co, no);
}
}
}
}
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 cdDM_foreachMappedFaceCenter(
DerivedMesh *dm,
void (*func)(void *userData, int index, const float cent[3], const float no[3]),
void *userData,
DMForeachFlag 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
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
MVert *mvert = cddm->mvert;
MPoly *mp;
MLoop *ml;
int i, orig, *index;
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
index = CustomData_get_layer(&dm->polyData, CD_ORIGINDEX);
mp = cddm->mpoly;
for (i = 0; i < dm->numPolyData; i++, mp++) {
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
float cent[3];
float *no, _no[3];
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 (index) {
orig = *index++;
if (orig == ORIGINDEX_NONE) 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
}
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
orig = i;
}
ml = &cddm->mloop[mp->loopstart];
BKE_mesh_calc_poly_center(mp, ml, mvert, cent);
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 (flag & DM_FOREACH_USE_NORMAL) {
BKE_mesh_calc_poly_normal(mp, ml, mvert, (no = _no));
}
else {
no = 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
}
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
func(userData, orig, cent, no);
}
}
void CDDM_recalc_tessellation_ex(DerivedMesh *dm, const bool do_face_nor_cpy)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
2015-07-15 12:08:32 +10:00
dm->numTessFaceData = BKE_mesh_recalc_tessellation(
&dm->faceData, &dm->loopData, &dm->polyData,
cddm->mvert,
dm->numTessFaceData, dm->numLoopData, dm->numPolyData,
do_face_nor_cpy);
2009-11-03 05:06:04 +00:00
cddm->mface = CustomData_get_layer(&dm->faceData, CD_MFACE);
/* Tessellation recreated faceData, and the active layer indices need to get re-propagated
2012-03-09 18:28:30 +00:00
* from loops and polys to faces */
CustomData_bmesh_update_active_layers(&dm->faceData, &dm->polyData, &dm->loopData);
2009-11-03 05:06:04 +00:00
}
void CDDM_recalc_tessellation(DerivedMesh *dm)
{
CDDM_recalc_tessellation_ex(dm, true);
}
void CDDM_recalc_looptri(DerivedMesh *dm)
{
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
const unsigned int totpoly = dm->numPolyData;
const unsigned int totloop = dm->numLoopData;
DM_ensure_looptri_data(dm);
BKE_mesh_recalc_looptri(
cddm->mloop, cddm->mpoly,
cddm->mvert,
totloop, totpoly,
cddm->dm.looptris.array);
}
static const MLoopTri *cdDM_getLoopTriArray(DerivedMesh *dm)
{
if (dm->looptris.array) {
BLI_assert(poly_to_tri_count(dm->numPolyData, dm->numLoopData) == dm->looptris.num);
}
else {
dm->recalcLoopTri(dm);
/* ccdm is an exception here, that recalcLoopTri will fill in the array too */
}
return dm->looptris.array;
}
static void cdDM_free_internal(CDDerivedMesh *cddm)
{
if (cddm->pmap) MEM_freeN(cddm->pmap);
if (cddm->pmap_mem) MEM_freeN(cddm->pmap_mem);
}
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 cdDM_release(DerivedMesh *dm)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
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 (DM_release(dm)) {
cdDM_free_internal(cddm);
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(cddm);
}
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
}
/**************** CDDM interface functions ****************/
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 CDDerivedMesh *cdDM_create(const char *desc)
{
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
CDDerivedMesh *cddm;
DerivedMesh *dm;
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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cddm = MEM_callocN(sizeof(*cddm), desc);
dm = &cddm->dm;
dm->getMinMax = cdDM_getMinMax;
dm->getNumVerts = cdDM_getNumVerts;
dm->getNumEdges = cdDM_getNumEdges;
dm->getNumTessFaces = cdDM_getNumTessFaces;
dm->getNumLoops = cdDM_getNumLoops;
dm->getNumPolys = cdDM_getNumPolys;
dm->getVert = cdDM_getVert;
dm->getEdge = cdDM_getEdge;
dm->getTessFace = cdDM_getTessFace;
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
dm->copyVertArray = cdDM_copyVertArray;
dm->copyEdgeArray = cdDM_copyEdgeArray;
dm->copyTessFaceArray = cdDM_copyTessFaceArray;
dm->copyLoopArray = cdDM_copyLoopArray;
dm->copyPolyArray = cdDM_copyPolyArray;
dm->getVertData = DM_get_vert_data;
dm->getEdgeData = DM_get_edge_data;
dm->getTessFaceData = DM_get_tessface_data;
dm->getVertDataArray = DM_get_vert_data_layer;
dm->getEdgeDataArray = DM_get_edge_data_layer;
dm->getTessFaceDataArray = DM_get_tessface_data_layer;
dm->getLoopTriArray = cdDM_getLoopTriArray;
dm->calcNormals = CDDM_calc_normals;
dm->calcLoopNormals = CDDM_calc_loop_normals;
dm->calcLoopNormalsSpaceArray = CDDM_calc_loop_normals_spacearr;
dm->calcLoopTangents = DM_calc_loop_tangents;
dm->recalcTessellation = CDDM_recalc_tessellation;
dm->recalcLoopTri = CDDM_recalc_looptri;
dm->getVertCos = cdDM_getVertCos;
dm->getVertCo = cdDM_getVertCo;
dm->getVertNo = cdDM_getVertNo;
dm->getPBVH = cdDM_getPBVH;
dm->getPolyMap = cdDM_getPolyMap;
dm->drawVerts = cdDM_drawVerts;
dm->drawUVEdges = cdDM_drawUVEdges;
dm->drawEdges = cdDM_drawEdges;
dm->drawLooseEdges = cdDM_drawLooseEdges;
dm->drawMappedEdges = cdDM_drawMappedEdges;
dm->drawFacesSolid = cdDM_drawFacesSolid;
dm->drawFacesTex = cdDM_drawFacesTex;
dm->drawFacesGLSL = cdDM_drawFacesGLSL;
dm->drawMappedFaces = cdDM_drawMappedFaces;
dm->drawMappedFacesTex = cdDM_drawMappedFacesTex;
dm->drawMappedFacesGLSL = cdDM_drawMappedFacesGLSL;
dm->drawMappedFacesMat = cdDM_drawMappedFacesMat;
dm->gpuObjectNew = cdDM_GPUobject_new;
dm->copy_gpu_data = cdDM_copy_gpu_data;
dm->foreachMappedVert = cdDM_foreachMappedVert;
dm->foreachMappedEdge = cdDM_foreachMappedEdge;
dm->foreachMappedLoop = cdDM_foreachMappedLoop;
dm->foreachMappedFaceCenter = cdDM_foreachMappedFaceCenter;
dm->release = cdDM_release;
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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return cddm;
}
DerivedMesh *CDDM_new(int numVerts, int numEdges, int numTessFaces, int numLoops, int numPolys)
{
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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CDDerivedMesh *cddm = cdDM_create("CDDM_new dm");
DerivedMesh *dm = &cddm->dm;
DM_init(dm, DM_TYPE_CDDM, numVerts, numEdges, numTessFaces, numLoops, numPolys);
CustomData_add_layer(&dm->vertData, CD_ORIGINDEX, CD_CALLOC, NULL, numVerts);
CustomData_add_layer(&dm->edgeData, CD_ORIGINDEX, CD_CALLOC, NULL, numEdges);
CustomData_add_layer(&dm->faceData, CD_ORIGINDEX, CD_CALLOC, NULL, numTessFaces);
CustomData_add_layer(&dm->polyData, CD_ORIGINDEX, CD_CALLOC, NULL, numPolys);
CustomData_add_layer(&dm->vertData, CD_MVERT, CD_CALLOC, NULL, numVerts);
CustomData_add_layer(&dm->edgeData, CD_MEDGE, CD_CALLOC, NULL, numEdges);
CustomData_add_layer(&dm->faceData, CD_MFACE, CD_CALLOC, NULL, numTessFaces);
CustomData_add_layer(&dm->loopData, CD_MLOOP, CD_CALLOC, NULL, numLoops);
CustomData_add_layer(&dm->polyData, CD_MPOLY, CD_CALLOC, NULL, numPolys);
cddm->mvert = CustomData_get_layer(&dm->vertData, CD_MVERT);
cddm->medge = CustomData_get_layer(&dm->edgeData, CD_MEDGE);
cddm->mface = CustomData_get_layer(&dm->faceData, CD_MFACE);
cddm->mloop = CustomData_get_layer(&dm->loopData, CD_MLOOP);
cddm->mpoly = CustomData_get_layer(&dm->polyData, CD_MPOLY);
return dm;
}
DerivedMesh *CDDM_from_mesh(Mesh *mesh)
{
CDDerivedMesh *cddm = cdDM_create(__func__);
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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DerivedMesh *dm = &cddm->dm;
CustomDataMask mask = CD_MASK_MESH & (~CD_MASK_MDISPS);
int alloctype;
/* this does a referenced copy, with an exception for fluidsim */
DM_init(dm, DM_TYPE_CDDM, mesh->totvert, mesh->totedge, 0 /* mesh->totface */,
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mesh->totloop, mesh->totpoly);
dm->deformedOnly = 1;
dm->cd_flag = mesh->cd_flag;
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alloctype = CD_REFERENCE;
CustomData_merge(&mesh->vdata, &dm->vertData, mask, alloctype,
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mesh->totvert);
CustomData_merge(&mesh->edata, &dm->edgeData, mask, alloctype,
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mesh->totedge);
CustomData_merge(&mesh->fdata, &dm->faceData, mask | CD_MASK_ORIGINDEX, alloctype,
0 /* mesh->totface */);
CustomData_merge(&mesh->ldata, &dm->loopData, mask, alloctype,
mesh->totloop);
CustomData_merge(&mesh->pdata, &dm->polyData, mask, alloctype,
mesh->totpoly);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
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cddm->mvert = CustomData_get_layer(&dm->vertData, CD_MVERT);
cddm->medge = CustomData_get_layer(&dm->edgeData, CD_MEDGE);
cddm->mloop = CustomData_get_layer(&dm->loopData, CD_MLOOP);
cddm->mpoly = CustomData_get_layer(&dm->polyData, CD_MPOLY);
#if 0
cddm->mface = CustomData_get_layer(&dm->faceData, CD_MFACE);
#else
cddm->mface = NULL;
#endif
/* commented since even when CD_ORIGINDEX was first added this line fails
* on the default cube, (after editmode toggle too) - campbell */
#if 0
BLI_assert(CustomData_has_layer(&cddm->dm.faceData, CD_ORIGINDEX));
#endif
return dm;
}
DerivedMesh *CDDM_from_curve(Object *ob)
{
ListBase disp = {NULL, NULL};
if (ob->curve_cache) {
disp = ob->curve_cache->disp;
}
return CDDM_from_curve_displist(ob, &disp);
}
DerivedMesh *CDDM_from_curve_displist(Object *ob, ListBase *dispbase)
{
Curve *cu = (Curve *) ob->data;
DerivedMesh *dm;
CDDerivedMesh *cddm;
MVert *allvert;
MEdge *alledge;
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MLoop *allloop;
MPoly *allpoly;
MLoopUV *alluv = NULL;
int totvert, totedge, totloop, totpoly;
bool use_orco_uv = (cu->flag & CU_UV_ORCO) != 0;
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if (BKE_mesh_nurbs_displist_to_mdata(
ob, dispbase, &allvert, &totvert, &alledge,
&totedge, &allloop, &allpoly, (use_orco_uv) ? &alluv : NULL,
&totloop, &totpoly) != 0)
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{
/* Error initializing mdata. This often happens when curve is empty */
return CDDM_new(0, 0, 0, 0, 0);
}
dm = CDDM_new(totvert, totedge, 0, totloop, totpoly);
dm->deformedOnly = 1;
dm->dirty |= DM_DIRTY_NORMALS;
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cddm = (CDDerivedMesh *)dm;
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memcpy(cddm->mvert, allvert, totvert * sizeof(MVert));
memcpy(cddm->medge, alledge, totedge * sizeof(MEdge));
memcpy(cddm->mloop, allloop, totloop * sizeof(MLoop));
memcpy(cddm->mpoly, allpoly, totpoly * sizeof(MPoly));
if (alluv) {
const char *uvname = "Orco";
CustomData_add_layer_named(&cddm->dm.polyData, CD_MTEXPOLY, CD_DEFAULT, NULL, totpoly, uvname);
CustomData_add_layer_named(&cddm->dm.loopData, CD_MLOOPUV, CD_ASSIGN, alluv, totloop, uvname);
}
MEM_freeN(allvert);
MEM_freeN(alledge);
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MEM_freeN(allloop);
MEM_freeN(allpoly);
return dm;
}
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static void loops_to_customdata_corners(
BMesh *bm, CustomData *facedata,
int cdindex, const BMLoop *l3[3],
int numCol, int numTex)
{
const BMLoop *l;
BMFace *f = l3[0]->f;
MTFace *texface;
MTexPoly *texpoly;
MCol *mcol;
MLoopCol *mloopcol;
MLoopUV *mloopuv;
int i, j, hasPCol = CustomData_has_layer(&bm->ldata, CD_PREVIEW_MLOOPCOL);
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for (i = 0; i < numTex; i++) {
texface = CustomData_get_n(facedata, CD_MTFACE, cdindex, i);
texpoly = CustomData_bmesh_get_n(&bm->pdata, f->head.data, CD_MTEXPOLY, i);
ME_MTEXFACE_CPY(texface, texpoly);
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for (j = 0; j < 3; j++) {
l = l3[j];
mloopuv = CustomData_bmesh_get_n(&bm->ldata, l->head.data, CD_MLOOPUV, i);
copy_v2_v2(texface->uv[j], mloopuv->uv);
}
}
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for (i = 0; i < numCol; i++) {
mcol = CustomData_get_n(facedata, CD_MCOL, cdindex, i);
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for (j = 0; j < 3; j++) {
l = l3[j];
mloopcol = CustomData_bmesh_get_n(&bm->ldata, l->head.data, CD_MLOOPCOL, i);
MESH_MLOOPCOL_TO_MCOL(mloopcol, &mcol[j]);
}
}
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if (hasPCol) {
mcol = CustomData_get(facedata, cdindex, CD_PREVIEW_MCOL);
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for (j = 0; j < 3; j++) {
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l = l3[j];
mloopcol = CustomData_bmesh_get(&bm->ldata, l->head.data, CD_PREVIEW_MLOOPCOL);
MESH_MLOOPCOL_TO_MCOL(mloopcol, &mcol[j]);
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}
}
}
/* used for both editbmesh and bmesh */
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static DerivedMesh *cddm_from_bmesh_ex(
struct BMesh *bm, const bool use_mdisps,
/* EditBMesh vars for use_tessface */
const bool use_tessface,
const int em_tottri, const BMLoop *(*em_looptris)[3])
{
DerivedMesh *dm = CDDM_new(bm->totvert,
bm->totedge,
use_tessface ? em_tottri : 0,
bm->totloop,
bm->totface);
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CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
BMIter iter;
BMVert *eve;
BMEdge *eed;
BMFace *efa;
MVert *mvert = cddm->mvert;
MEdge *medge = cddm->medge;
MFace *mface = cddm->mface;
MLoop *mloop = cddm->mloop;
MPoly *mpoly = cddm->mpoly;
int numCol = CustomData_number_of_layers(&bm->ldata, CD_MLOOPCOL);
int numTex = CustomData_number_of_layers(&bm->pdata, CD_MTEXPOLY);
int *index, add_orig;
CustomDataMask mask;
unsigned int i, j;
const int cd_vert_bweight_offset = CustomData_get_offset(&bm->vdata, CD_BWEIGHT);
const int cd_edge_bweight_offset = CustomData_get_offset(&bm->edata, CD_BWEIGHT);
const int cd_edge_crease_offset = CustomData_get_offset(&bm->edata, CD_CREASE);
dm->deformedOnly = 1;
/* don't add origindex layer if one already exists */
add_orig = !CustomData_has_layer(&bm->pdata, CD_ORIGINDEX);
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mask = use_mdisps ? CD_MASK_DERIVEDMESH | CD_MASK_MDISPS : CD_MASK_DERIVEDMESH;
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/* don't process shapekeys, we only feed them through the modifier stack as needed,
* e.g. for applying modifiers or the like*/
mask &= ~CD_MASK_SHAPEKEY;
CustomData_merge(&bm->vdata, &dm->vertData, mask,
CD_CALLOC, dm->numVertData);
CustomData_merge(&bm->edata, &dm->edgeData, mask,
CD_CALLOC, dm->numEdgeData);
CustomData_merge(&bm->ldata, &dm->loopData, mask,
CD_CALLOC, dm->numLoopData);
CustomData_merge(&bm->pdata, &dm->polyData, mask,
CD_CALLOC, dm->numPolyData);
/* add tessellation mface layers */
if (use_tessface) {
CustomData_from_bmeshpoly(&dm->faceData, &dm->polyData, &dm->loopData, em_tottri);
}
index = dm->getVertDataArray(dm, CD_ORIGINDEX);
BM_ITER_MESH_INDEX (eve, &iter, bm, BM_VERTS_OF_MESH, i) {
MVert *mv = &mvert[i];
copy_v3_v3(mv->co, eve->co);
BM_elem_index_set(eve, i); /* set_inline */
normal_float_to_short_v3(mv->no, eve->no);
mv->flag = BM_vert_flag_to_mflag(eve);
if (cd_vert_bweight_offset != -1) mv->bweight = BM_ELEM_CD_GET_FLOAT_AS_UCHAR(eve, cd_vert_bweight_offset);
if (add_orig) *index++ = i;
CustomData_from_bmesh_block(&bm->vdata, &dm->vertData, eve->head.data, i);
}
bm->elem_index_dirty &= ~BM_VERT;
index = dm->getEdgeDataArray(dm, CD_ORIGINDEX);
BM_ITER_MESH_INDEX (eed, &iter, bm, BM_EDGES_OF_MESH, i) {
MEdge *med = &medge[i];
BM_elem_index_set(eed, i); /* set_inline */
med->v1 = BM_elem_index_get(eed->v1);
med->v2 = BM_elem_index_get(eed->v2);
med->flag = BM_edge_flag_to_mflag(eed);
/* handle this differently to editmode switching,
* only enable draw for single user edges rather then calculating angle */
if ((med->flag & ME_EDGEDRAW) == 0) {
if (eed->l && eed->l == eed->l->radial_next) {
med->flag |= ME_EDGEDRAW;
}
}
if (cd_edge_crease_offset != -1) med->crease = BM_ELEM_CD_GET_FLOAT_AS_UCHAR(eed, cd_edge_crease_offset);
if (cd_edge_bweight_offset != -1) med->bweight = BM_ELEM_CD_GET_FLOAT_AS_UCHAR(eed, cd_edge_bweight_offset);
CustomData_from_bmesh_block(&bm->edata, &dm->edgeData, eed->head.data, i);
if (add_orig) *index++ = i;
}
bm->elem_index_dirty &= ~BM_EDGE;
/* avoid this where possiblem, takes extra memory */
if (use_tessface) {
BM_mesh_elem_index_ensure(bm, BM_FACE);
index = dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
for (i = 0; i < dm->numTessFaceData; i++) {
MFace *mf = &mface[i];
const BMLoop **l = em_looptris[i];
efa = l[0]->f;
mf->v1 = BM_elem_index_get(l[0]->v);
mf->v2 = BM_elem_index_get(l[1]->v);
mf->v3 = BM_elem_index_get(l[2]->v);
mf->v4 = 0;
mf->mat_nr = efa->mat_nr;
mf->flag = BM_face_flag_to_mflag(efa);
/* map mfaces to polygons in the same cddm intentionally */
*index++ = BM_elem_index_get(efa);
loops_to_customdata_corners(bm, &dm->faceData, i, l, numCol, numTex);
test_index_face(mf, &dm->faceData, i, 3);
}
}
index = CustomData_get_layer(&dm->polyData, CD_ORIGINDEX);
j = 0;
BM_ITER_MESH_INDEX (efa, &iter, bm, BM_FACES_OF_MESH, i) {
BMLoop *l_iter;
BMLoop *l_first;
MPoly *mp = &mpoly[i];
BM_elem_index_set(efa, i); /* set_inline */
mp->totloop = efa->len;
mp->flag = BM_face_flag_to_mflag(efa);
mp->loopstart = j;
mp->mat_nr = efa->mat_nr;
l_iter = l_first = BM_FACE_FIRST_LOOP(efa);
do {
mloop->v = BM_elem_index_get(l_iter->v);
mloop->e = BM_elem_index_get(l_iter->e);
CustomData_from_bmesh_block(&bm->ldata, &dm->loopData, l_iter->head.data, j);
BM_elem_index_set(l_iter, j); /* set_inline */
j++;
mloop++;
} while ((l_iter = l_iter->next) != l_first);
CustomData_from_bmesh_block(&bm->pdata, &dm->polyData, efa->head.data, i);
if (add_orig) *index++ = i;
}
bm->elem_index_dirty &= ~(BM_FACE | BM_LOOP);
dm->cd_flag = BM_mesh_cd_flag_from_bmesh(bm);
return dm;
}
struct DerivedMesh *CDDM_from_bmesh(struct BMesh *bm, const bool use_mdisps)
{
2015-07-15 12:08:32 +10:00
return cddm_from_bmesh_ex(
bm, use_mdisps, false,
/* these vars are for editmesh only */
0, NULL);
}
DerivedMesh *CDDM_from_editbmesh(BMEditMesh *em, const bool use_mdisps, const bool use_tessface)
{
2015-07-15 12:08:32 +10:00
return cddm_from_bmesh_ex(
em->bm, use_mdisps,
/* editmesh */
use_tessface, em->tottri, (const BMLoop *(*)[3])em->looptris);
}
static DerivedMesh *cddm_copy_ex(DerivedMesh *source, int faces_from_tessfaces)
{
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
CDDerivedMesh *cddm = cdDM_create("CDDM_copy cddm");
DerivedMesh *dm = &cddm->dm;
int numVerts = source->numVertData;
int numEdges = source->numEdgeData;
int numTessFaces = source->numTessFaceData;
int numLoops = source->numLoopData;
int numPolys = source->numPolyData;
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
/* ensure these are created if they are made on demand */
source->getVertDataArray(source, CD_ORIGINDEX);
source->getEdgeDataArray(source, CD_ORIGINDEX);
source->getTessFaceDataArray(source, CD_ORIGINDEX);
source->getPolyDataArray(source, CD_ORIGINDEX);
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
/* this initializes dm, and copies all non mvert/medge/mface layers */
DM_from_template(dm, source, DM_TYPE_CDDM, numVerts, numEdges, numTessFaces,
2012-05-06 17:22:54 +00:00
numLoops, numPolys);
dm->deformedOnly = source->deformedOnly;
dm->cd_flag = source->cd_flag;
dm->dirty = source->dirty;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
CustomData_copy_data(&source->vertData, &dm->vertData, 0, 0, numVerts);
CustomData_copy_data(&source->edgeData, &dm->edgeData, 0, 0, numEdges);
CustomData_copy_data(&source->faceData, &dm->faceData, 0, 0, numTessFaces);
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
/* now add mvert/medge/mface layers */
cddm->mvert = source->dupVertArray(source);
cddm->medge = source->dupEdgeArray(source);
cddm->mface = source->dupTessFaceArray(source);
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_add_layer(&dm->vertData, CD_MVERT, CD_ASSIGN, cddm->mvert, numVerts);
CustomData_add_layer(&dm->edgeData, CD_MEDGE, CD_ASSIGN, cddm->medge, numEdges);
CustomData_add_layer(&dm->faceData, CD_MFACE, CD_ASSIGN, cddm->mface, numTessFaces);
if (!faces_from_tessfaces)
DM_DupPolys(source, dm);
else
CDDM_tessfaces_to_faces(dm);
cddm->mloop = CustomData_get_layer(&dm->loopData, CD_MLOOP);
cddm->mpoly = CustomData_get_layer(&dm->polyData, CD_MPOLY);
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 dm;
}
DerivedMesh *CDDM_copy(DerivedMesh *source)
{
return cddm_copy_ex(source, 0);
}
DerivedMesh *CDDM_copy_from_tessface(DerivedMesh *source)
{
return cddm_copy_ex(source, 1);
}
/* note, the CD_ORIGINDEX layers are all 0, so if there is a direct
2012-03-01 12:20:18 +00:00
* relationship between mesh data this needs to be set by the caller. */
DerivedMesh *CDDM_from_template_ex(
2015-07-15 12:08:32 +10:00
DerivedMesh *source,
int numVerts, int numEdges, int numTessFaces,
int numLoops, int numPolys,
CustomDataMask mask)
{
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
CDDerivedMesh *cddm = cdDM_create("CDDM_from_template dest");
DerivedMesh *dm = &cddm->dm;
/* ensure these are created if they are made on demand */
source->getVertDataArray(source, CD_ORIGINDEX);
source->getEdgeDataArray(source, CD_ORIGINDEX);
2010-09-04 05:31:25 +00:00
source->getTessFaceDataArray(source, CD_ORIGINDEX);
source->getPolyDataArray(source, CD_ORIGINDEX);
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
/* this does a copy of all non mvert/medge/mface layers */
DM_from_template_ex(
dm, source, DM_TYPE_CDDM,
numVerts, numEdges, numTessFaces,
numLoops, numPolys,
mask);
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
/* now add mvert/medge/mface layers */
CustomData_add_layer(&dm->vertData, CD_MVERT, CD_CALLOC, NULL, numVerts);
CustomData_add_layer(&dm->edgeData, CD_MEDGE, CD_CALLOC, NULL, numEdges);
CustomData_add_layer(&dm->faceData, CD_MFACE, CD_CALLOC, NULL, numTessFaces);
CustomData_add_layer(&dm->loopData, CD_MLOOP, CD_CALLOC, NULL, numLoops);
CustomData_add_layer(&dm->polyData, CD_MPOLY, CD_CALLOC, NULL, numPolys);
if (!CustomData_get_layer(&dm->vertData, CD_ORIGINDEX))
CustomData_add_layer(&dm->vertData, CD_ORIGINDEX, CD_CALLOC, NULL, numVerts);
if (!CustomData_get_layer(&dm->edgeData, CD_ORIGINDEX))
CustomData_add_layer(&dm->edgeData, CD_ORIGINDEX, CD_CALLOC, NULL, numEdges);
if (!CustomData_get_layer(&dm->faceData, CD_ORIGINDEX))
CustomData_add_layer(&dm->faceData, CD_ORIGINDEX, CD_CALLOC, NULL, numTessFaces);
cddm->mvert = CustomData_get_layer(&dm->vertData, CD_MVERT);
cddm->medge = CustomData_get_layer(&dm->edgeData, CD_MEDGE);
cddm->mface = CustomData_get_layer(&dm->faceData, CD_MFACE);
cddm->mloop = CustomData_get_layer(&dm->loopData, CD_MLOOP);
cddm->mpoly = CustomData_get_layer(&dm->polyData, CD_MPOLY);
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 dm;
}
DerivedMesh *CDDM_from_template(
DerivedMesh *source,
int numVerts, int numEdges, int numTessFaces,
int numLoops, int numPolys)
{
return CDDM_from_template_ex(
source, numVerts, numEdges, numTessFaces,
numLoops, numPolys,
CD_MASK_DERIVEDMESH);
}
void CDDM_apply_vert_coords(DerivedMesh *dm, float (*vertCoords)[3])
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
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
MVert *vert;
int i;
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
/* this will just return the pointer if it wasn't a referenced layer */
vert = CustomData_duplicate_referenced_layer(&dm->vertData, CD_MVERT, dm->numVertData);
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
cddm->mvert = vert;
for (i = 0; i < dm->numVertData; ++i, ++vert)
copy_v3_v3(vert->co, vertCoords[i]);
cddm->dm.dirty |= DM_DIRTY_NORMALS;
}
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 CDDM_apply_vert_normals(DerivedMesh *dm, short (*vertNormals)[3])
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
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
MVert *vert;
int i;
/* this will just return the pointer if it wasn't a referenced layer */
vert = CustomData_duplicate_referenced_layer(&dm->vertData, CD_MVERT, dm->numVertData);
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
cddm->mvert = vert;
for (i = 0; i < dm->numVertData; ++i, ++vert)
copy_v3_v3_short(vert->no, vertNormals[i]);
cddm->dm.dirty &= ~DM_DIRTY_NORMALS;
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 CDDM_calc_normals_mapping_ex(DerivedMesh *dm, const bool only_face_normals)
{
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CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
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float (*face_nors)[3] = NULL;
if (dm->numVertData == 0) {
cddm->dm.dirty &= ~DM_DIRTY_NORMALS;
return;
}
/* now we skip calculating vertex normals for referenced layer,
* no need to duplicate verts.
* WATCH THIS, bmesh only change!,
* need to take care of the side effects here - campbell */
#if 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
/* we don't want to overwrite any referenced layers */
cddm->mvert = CustomData_duplicate_referenced_layer(&dm->vertData, CD_MVERT, dm->numVertData);
#endif
#if 0
if (dm->numTessFaceData == 0) {
/* No tessellation on this mesh yet, need to calculate one.
*
* Important not to update face normals from polys since it
* interferes with assigning the new normal layer in the following code.
*/
CDDM_recalc_tessellation_ex(dm, false);
}
else {
/* A tessellation already exists, it should always have a CD_ORIGINDEX */
BLI_assert(CustomData_has_layer(&dm->faceData, CD_ORIGINDEX));
CustomData_free_layers(&dm->faceData, CD_NORMAL, dm->numTessFaceData);
}
#endif
face_nors = MEM_mallocN(sizeof(*face_nors) * dm->numPolyData, "face_nors");
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/* calculate face normals */
BKE_mesh_calc_normals_poly(
cddm->mvert, NULL, dm->numVertData, CDDM_get_loops(dm), CDDM_get_polys(dm),
dm->numLoopData, dm->numPolyData, face_nors,
2015-07-15 12:08:32 +10:00
only_face_normals);
CustomData_add_layer(&dm->polyData, CD_NORMAL, CD_ASSIGN, face_nors, dm->numPolyData);
cddm->dm.dirty &= ~DM_DIRTY_NORMALS;
}
void CDDM_calc_normals_mapping(DerivedMesh *dm)
{
/* use this to skip calculating normals on original vert's, this may need to be changed */
const bool only_face_normals = CustomData_is_referenced_layer(&dm->vertData, CD_MVERT);
CDDM_calc_normals_mapping_ex(dm, only_face_normals);
}
#if 0
/* bmesh note: this matches what we have in trunk */
void CDDM_calc_normals(DerivedMesh *dm)
{
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CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
float (*poly_nors)[3];
if (dm->numVertData == 0) return;
/* we don't want to overwrite any referenced layers */
cddm->mvert = CustomData_duplicate_referenced_layer(&dm->vertData, CD_MVERT, dm->numVertData);
/* fill in if it exists */
poly_nors = CustomData_get_layer(&dm->polyData, CD_NORMAL);
if (!poly_nors) {
poly_nors = CustomData_add_layer(&dm->polyData, CD_NORMAL, CD_CALLOC, NULL, dm->numPolyData);
}
BKE_mesh_calc_normals_poly(cddm->mvert, dm->numVertData, CDDM_get_loops(dm), CDDM_get_polys(dm),
dm->numLoopData, dm->numPolyData, poly_nors, false);
cddm->dm.dirty &= ~DM_DIRTY_NORMALS;
}
#else
/* poly normal layer is now only for final display */
void CDDM_calc_normals(DerivedMesh *dm)
{
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
/* we don't want to overwrite any referenced layers */
cddm->mvert = CustomData_duplicate_referenced_layer(&dm->vertData, CD_MVERT, dm->numVertData);
BKE_mesh_calc_normals_poly(cddm->mvert, NULL, dm->numVertData, CDDM_get_loops(dm), CDDM_get_polys(dm),
dm->numLoopData, dm->numPolyData, NULL, false);
cddm->dm.dirty &= ~DM_DIRTY_NORMALS;
}
#endif
void CDDM_calc_loop_normals(DerivedMesh *dm, const bool use_split_normals, const float split_angle)
{
CDDM_calc_loop_normals_spacearr(dm, use_split_normals, split_angle, NULL);
}
/* #define DEBUG_CLNORS */
void CDDM_calc_loop_normals_spacearr(
DerivedMesh *dm, const bool use_split_normals, const float split_angle, MLoopNorSpaceArray *r_lnors_spacearr)
{
MVert *mverts = dm->getVertArray(dm);
MEdge *medges = dm->getEdgeArray(dm);
MLoop *mloops = dm->getLoopArray(dm);
MPoly *mpolys = dm->getPolyArray(dm);
CustomData *ldata, *pdata;
float (*lnors)[3];
short (*clnor_data)[2];
float (*pnors)[3];
const int numVerts = dm->getNumVerts(dm);
const int numEdges = dm->getNumEdges(dm);
const int numLoops = dm->getNumLoops(dm);
const int numPolys = dm->getNumPolys(dm);
ldata = dm->getLoopDataLayout(dm);
if (CustomData_has_layer(ldata, CD_NORMAL)) {
lnors = CustomData_get_layer(ldata, CD_NORMAL);
}
else {
lnors = CustomData_add_layer(ldata, CD_NORMAL, CD_CALLOC, NULL, numLoops);
}
/* Compute poly (always needed) and vert normals. */
/* Note we can't use DM_ensure_normals, since it won't keep computed poly nors... */
pdata = dm->getPolyDataLayout(dm);
pnors = CustomData_get_layer(pdata, CD_NORMAL);
if (!pnors) {
pnors = CustomData_add_layer(pdata, CD_NORMAL, CD_CALLOC, NULL, numPolys);
}
BKE_mesh_calc_normals_poly(mverts, NULL, numVerts, mloops, mpolys, numLoops, numPolys, pnors,
(dm->dirty & DM_DIRTY_NORMALS) ? false : true);
dm->dirty &= ~DM_DIRTY_NORMALS;
clnor_data = CustomData_get_layer(ldata, CD_CUSTOMLOOPNORMAL);
BKE_mesh_normals_loop_split(mverts, numVerts, medges, numEdges, mloops, lnors, numLoops,
mpolys, (const float (*)[3])pnors, numPolys,
use_split_normals, split_angle,
r_lnors_spacearr, clnor_data, NULL);
#ifdef DEBUG_CLNORS
if (r_lnors_spacearr) {
int i;
for (i = 0; i < numLoops; i++) {
if (r_lnors_spacearr->lspacearr[i]->ref_alpha != 0.0f) {
LinkNode *loops = r_lnors_spacearr->lspacearr[i]->loops;
printf("Loop %d uses lnor space %p:\n", i, r_lnors_spacearr->lspacearr[i]);
print_v3("\tfinal lnor", lnors[i]);
print_v3("\tauto lnor", r_lnors_spacearr->lspacearr[i]->vec_lnor);
print_v3("\tref_vec", r_lnors_spacearr->lspacearr[i]->vec_ref);
printf("\talpha: %f\n\tbeta: %f\n\tloops: %p\n", r_lnors_spacearr->lspacearr[i]->ref_alpha,
r_lnors_spacearr->lspacearr[i]->ref_beta, r_lnors_spacearr->lspacearr[i]->loops);
printf("\t\t(shared with loops");
while (loops) {
printf(" %d", GET_INT_FROM_POINTER(loops->link));
loops = loops->next;
}
printf(")\n");
}
else {
printf("Loop %d has no lnor space\n", i);
}
}
}
#endif
}
void CDDM_calc_normals_tessface(DerivedMesh *dm)
{
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CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
float (*face_nors)[3];
if (dm->numVertData == 0) return;
/* we don't want to overwrite any referenced layers */
cddm->mvert = CustomData_duplicate_referenced_layer(&dm->vertData, CD_MVERT, dm->numVertData);
/* fill in if it exists */
face_nors = CustomData_get_layer(&dm->faceData, CD_NORMAL);
if (!face_nors) {
face_nors = CustomData_add_layer(&dm->faceData, CD_NORMAL, CD_CALLOC, NULL, dm->numTessFaceData);
}
2012-05-05 21:28:12 +00:00
BKE_mesh_calc_normals_tessface(cddm->mvert, dm->numVertData,
cddm->mface, dm->numTessFaceData, face_nors);
cddm->dm.dirty &= ~DM_DIRTY_NORMALS;
}
#if 1
/**
* Poly compare with vtargetmap
* Function used by #CDDM_merge_verts.
* The function compares poly_source after applying vtargetmap, with poly_target.
* The two polys are identical if they share the same vertices in the same order, or in reverse order,
* but starting position loopstart may be different.
* The function is called with direct_reverse=1 for same order (i.e. same normal),
* and may be called again with direct_reverse=-1 for reverse order.
* \return 1 if polys are identical, 0 if polys are different.
*/
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static int cddm_poly_compare(
MLoop *mloop_array,
MPoly *mpoly_source, MPoly *mpoly_target,
const int *vtargetmap, const int direct_reverse)
{
int vert_source, first_vert_source, vert_target;
int i_loop_source;
int i_loop_target, i_loop_target_start, i_loop_target_offset, i_loop_target_adjusted;
bool compare_completed = false;
bool same_loops = false;
MLoop *mloop_source, *mloop_target;
BLI_assert(direct_reverse == 1 || direct_reverse == -1);
i_loop_source = 0;
mloop_source = mloop_array + mpoly_source->loopstart;
vert_source = mloop_source->v;
if (vtargetmap[vert_source] != -1) {
vert_source = vtargetmap[vert_source];
}
else {
/* All source loop vertices should be mapped */
BLI_assert(false);
}
/* Find same vertex within mpoly_target's loops */
mloop_target = mloop_array + mpoly_target->loopstart;
for (i_loop_target = 0; i_loop_target < mpoly_target->totloop; i_loop_target++, mloop_target++) {
if (mloop_target->v == vert_source) {
break;
}
}
/* If same vertex not found, then polys cannot be equal */
if (i_loop_target >= mpoly_target->totloop) {
return false;
}
/* Now mloop_source and m_loop_target have one identical vertex */
/* mloop_source is at position 0, while m_loop_target has advanced to find identical vertex */
/* Go around the loop and check that all vertices match in same order */
/* Skipping source loops when consecutive source vertices are mapped to same target vertex */
i_loop_target_start = i_loop_target;
i_loop_target_offset = 0;
first_vert_source = vert_source;
compare_completed = false;
same_loops = false;
while (!compare_completed) {
vert_target = mloop_target->v;
/* First advance i_loop_source, until it points to different vertex, after mapping applied */
do {
i_loop_source++;
if (i_loop_source == mpoly_source->totloop) {
/* End of loops for source, must match end of loop for target. */
if (i_loop_target_offset == mpoly_target->totloop - 1) {
compare_completed = true;
same_loops = true;
break; /* Polys are identical */
}
else {
compare_completed = true;
same_loops = false;
break; /* Polys are different */
}
}
mloop_source++;
vert_source = mloop_source->v;
if (vtargetmap[vert_source] != -1) {
vert_source = vtargetmap[vert_source];
}
else {
/* All source loop vertices should be mapped */
BLI_assert(false);
}
} while (vert_source == vert_target);
if (compare_completed) {
break;
}
/* Now advance i_loop_target as well */
i_loop_target_offset++;
if (i_loop_target_offset == mpoly_target->totloop) {
/* End of loops for target only, that means no match */
/* except if all remaining source vertices are mapped to first target */
for (; i_loop_source < mpoly_source->totloop; i_loop_source++, mloop_source++) {
vert_source = vtargetmap[mloop_source->v];
if (vert_source != first_vert_source) {
compare_completed = true;
same_loops = false;
break;
}
}
if (!compare_completed) {
same_loops = true;
}
break;
}
/* Adjust i_loop_target for cycling around and for direct/reverse order defined by delta = +1 or -1 */
i_loop_target_adjusted = (i_loop_target_start + direct_reverse * i_loop_target_offset) % mpoly_target->totloop;
if (i_loop_target_adjusted < 0) {
i_loop_target_adjusted += mpoly_target->totloop;
}
mloop_target = mloop_array + mpoly_target->loopstart + i_loop_target_adjusted;
vert_target = mloop_target->v;
if (vert_target != vert_source) {
same_loops = false; /* Polys are different */
break;
}
}
return same_loops;
}
/* Utility stuff for using GHash with polys */
typedef struct PolyKey {
int poly_index; /* index of the MPoly within the derived mesh */
int totloops; /* number of loops in the poly */
unsigned int hash_sum; /* Sum of all vertices indices */
unsigned int hash_xor; /* Xor of all vertices indices */
} PolyKey;
static unsigned int poly_gset_hash_fn(const void *key)
{
const PolyKey *pk = key;
return pk->hash_sum;
}
static bool poly_gset_compare_fn(const void *k1, const void *k2)
{
const PolyKey *pk1 = k1;
const PolyKey *pk2 = k2;
if ((pk1->hash_sum == pk2->hash_sum) &&
(pk1->hash_xor == pk2->hash_xor) &&
(pk1->totloops == pk2->totloops))
{
/* Equality - note that this does not mean equality of polys */
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return false;
}
else {
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return true;
}
}
/**
* Merge Verts
*
* This frees dm, and returns a new one.
*
* \param vtargetmap The table that maps vertices to target vertices. a value of -1
* indicates a vertex is a target, and is to be kept.
* This array is aligned with 'dm->numVertData'
*
* \param tot_vtargetmap The number of non '-1' values in vtargetmap. (not the size)
*
* \param merge_mode enum with two modes.
* - #CDDM_MERGE_VERTS_DUMP_IF_MAPPED
* When called by the Mirror Modifier,
* In this mode it skips any faces that have all vertices merged (to avoid creating pairs
* of faces sharing the same set of vertices)
* - #CDDM_MERGE_VERTS_DUMP_IF_EQUAL
* When called by the Array Modifier,
* In this mode, faces where all vertices are merged are double-checked,
* to see whether all target vertices actually make up a poly already.
* Indeed it could be that all of a poly's vertices are merged,
* but merged to vertices that do not make up a single poly,
* in which case the original poly should not be dumped.
* Actually this later behavior could apply to the Mirror Modifier as well, but the additional checks are
* costly and not necessary in the case of mirror, because each vertex is only merged to its own mirror.
*
* \note #CDDM_recalc_tessellation has to run on the returned DM if you want to access tessfaces.
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*/
DerivedMesh *CDDM_merge_verts(DerivedMesh *dm, const int *vtargetmap, const int tot_vtargetmap, const int merge_mode)
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{
// #define USE_LOOPS
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CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
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CDDerivedMesh *cddm2 = NULL;
const int totvert = dm->numVertData;
const int totedge = dm->numEdgeData;
const int totloop = dm->numLoopData;
const int totpoly = dm->numPolyData;
const int totvert_final = totvert - tot_vtargetmap;
MVert *mv, *mvert = MEM_mallocN(sizeof(*mvert) * totvert_final, __func__);
int *oldv = MEM_mallocN(sizeof(*oldv) * totvert_final, __func__);
int *newv = MEM_mallocN(sizeof(*newv) * totvert, __func__);
STACK_DECLARE(mvert);
STACK_DECLARE(oldv);
MEdge *med, *medge = MEM_mallocN(sizeof(*medge) * totedge, __func__);
int *olde = MEM_mallocN(sizeof(*olde) * totedge, __func__);
int *newe = MEM_mallocN(sizeof(*newe) * totedge, __func__);
STACK_DECLARE(medge);
STACK_DECLARE(olde);
MLoop *ml, *mloop = MEM_mallocN(sizeof(*mloop) * totloop, __func__);
int *oldl = MEM_mallocN(sizeof(*oldl) * totloop, __func__);
#ifdef USE_LOOPS
int newl = MEM_mallocN(sizeof(*newl) * totloop, __func__);
#endif
STACK_DECLARE(mloop);
STACK_DECLARE(oldl);
MPoly *mp, *mpoly = MEM_mallocN(sizeof(*medge) * totpoly, __func__);
int *oldp = MEM_mallocN(sizeof(*oldp) * totpoly, __func__);
STACK_DECLARE(mpoly);
STACK_DECLARE(oldp);
EdgeHash *ehash = BLI_edgehash_new_ex(__func__, totedge);
int i, j, c;
PolyKey *poly_keys;
GSet *poly_gset = NULL;
STACK_INIT(oldv, totvert_final);
STACK_INIT(olde, totedge);
STACK_INIT(oldl, totloop);
STACK_INIT(oldp, totpoly);
STACK_INIT(mvert, totvert_final);
STACK_INIT(medge, totedge);
STACK_INIT(mloop, totloop);
STACK_INIT(mpoly, totpoly);
/* fill newl with destination vertex indices */
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mv = cddm->mvert;
c = 0;
for (i = 0; i < totvert; i++, mv++) {
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if (vtargetmap[i] == -1) {
STACK_PUSH(oldv, i);
STACK_PUSH(mvert, *mv);
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newv[i] = c++;
}
else {
/* dummy value */
newv[i] = 0;
}
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}
/* now link target vertices to destination indices */
for (i = 0; i < totvert; i++) {
if (vtargetmap[i] != -1) {
newv[i] = newv[vtargetmap[i]];
}
}
/* Don't remap vertices in cddm->mloop, because we need to know the original
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* indices in order to skip faces with all vertices merged.
* The "update loop indices..." section further down remaps vertices in mloop.
*/
/* now go through and fix edges and faces */
med = cddm->medge;
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c = 0;
for (i = 0; i < totedge; i++, med++) {
const unsigned int v1 = (vtargetmap[med->v1] != -1) ? vtargetmap[med->v1] : med->v1;
const unsigned int v2 = (vtargetmap[med->v2] != -1) ? vtargetmap[med->v2] : med->v2;
if (LIKELY(v1 != v2)) {
void **val_p;
if (BLI_edgehash_ensure_p(ehash, v1, v2, &val_p)) {
newe[i] = GET_INT_FROM_POINTER(*val_p);
}
else {
STACK_PUSH(olde, i);
STACK_PUSH(medge, *med);
newe[i] = c;
*val_p = SET_INT_IN_POINTER(c);
c++;
}
}
else {
newe[i] = -1;
}
2011-02-15 01:16:32 +00:00
}
if (merge_mode == CDDM_MERGE_VERTS_DUMP_IF_EQUAL) {
/* In this mode, we need to determine, whenever a poly' vertices are all mapped */
/* if the targets already make up a poly, in which case the new poly is dropped */
/* This poly equality check is rather complex. We use a BLI_ghash to speed it up with a first level check */
PolyKey *mpgh;
poly_keys = MEM_mallocN(sizeof(PolyKey) * totpoly, __func__);
poly_gset = BLI_gset_new_ex(poly_gset_hash_fn, poly_gset_compare_fn, __func__, totpoly);
/* Duplicates allowed because our compare function is not pure equality */
BLI_gset_flag_set(poly_gset, GHASH_FLAG_ALLOW_DUPES);
mp = cddm->mpoly;
mpgh = poly_keys;
for (i = 0; i < totpoly; i++, mp++, mpgh++) {
mpgh->poly_index = i;
mpgh->totloops = mp->totloop;
ml = cddm->mloop + mp->loopstart;
mpgh->hash_sum = mpgh->hash_xor = 0;
for (j = 0; j < mp->totloop; j++, ml++) {
mpgh->hash_sum += ml->v;
mpgh->hash_xor ^= ml->v;
}
BLI_gset_insert(poly_gset, mpgh);
}
if (cddm->pmap) {
MEM_freeN(cddm->pmap);
MEM_freeN(cddm->pmap_mem);
}
/* Can we optimise by reusing an old pmap ? How do we know an old pmap is stale ? */
/* When called by MOD_array.c, the cddm has just been created, so it has no valid pmap. */
BKE_mesh_vert_poly_map_create(&cddm->pmap, &cddm->pmap_mem,
cddm->mpoly, cddm->mloop,
totvert, totpoly, totloop);
} /* done preparing for fast poly compare */
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mp = cddm->mpoly;
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for (i = 0; i < totpoly; i++, mp++) {
MPoly *mp_new;
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ml = cddm->mloop + mp->loopstart;
/* check faces with all vertices merged */
{
bool all_vertices_merged = true;
for (j = 0; j < mp->totloop; j++, ml++) {
if (vtargetmap[ml->v] == -1) {
all_vertices_merged = false;
break;
}
}
2012-11-11 11:00:55 +00:00
if (UNLIKELY(all_vertices_merged)) {
if (merge_mode == CDDM_MERGE_VERTS_DUMP_IF_MAPPED) {
/* In this mode, all vertices merged is enough to dump face */
continue;
}
else if (merge_mode == CDDM_MERGE_VERTS_DUMP_IF_EQUAL) {
/* Additional condition for face dump: target vertices must make up an identical face */
/* The test has 2 steps: (1) first step is fast ghash lookup, but not failproof */
/* (2) second step is thorough but more costly poly compare */
int i_poly, v_target, v_prev;
bool found = false;
PolyKey pkey;
/* Use poly_gset for fast (although not 100% certain) identification of same poly */
/* First, make up a poly_summary structure */
ml = cddm->mloop + mp->loopstart;
pkey.hash_sum = pkey.hash_xor = 0;
pkey.totloops = 0;
v_prev = vtargetmap[(ml + mp->totloop -1)->v]; /* since it loops around, the prev of first is the last */
for (j = 0; j < mp->totloop; j++, ml++) {
v_target = vtargetmap[ml->v]; /* Cannot be -1, they are all mapped */
if (v_target == v_prev) {
/* consecutive vertices in loop map to the same target: discard */
/* but what about last to first ? */
continue;
}
pkey.hash_sum += v_target;
pkey.hash_xor ^= v_target;
pkey.totloops++;
v_prev = v_target;
}
if (BLI_gset_haskey(poly_gset, &pkey)) {
/* There might be a poly that matches this one.
* We could just leave it there and say there is, and do a "continue".
* ... but we are checking whether there is an exact poly match.
* It's not so costly in terms of CPU since it's very rare, just a lot of complex code.
*/
/* Consider current loop again */
ml = cddm->mloop + mp->loopstart;
/* Consider the target of the loop's first vert */
v_target = vtargetmap[ml->v];
/* Now see if v_target belongs to a poly that shares all vertices with source poly,
* in same order, or reverse order */
for (i_poly = 0; i_poly < cddm->pmap[v_target].count; i_poly++) {
MPoly *target_poly = cddm->mpoly + *(cddm->pmap[v_target].indices + i_poly);
if (cddm_poly_compare(cddm->mloop, mp, target_poly, vtargetmap, +1) ||
cddm_poly_compare(cddm->mloop, mp, target_poly, vtargetmap, -1))
{
found = true;
break;
}
}
if (found) {
/* Current poly's vertices are mapped to a poly that is strictly identical */
/* Current poly is dumped */
continue;
}
}
}
}
}
/* Here either the poly's vertices were not all merged
* or they were all merged, but targets do not make up an identical poly,
* the poly is retained.
*/
ml = cddm->mloop + mp->loopstart;
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c = 0;
2012-05-01 12:51:17 +00:00
for (j = 0; j < mp->totloop; j++, ml++) {
unsigned int v1, v2;
med = cddm->medge + ml->e;
v1 = (vtargetmap[med->v1] != -1) ? vtargetmap[med->v1] : med->v1;
v2 = (vtargetmap[med->v2] != -1) ? vtargetmap[med->v2] : med->v2;
if (LIKELY(v1 != v2)) {
#ifdef USE_LOOPS
newl[j + mp->loopstart] = STACK_SIZE(mloop);
#endif
STACK_PUSH(oldl, j + mp->loopstart);
STACK_PUSH(mloop, *ml);
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c++;
}
}
if (UNLIKELY(c == 0)) {
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continue;
}
else if (UNLIKELY(c < 3)) {
STACK_DISCARD(oldl, c);
STACK_DISCARD(mloop, c);
continue;
}
mp_new = STACK_PUSH_RET_PTR(mpoly);
*mp_new = *mp;
mp_new->totloop = c;
BLI_assert(mp_new->totloop >= 3);
mp_new->loopstart = STACK_SIZE(mloop) - c;
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STACK_PUSH(oldp, i);
} /* end of the loop that tests polys */
if (poly_gset) {
// printf("hash quality %.6f\n", BLI_gset_calc_quality(poly_gset));
BLI_gset_free(poly_gset, NULL);
MEM_freeN(poly_keys);
2011-02-15 01:16:32 +00:00
}
/*create new cddm*/
cddm2 = (CDDerivedMesh *)CDDM_from_template(
(DerivedMesh *)cddm, STACK_SIZE(mvert), STACK_SIZE(medge), 0, STACK_SIZE(mloop), STACK_SIZE(mpoly));
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/*update edge indices and copy customdata*/
med = medge;
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for (i = 0; i < cddm2->dm.numEdgeData; i++, med++) {
if (newv[med->v1] != -1)
med->v1 = newv[med->v1];
if (newv[med->v2] != -1)
med->v2 = newv[med->v2];
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CustomData_copy_data(&dm->edgeData, &cddm2->dm.edgeData, olde[i], i, 1);
}
/*update loop indices and copy customdata*/
ml = mloop;
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for (i = 0; i < cddm2->dm.numLoopData; i++, ml++) {
if (newe[ml->e] != -1)
ml->e = newe[ml->e];
if (newv[ml->v] != -1)
ml->v = newv[ml->v];
2011-02-15 01:16:32 +00:00
CustomData_copy_data(&dm->loopData, &cddm2->dm.loopData, oldl[i], i, 1);
}
/*copy vertex customdata*/
mv = mvert;
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for (i = 0; i < cddm2->dm.numVertData; i++, mv++) {
2011-02-15 01:16:32 +00:00
CustomData_copy_data(&dm->vertData, &cddm2->dm.vertData, oldv[i], i, 1);
}
/*copy poly customdata*/
mp = mpoly;
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for (i = 0; i < cddm2->dm.numPolyData; i++, mp++) {
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CustomData_copy_data(&dm->polyData, &cddm2->dm.polyData, oldp[i], i, 1);
}
/*copy over data. CustomData_add_layer can do this, need to look it up.*/
memcpy(cddm2->mvert, mvert, sizeof(MVert) * STACK_SIZE(mvert));
memcpy(cddm2->medge, medge, sizeof(MEdge) * STACK_SIZE(medge));
memcpy(cddm2->mloop, mloop, sizeof(MLoop) * STACK_SIZE(mloop));
memcpy(cddm2->mpoly, mpoly, sizeof(MPoly) * STACK_SIZE(mpoly));
MEM_freeN(mvert);
MEM_freeN(medge);
MEM_freeN(mloop);
MEM_freeN(mpoly);
MEM_freeN(newv);
MEM_freeN(newe);
#ifdef USE_LOOPS
MEM_freeN(newl);
#endif
MEM_freeN(oldv);
MEM_freeN(olde);
MEM_freeN(oldl);
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MEM_freeN(oldp);
BLI_edgehash_free(ehash, NULL);
/*free old derivedmesh*/
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dm->needsFree = 1;
dm->release(dm);
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return (DerivedMesh *)cddm2;
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}
#endif
void CDDM_calc_edges_tessface(DerivedMesh *dm)
{
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CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
CustomData edgeData;
EdgeSetIterator *ehi;
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
MFace *mf = cddm->mface;
MEdge *med;
EdgeSet *eh;
int i, *index, numEdges, numFaces = dm->numTessFaceData;
eh = BLI_edgeset_new_ex(__func__, BLI_EDGEHASH_SIZE_GUESS_FROM_POLYS(numFaces));
for (i = 0; i < numFaces; i++, mf++) {
BLI_edgeset_add(eh, mf->v1, mf->v2);
BLI_edgeset_add(eh, mf->v2, mf->v3);
if (mf->v4) {
BLI_edgeset_add(eh, mf->v3, mf->v4);
BLI_edgeset_add(eh, mf->v4, mf->v1);
}
else {
BLI_edgeset_add(eh, mf->v3, mf->v1);
}
}
numEdges = BLI_edgeset_size(eh);
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
/* write new edges into a temporary CustomData */
CustomData_reset(&edgeData);
CustomData_add_layer(&edgeData, CD_MEDGE, CD_CALLOC, NULL, numEdges);
CustomData_add_layer(&edgeData, CD_ORIGINDEX, CD_CALLOC, NULL, numEdges);
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
med = CustomData_get_layer(&edgeData, CD_MEDGE);
index = CustomData_get_layer(&edgeData, CD_ORIGINDEX);
for (ehi = BLI_edgesetIterator_new(eh), i = 0;
BLI_edgesetIterator_isDone(ehi) == false;
BLI_edgesetIterator_step(ehi), i++, med++, index++)
{
BLI_edgesetIterator_getKey(ehi, &med->v1, &med->v2);
2012-05-06 17:22:54 +00:00
med->flag = ME_EDGEDRAW | ME_EDGERENDER;
*index = ORIGINDEX_NONE;
}
BLI_edgesetIterator_free(ehi);
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
/* free old CustomData and assign new one */
CustomData_free(&dm->edgeData, dm->numEdgeData);
dm->edgeData = edgeData;
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
dm->numEdgeData = numEdges;
cddm->medge = CustomData_get_layer(&dm->edgeData, CD_MEDGE);
BLI_edgeset_free(eh);
}
/* warning, this uses existing edges but CDDM_calc_edges_tessface() doesn't */
void CDDM_calc_edges(DerivedMesh *dm)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
CustomData edgeData;
EdgeHashIterator *ehi;
MPoly *mp = cddm->mpoly;
MLoop *ml;
MEdge *med, *origmed;
EdgeHash *eh;
unsigned int eh_reserve;
int v1, v2;
const int *eindex;
int i, j, *index;
const int numFaces = dm->numPolyData;
const int numLoops = dm->numLoopData;
int numEdges = dm->numEdgeData;
eindex = DM_get_edge_data_layer(dm, CD_ORIGINDEX);
med = cddm->medge;
eh_reserve = max_ii(med ? numEdges : 0, BLI_EDGEHASH_SIZE_GUESS_FROM_LOOPS(numLoops));
eh = BLI_edgehash_new_ex(__func__, eh_reserve);
if (med) {
2012-05-01 12:51:17 +00:00
for (i = 0; i < numEdges; i++, med++) {
2012-05-06 17:22:54 +00:00
BLI_edgehash_insert(eh, med->v1, med->v2, SET_INT_IN_POINTER(i + 1));
}
}
for (i = 0; i < numFaces; i++, mp++) {
ml = cddm->mloop + mp->loopstart;
2012-05-01 12:51:17 +00:00
for (j = 0; j < mp->totloop; j++, ml++) {
v1 = ml->v;
v2 = ME_POLY_LOOP_NEXT(cddm->mloop, mp, j)->v;
BLI_edgehash_reinsert(eh, v1, v2, NULL);
}
}
numEdges = BLI_edgehash_size(eh);
/* write new edges into a temporary CustomData */
CustomData_reset(&edgeData);
CustomData_add_layer(&edgeData, CD_MEDGE, CD_CALLOC, NULL, numEdges);
CustomData_add_layer(&edgeData, CD_ORIGINDEX, CD_CALLOC, NULL, numEdges);
origmed = cddm->medge;
med = CustomData_get_layer(&edgeData, CD_MEDGE);
index = CustomData_get_layer(&edgeData, CD_ORIGINDEX);
for (ehi = BLI_edgehashIterator_new(eh), i = 0;
BLI_edgehashIterator_isDone(ehi) == false;
BLI_edgehashIterator_step(ehi), ++i, ++med, ++index)
{
BLI_edgehashIterator_getKey(ehi, &med->v1, &med->v2);
j = GET_INT_FROM_POINTER(BLI_edgehashIterator_getValue(ehi));
if (j == 0) {
med->flag = ME_EDGEDRAW | ME_EDGERENDER;
*index = ORIGINDEX_NONE;
}
else {
med->flag = ME_EDGEDRAW | ME_EDGERENDER | origmed[j - 1].flag;
*index = eindex[j - 1];
}
BLI_edgehashIterator_setValue(ehi, SET_INT_IN_POINTER(i));
}
BLI_edgehashIterator_free(ehi);
/* free old CustomData and assign new one */
CustomData_free(&dm->edgeData, dm->numEdgeData);
dm->edgeData = edgeData;
dm->numEdgeData = numEdges;
cddm->medge = CustomData_get_layer(&dm->edgeData, CD_MEDGE);
mp = cddm->mpoly;
for (i = 0; i < numFaces; i++, mp++) {
ml = cddm->mloop + mp->loopstart;
2012-05-01 12:51:17 +00:00
for (j = 0; j < mp->totloop; j++, ml++) {
v1 = ml->v;
v2 = ME_POLY_LOOP_NEXT(cddm->mloop, mp, j)->v;
ml->e = GET_INT_FROM_POINTER(BLI_edgehash_lookup(eh, v1, v2));
}
}
BLI_edgehash_free(eh, 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
void CDDM_lower_num_verts(DerivedMesh *dm, int numVerts)
{
BLI_assert(numVerts >= 0);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (numVerts < dm->numVertData)
2012-05-06 17:22:54 +00:00
CustomData_free_elem(&dm->vertData, numVerts, dm->numVertData - numVerts);
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
dm->numVertData = numVerts;
}
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 CDDM_lower_num_edges(DerivedMesh *dm, int numEdges)
{
BLI_assert(numEdges >= 0);
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-20 04:28:02 +00:00
if (numEdges < dm->numEdgeData)
2012-05-06 17:22:54 +00:00
CustomData_free_elem(&dm->edgeData, numEdges, dm->numEdgeData - numEdges);
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
dm->numEdgeData = numEdges;
}
2011-12-31 12:58:03 +00:00
void CDDM_lower_num_tessfaces(DerivedMesh *dm, int numTessFaces)
{
BLI_assert(numTessFaces >= 0);
2011-12-31 12:58:03 +00:00
if (numTessFaces < dm->numTessFaceData)
2012-05-06 17:22:54 +00:00
CustomData_free_elem(&dm->faceData, numTessFaces, dm->numTessFaceData - numTessFaces);
2011-12-31 12:58:03 +00:00
dm->numTessFaceData = numTessFaces;
}
void CDDM_lower_num_loops(DerivedMesh *dm, int numLoops)
{
BLI_assert(numLoops >= 0);
if (numLoops < dm->numLoopData)
CustomData_free_elem(&dm->loopData, numLoops, dm->numLoopData - numLoops);
dm->numLoopData = numLoops;
}
void CDDM_lower_num_polys(DerivedMesh *dm, int numPolys)
{
BLI_assert(numPolys >= 0);
if (numPolys < dm->numPolyData)
2012-05-06 17:22:54 +00:00
CustomData_free_elem(&dm->polyData, numPolys, dm->numPolyData - numPolys);
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
dm->numPolyData = numPolys;
}
/* mesh element access functions */
MVert *CDDM_get_vert(DerivedMesh *dm, int index)
{
2012-05-06 17:22:54 +00:00
return &((CDDerivedMesh *)dm)->mvert[index];
}
MEdge *CDDM_get_edge(DerivedMesh *dm, int index)
{
2012-05-06 17:22:54 +00:00
return &((CDDerivedMesh *)dm)->medge[index];
}
MFace *CDDM_get_tessface(DerivedMesh *dm, int index)
{
2012-05-06 17:22:54 +00:00
return &((CDDerivedMesh *)dm)->mface[index];
}
MLoop *CDDM_get_loop(DerivedMesh *dm, int index)
{
2012-05-06 17:22:54 +00:00
return &((CDDerivedMesh *)dm)->mloop[index];
}
MPoly *CDDM_get_poly(DerivedMesh *dm, int index)
{
2012-05-06 17:22:54 +00:00
return &((CDDerivedMesh *)dm)->mpoly[index];
}
/* array access functions */
MVert *CDDM_get_verts(DerivedMesh *dm)
{
2012-05-06 17:22:54 +00:00
return ((CDDerivedMesh *)dm)->mvert;
}
MEdge *CDDM_get_edges(DerivedMesh *dm)
{
2012-05-06 17:22:54 +00:00
return ((CDDerivedMesh *)dm)->medge;
}
MFace *CDDM_get_tessfaces(DerivedMesh *dm)
{
2012-05-06 17:22:54 +00:00
return ((CDDerivedMesh *)dm)->mface;
}
MLoop *CDDM_get_loops(DerivedMesh *dm)
{
2012-05-06 17:22:54 +00:00
return ((CDDerivedMesh *)dm)->mloop;
}
2011-02-27 06:19:40 +00:00
MPoly *CDDM_get_polys(DerivedMesh *dm)
{
2012-05-06 17:22:54 +00:00
return ((CDDerivedMesh *)dm)->mpoly;
2011-02-27 06:19:40 +00:00
}
void CDDM_tessfaces_to_faces(DerivedMesh *dm)
{
/* converts mfaces to mpolys/mloops */
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
2015-07-15 12:08:32 +10:00
BKE_mesh_convert_mfaces_to_mpolys_ex(
NULL, &cddm->dm.faceData, &cddm->dm.loopData, &cddm->dm.polyData,
cddm->dm.numEdgeData, cddm->dm.numTessFaceData,
cddm->dm.numLoopData, cddm->dm.numPolyData,
cddm->medge, cddm->mface,
&cddm->dm.numLoopData, &cddm->dm.numPolyData,
&cddm->mloop, &cddm->mpoly);
}
void CDDM_set_mvert(DerivedMesh *dm, MVert *mvert)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
if (!CustomData_has_layer(&dm->vertData, CD_MVERT))
CustomData_add_layer(&dm->vertData, CD_MVERT, CD_ASSIGN, mvert, dm->numVertData);
2015-07-15 12:08:32 +10:00
cddm->mvert = mvert;
}
void CDDM_set_medge(DerivedMesh *dm, MEdge *medge)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
if (!CustomData_has_layer(&dm->edgeData, CD_MEDGE))
CustomData_add_layer(&dm->edgeData, CD_MEDGE, CD_ASSIGN, medge, dm->numEdgeData);
cddm->medge = medge;
}
void CDDM_set_mface(DerivedMesh *dm, MFace *mface)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
if (!CustomData_has_layer(&dm->faceData, CD_MFACE))
CustomData_add_layer(&dm->faceData, CD_MFACE, CD_ASSIGN, mface, dm->numTessFaceData);
cddm->mface = mface;
}
void CDDM_set_mloop(DerivedMesh *dm, MLoop *mloop)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
if (!CustomData_has_layer(&dm->loopData, CD_MLOOP))
CustomData_add_layer(&dm->loopData, CD_MLOOP, CD_ASSIGN, mloop, dm->numLoopData);
cddm->mloop = mloop;
}
void CDDM_set_mpoly(DerivedMesh *dm, MPoly *mpoly)
{
2012-05-06 17:22:54 +00:00
CDDerivedMesh *cddm = (CDDerivedMesh *)dm;
if (!CustomData_has_layer(&dm->polyData, CD_MPOLY))
CustomData_add_layer(&dm->polyData, CD_MPOLY, CD_ASSIGN, mpoly, dm->numPolyData);
cddm->mpoly = mpoly;
}