176 lines
6.5 KiB
C++
176 lines
6.5 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup bmesh
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*/
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#include "bmesh_core.h"
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struct BMAllocTemplate;
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struct Mesh;
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* Fill in a vertex array from an edge array.
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*
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* \returns false if any verts aren't found.
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*/
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bool BM_verts_from_edges(BMVert **vert_arr, BMEdge **edge_arr, int len);
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/**
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* Fill in an edge array from a vertex array (connected polygon loop).
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*
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* \returns false if any edges aren't found.
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*/
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bool BM_edges_from_verts(BMEdge **edge_arr, BMVert **vert_arr, int len);
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/**
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* Fill in an edge array from a vertex array (connected polygon loop).
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* Creating edges as-needed.
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*/
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void BM_edges_from_verts_ensure(BMesh *bm, BMEdge **edge_arr, BMVert **vert_arr, int len);
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/**
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* Makes an NGon from an un-ordered set of verts.
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*
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* Assumes:
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* - that verts are only once in the list.
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* - that the verts have roughly planer bounds
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* - that the verts are roughly circular
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*
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* There can be concave areas but overlapping folds from the center point will fail.
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*
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* A brief explanation of the method used
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* - find the center point
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* - find the normal of the vertex-cloud
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* - order the verts around the face based on their angle to the normal vector at the center point.
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*
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* \note Since this is a vertex-cloud there is no direction.
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*/
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void BM_verts_sort_radial_plane(BMVert **vert_arr, int len);
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/**
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* \brief Make Quad/Triangle
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*
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* Creates a new quad or triangle from a list of 3 or 4 vertices.
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* If \a no_double is true, then a check is done to see if a face
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* with these vertices already exists and returns it instead.
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*
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* If a pointer to an example face is provided, its custom data
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* and properties will be copied to the new face.
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*
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* \note The winding of the face is determined by the order
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* of the vertices in the vertex array.
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*/
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BMFace *BM_face_create_quad_tri(BMesh *bm,
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BMVert *v1,
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BMVert *v2,
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BMVert *v3,
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BMVert *v4,
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const BMFace *f_example,
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eBMCreateFlag create_flag);
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/**
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* \brief copies face loop data from shared adjacent faces.
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*
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* \param filter_fn: A function that filters the source loops before copying
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* (don't always want to copy all).
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*
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* \note when a matching edge is found, both loops of that edge are copied
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* this is done since the face may not be completely surrounded by faces,
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* this way: a quad with 2 connected quads on either side will still get all 4 loops updated
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*/
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void BM_face_copy_shared(BMesh *bm, BMFace *f, BMLoopFilterFunc filter_fn, void *user_data);
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/**
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* \brief Make NGon
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*
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* Makes an ngon from an unordered list of edges.
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* Verts \a v1 and \a v2 define the winding of the new face.
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*
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* \a edges are not required to be ordered, simply to form
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* a single closed loop as a whole.
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*
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* \note While this function will work fine when the edges
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* are already sorted, if the edges are always going to be sorted,
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* #BM_face_create should be considered over this function as it
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* avoids some unnecessary work.
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*/
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BMFace *BM_face_create_ngon(BMesh *bm,
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BMVert *v1,
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BMVert *v2,
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BMEdge **edges,
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int len,
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const BMFace *f_example,
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eBMCreateFlag create_flag);
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/**
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* Create an ngon from an array of sorted verts
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*
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* Special features this has over other functions.
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* - Optionally calculate winding based on surrounding edges.
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* - Optionally create edges between vertices.
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* - Uses verts so no need to find edges (handy when you only have verts)
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*/
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BMFace *BM_face_create_ngon_verts(BMesh *bm,
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BMVert **vert_arr,
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int len,
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const BMFace *f_example,
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eBMCreateFlag create_flag,
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bool calc_winding,
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bool create_edges);
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/**
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* Copies attributes, e.g. customdata, header flags, etc, from one element
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* to another of the same type.
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*/
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void BM_elem_attrs_copy_ex(BMesh *bm_src,
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BMesh *bm_dst,
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const void *ele_src_v,
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void *ele_dst_v,
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char hflag_mask,
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uint64_t cd_mask_exclude);
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void BM_elem_attrs_copy(BMesh *bm_src, BMesh *bm_dst, const void *ele_src_v, void *ele_dst_v);
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void BM_elem_select_copy(BMesh *bm_dst, void *ele_dst_v, const void *ele_src_v);
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/**
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* Initialize the `bm_dst` layers in preparation for populating it's contents with multiple meshes.
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* Typically done using multiple calls to #BM_mesh_bm_from_me with the same `bm` argument).
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*
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* \note While the custom-data layers of all meshes are created, the active layers are set
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* by the first instance mesh containing that layer type.
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* This means the first mesh should always be the main mesh (from the user perspective),
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* as this is the mesh they have control over (active UV layer for rendering for example).
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*/
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void BM_mesh_copy_init_customdata_from_mesh_array(BMesh *bm_dst,
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const struct Mesh *me_src_array[],
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int me_src_array_len,
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const struct BMAllocTemplate *allocsize);
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void BM_mesh_copy_init_customdata_from_mesh(BMesh *bm_dst,
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const struct Mesh *me_src,
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const struct BMAllocTemplate *allocsize);
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void BM_mesh_copy_init_customdata(BMesh *bm_dst,
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BMesh *bm_src,
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const struct BMAllocTemplate *allocsize);
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/**
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* Similar to #BM_mesh_copy_init_customdata but copies all layers ignoring
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* flags like #CD_FLAG_NOCOPY.
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*
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* \param bm_dst: BMesh whose custom-data layers will be added.
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* \param bm_src: BMesh whose custom-data layers will be copied.
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* \param htype: Specifies which custom-data layers will be initiated.
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* \param allocsize: Initialize the memory-pool before use (may be an estimate).
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*/
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void BM_mesh_copy_init_customdata_all_layers(BMesh *bm_dst,
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BMesh *bm_src,
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char htype,
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const struct BMAllocTemplate *allocsize);
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BMesh *BM_mesh_copy(BMesh *bm_old);
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#ifdef __cplusplus
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}
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#endif
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