Refactoring mesh code, it has become clear that local cleanups and simplifications are limited by the need to keep a C public API for mesh functions. This change makes code more obvious and makes further refactoring much easier. - Add a new `BKE_mesh.hh` header for a C++ only mesh API - Introduce a new `blender::bke::mesh` namespace, documented here: https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces - Move some functions to the new namespace, cleaning up their arguments - Move code to `Array` and `float3` where necessary to use the new API - Define existing inline mesh data access functions to the new header - Keep some C API functions where necessary because of RNA - Move all C++ files to use the new header, which includes the old one In the future it may make sense to split up `BKE_mesh.hh` more, but for now keeping the same name as the existing header keeps things simple. Pull Request: blender/blender#105416
497 lines
19 KiB
C++
497 lines
19 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "BLI_array_utils.hh"
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#include "BLI_index_mask.hh"
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#include "BLI_user_counter.hh"
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#include "BKE_attribute.hh"
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#include "BKE_attribute_math.hh"
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#include "BKE_mesh.hh"
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#include "BKE_mesh_mapping.h"
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#include "GEO_mesh_split_edges.hh"
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namespace blender::geometry {
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/* Naively checks if the first vertices and the second vertices are the same. */
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static inline bool naive_edges_equal(const MEdge &edge1, const MEdge &edge2)
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{
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return edge1.v1 == edge2.v1 && edge1.v2 == edge2.v2;
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}
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template<typename T>
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static void copy_to_new_verts(MutableSpan<T> data, const Span<int> new_to_old_verts_map)
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{
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const Span<T> old_data = data.drop_back(new_to_old_verts_map.size());
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MutableSpan<T> new_data = data.take_back(new_to_old_verts_map.size());
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array_utils::gather(old_data, new_to_old_verts_map, new_data);
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}
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static void add_new_vertices(Mesh &mesh, const Span<int> new_to_old_verts_map)
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{
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CustomData_realloc(&mesh.vdata, mesh.totvert, mesh.totvert + new_to_old_verts_map.size());
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mesh.totvert += new_to_old_verts_map.size();
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bke::MutableAttributeAccessor attributes = mesh.attributes_for_write();
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for (const bke::AttributeIDRef &id : attributes.all_ids()) {
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if (attributes.lookup_meta_data(id)->domain != ATTR_DOMAIN_POINT) {
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continue;
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}
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bke::GSpanAttributeWriter attribute = attributes.lookup_for_write_span(id);
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if (!attribute) {
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continue;
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}
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attribute_math::convert_to_static_type(attribute.span.type(), [&](auto dummy) {
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using T = decltype(dummy);
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copy_to_new_verts(attribute.span.typed<T>(), new_to_old_verts_map);
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});
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attribute.finish();
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}
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if (float3 *orco = static_cast<float3 *>(
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CustomData_get_layer_for_write(&mesh.vdata, CD_ORCO, mesh.totvert))) {
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copy_to_new_verts<float3>({orco, mesh.totvert}, new_to_old_verts_map);
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}
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if (int *orig_indices = static_cast<int *>(
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CustomData_get_layer_for_write(&mesh.vdata, CD_ORIGINDEX, mesh.totvert))) {
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copy_to_new_verts<int>({orig_indices, mesh.totvert}, new_to_old_verts_map);
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}
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}
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static void add_new_edges(Mesh &mesh,
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const Span<MEdge> new_edges,
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const Span<int> new_to_old_edges_map,
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const bke::AnonymousAttributePropagationInfo &propagation_info)
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{
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bke::MutableAttributeAccessor attributes = mesh.attributes_for_write();
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/* Store a copy of the IDs locally since we will remove the existing attributes which
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* can also free the names, since the API does not provide pointer stability. */
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Vector<std::string> named_ids;
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Vector<UserCounter<const bke::AnonymousAttributeID>> anonymous_ids;
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for (const bke::AttributeIDRef &id : attributes.all_ids()) {
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if (attributes.lookup_meta_data(id)->domain != ATTR_DOMAIN_EDGE) {
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continue;
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}
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if (id.is_anonymous() && !propagation_info.propagate(id.anonymous_id())) {
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continue;
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}
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if (!id.is_anonymous()) {
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named_ids.append(id.name());
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}
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else {
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anonymous_ids.append(&id.anonymous_id());
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id.anonymous_id().user_add();
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}
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}
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Vector<bke::AttributeIDRef> local_edge_ids;
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for (const StringRef name : named_ids) {
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local_edge_ids.append(name);
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}
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for (const UserCounter<const bke::AnonymousAttributeID> &id : anonymous_ids) {
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local_edge_ids.append(*id);
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}
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/* Build new arrays for the copied edge attributes. Unlike vertices, new edges aren't all at the
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* end of the array, so just copying to the new edges would overwrite old values when they were
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* still needed. */
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struct NewAttributeData {
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const bke::AttributeIDRef &local_id;
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const CPPType &type;
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void *array;
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};
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Vector<NewAttributeData> dst_attributes;
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for (const bke::AttributeIDRef &local_id : local_edge_ids) {
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bke::GAttributeReader attribute = attributes.lookup(local_id);
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if (!attribute) {
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continue;
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}
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const CPPType &type = attribute.varray.type();
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void *new_data = MEM_malloc_arrayN(new_edges.size(), type.size(), __func__);
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attribute_math::convert_to_static_type(type, [&](auto dummy) {
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using T = decltype(dummy);
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const VArray<T> src = attribute.varray.typed<T>();
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MutableSpan<T> dst(static_cast<T *>(new_data), new_edges.size());
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array_utils::gather(src, new_to_old_edges_map, dst);
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});
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/* Free the original attribute as soon as possible to lower peak memory usage. */
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attributes.remove(local_id);
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dst_attributes.append({local_id, type, new_data});
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}
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int *new_orig_indices = nullptr;
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if (const int *orig_indices = static_cast<const int *>(
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CustomData_get_layer(&mesh.edata, CD_ORIGINDEX))) {
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new_orig_indices = static_cast<int *>(
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MEM_malloc_arrayN(new_edges.size(), sizeof(int), __func__));
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array_utils::gather(Span(orig_indices, mesh.totedge),
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new_to_old_edges_map,
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{new_orig_indices, new_edges.size()});
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}
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CustomData_free(&mesh.edata, mesh.totedge);
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mesh.totedge = new_edges.size();
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CustomData_add_layer(&mesh.edata, CD_MEDGE, CD_CONSTRUCT, nullptr, mesh.totedge);
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mesh.edges_for_write().copy_from(new_edges);
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if (new_orig_indices != nullptr) {
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CustomData_add_layer(&mesh.edata, CD_ORIGINDEX, CD_ASSIGN, new_orig_indices, mesh.totedge);
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}
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for (NewAttributeData &new_data : dst_attributes) {
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attributes.add(new_data.local_id,
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ATTR_DOMAIN_EDGE,
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bke::cpp_type_to_custom_data_type(new_data.type),
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bke::AttributeInitMoveArray(new_data.array));
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}
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}
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/**
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* Merge the new_edge into the original edge.
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*
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* NOTE: This function is very specific to the situation and makes a lot of assumptions.
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*/
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static void merge_edges(const int orig_edge_i,
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const int new_edge_i,
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MutableSpan<MLoop> new_loops,
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Vector<Vector<int>> &edge_to_loop_map,
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Vector<MEdge> &new_edges,
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Vector<int> &new_to_old_edges_map)
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{
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/* Merge back into the original edge by undoing the topology changes. */
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BLI_assert(edge_to_loop_map[new_edge_i].size() == 1);
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const int loop_i = edge_to_loop_map[new_edge_i][0];
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new_loops[loop_i].e = orig_edge_i;
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/* We are putting the last edge in the location of new_edge in all the maps, to remove
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* new_edge efficiently. We have to update the topology information for this last edge
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* though. Essentially we are replacing every instance of last_edge_i with new_edge_i. */
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const int last_edge_i = new_edges.size() - 1;
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if (last_edge_i != new_edge_i) {
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BLI_assert(edge_to_loop_map[last_edge_i].size() == 1);
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const int last_edge_loop_i = edge_to_loop_map[last_edge_i][0];
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new_loops[last_edge_loop_i].e = new_edge_i;
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}
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/* We can now safely swap-remove. */
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new_edges.remove_and_reorder(new_edge_i);
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edge_to_loop_map.remove_and_reorder(new_edge_i);
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new_to_old_edges_map.remove_and_reorder(new_edge_i);
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}
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/**
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* Replace the vertex of an edge with a new one, and update the connected loops.
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*
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* NOTE: This only updates the loops containing the edge and the old vertex. It should therefore
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* also be called on the adjacent edge.
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*/
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static void swap_vertex_of_edge(MEdge &edge,
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const int old_vert,
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const int new_vert,
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MutableSpan<MLoop> loops,
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const Span<int> connected_loops)
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{
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if (edge.v1 == old_vert) {
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edge.v1 = new_vert;
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}
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else if (edge.v2 == old_vert) {
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edge.v2 = new_vert;
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}
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else {
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BLI_assert_unreachable();
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}
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for (const int loop_i : connected_loops) {
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if (loops[loop_i].v == old_vert) {
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loops[loop_i].v = new_vert;
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}
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/* The old vertex is on the loop containing the adjacent edge. Since this function is also
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* called on the adjacent edge, we don't replace it here. */
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}
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}
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/** Split the vertex into duplicates so that each fan has a different vertex. */
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static void split_vertex_per_fan(const int vertex,
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const int start_offset,
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const int orig_verts_num,
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const Span<int> fans,
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const Span<int> fan_sizes,
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const Span<Vector<int>> edge_to_loop_map,
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MutableSpan<MEdge> new_edges,
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MutableSpan<MLoop> new_loops,
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MutableSpan<int> new_to_old_verts_map)
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{
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int fan_start = 0;
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/* We don't need to create a new vertex for the last fan. That fan can just be connected to the
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* original vertex. */
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for (const int i : fan_sizes.index_range().drop_back(1)) {
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const int new_vert_i = start_offset + i;
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new_to_old_verts_map[new_vert_i - orig_verts_num] = vertex;
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for (const int edge_i : fans.slice(fan_start, fan_sizes[i])) {
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swap_vertex_of_edge(
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new_edges[edge_i], vertex, new_vert_i, new_loops, edge_to_loop_map[edge_i]);
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}
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fan_start += fan_sizes[i];
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}
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}
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/**
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* Get the index of the adjacent edge to a loop connected to a vertex. In other words, for the
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* given polygon return the unique edge connected to the given vertex and not on the given loop.
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*/
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static int adjacent_edge(Span<MLoop> loops, const int loop_i, const MPoly &poly, const int vertex)
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{
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const int adjacent_loop_i = (loops[loop_i].v == vertex) ?
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bke::mesh_topology::poly_loop_prev(poly, loop_i) :
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bke::mesh_topology::poly_loop_next(poly, loop_i);
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return loops[adjacent_loop_i].e;
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}
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/**
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* Calculate the disjoint fans connected to the vertex, where a fan is a group of edges connected
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* through polygons. The connected_edges vector is rearranged in such a way that edges in the same
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* fan are grouped together. The r_fans_sizes Vector gives the sizes of the different fans, and can
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* be used to retrieve the fans from connected_edges.
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*/
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static void calc_vertex_fans(const int vertex,
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const Span<MLoop> new_loops,
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const Span<MPoly> polys,
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const Span<Vector<int>> edge_to_loop_map,
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const Span<int> loop_to_poly_map,
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MutableSpan<int> connected_edges,
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Vector<int> &r_fan_sizes)
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{
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if (connected_edges.size() <= 1) {
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r_fan_sizes.append(connected_edges.size());
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return;
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}
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Vector<int> search_edges;
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int total_found_edges_num = 0;
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int fan_size = 0;
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const int total_edge_num = connected_edges.size();
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/* Iteratively go through the connected edges. The front contains already handled edges, while
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* the back contains unhandled edges. */
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while (true) {
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/* This edge has not been visited yet. */
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int curr_i = total_found_edges_num;
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int curr_edge_i = connected_edges[curr_i];
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/* Gather all the edges in this fan. */
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while (true) {
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fan_size++;
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/* Add adjacent edges to search stack. */
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for (const int loop_i : edge_to_loop_map[curr_edge_i]) {
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const int adjacent_edge_i = adjacent_edge(
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new_loops, loop_i, polys[loop_to_poly_map[loop_i]], vertex);
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/* Find out if this edge was visited already. */
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int i = curr_i + 1;
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for (; i < total_edge_num; i++) {
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if (connected_edges[i] == adjacent_edge_i) {
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break;
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}
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}
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if (i == total_edge_num) {
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/* Already visited this edge. */
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continue;
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}
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search_edges.append(adjacent_edge_i);
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curr_i++;
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std::swap(connected_edges[curr_i], connected_edges[i]);
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}
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if (search_edges.is_empty()) {
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break;
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}
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curr_edge_i = search_edges.pop_last();
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}
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/* We have now collected all the edges in this fan. */
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total_found_edges_num += fan_size;
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BLI_assert(total_found_edges_num <= total_edge_num);
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r_fan_sizes.append(fan_size);
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if (total_found_edges_num == total_edge_num) {
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/* We have found all the edges, so this final batch must be the last connected fan. */
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break;
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}
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fan_size = 0;
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}
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}
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/**
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* Splits the edge into duplicates, so that each edge is connected to one poly.
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*/
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static void split_edge_per_poly(const int edge_i,
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const int new_edge_start,
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MutableSpan<Vector<int>> edge_to_loop_map,
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MutableSpan<MLoop> new_loops,
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MutableSpan<MEdge> new_edges,
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MutableSpan<int> new_to_old_edges_map)
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{
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if (edge_to_loop_map[edge_i].size() <= 1) {
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return;
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}
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int new_edge_index = new_edge_start;
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for (const int loop_i : edge_to_loop_map[edge_i].as_span().drop_front(1)) {
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const MEdge new_edge(new_edges[edge_i]);
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new_edges[new_edge_index] = new_edge;
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new_to_old_edges_map[new_edge_index] = edge_i;
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edge_to_loop_map[new_edge_index].append({loop_i});
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new_loops[loop_i].e = new_edge_index;
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new_edge_index++;
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}
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/* Only the first loop is now connected to this edge. */
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edge_to_loop_map[edge_i].resize(1);
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}
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void split_edges(Mesh &mesh,
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const IndexMask mask,
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const bke::AnonymousAttributePropagationInfo &propagation_info)
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{
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/* Flag vertices that need to be split. */
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Array<bool> should_split_vert(mesh.totvert, false);
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const Span<MEdge> edges = mesh.edges();
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for (const int edge_i : mask) {
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const MEdge edge = edges[edge_i];
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should_split_vert[edge.v1] = true;
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should_split_vert[edge.v2] = true;
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}
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/* Precalculate topology info. */
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Array<Vector<int>> vert_to_edge_map = bke::mesh_topology::build_vert_to_edge_map(edges,
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mesh.totvert);
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Vector<Vector<int>> edge_to_loop_map = bke::mesh_topology::build_edge_to_loop_map_resizable(
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mesh.loops(), mesh.totedge);
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Array<int> loop_to_poly_map = bke::mesh_topology::build_loop_to_poly_map(mesh.polys(),
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mesh.totloop);
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/* Store offsets, so we can split edges in parallel. */
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Array<int> edge_offsets(edges.size());
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Array<int> num_edge_duplicates(edges.size());
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int new_edges_size = edges.size();
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for (const int edge : mask) {
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edge_offsets[edge] = new_edges_size;
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/* We add duplicates of the edge for each poly (except the first). */
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const int num_connected_loops = edge_to_loop_map[edge].size();
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const int num_duplicates = std::max(0, num_connected_loops - 1);
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new_edges_size += num_duplicates;
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num_edge_duplicates[edge] = num_duplicates;
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}
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const Span<MPoly> polys = mesh.polys();
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MutableSpan<MLoop> loops = mesh.loops_for_write();
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Vector<MEdge> new_edges(new_edges_size);
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new_edges.as_mutable_span().take_front(edges.size()).copy_from(edges);
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edge_to_loop_map.resize(new_edges_size);
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/* Used for transferring attributes. */
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Vector<int> new_to_old_edges_map(IndexRange(new_edges.size()).as_span());
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/* Step 1: Split the edges. */
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threading::parallel_for(mask.index_range(), 512, [&](IndexRange range) {
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for (const int mask_i : range) {
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const int edge_i = mask[mask_i];
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split_edge_per_poly(
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edge_i, edge_offsets[edge_i], edge_to_loop_map, loops, new_edges, new_to_old_edges_map);
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}
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});
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/* Step 1.5: Update topology information (can't parallelize). */
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for (const int edge_i : mask) {
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const MEdge &edge = edges[edge_i];
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for (const int duplicate_i : IndexRange(edge_offsets[edge_i], num_edge_duplicates[edge_i])) {
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vert_to_edge_map[edge.v1].append(duplicate_i);
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vert_to_edge_map[edge.v2].append(duplicate_i);
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}
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}
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/* Step 2: Calculate vertex fans. */
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Array<Vector<int>> vertex_fan_sizes(mesh.totvert);
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threading::parallel_for(IndexRange(mesh.totvert), 512, [&](IndexRange range) {
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for (const int vert : range) {
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if (!should_split_vert[vert]) {
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continue;
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}
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calc_vertex_fans(vert,
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loops,
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polys,
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edge_to_loop_map,
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loop_to_poly_map,
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vert_to_edge_map[vert],
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vertex_fan_sizes[vert]);
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}
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});
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/* Step 2.5: Calculate offsets for next step. */
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|
Array<int> vert_offsets(mesh.totvert);
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|
int total_verts_num = mesh.totvert;
|
|
for (const int vert : IndexRange(mesh.totvert)) {
|
|
if (!should_split_vert[vert]) {
|
|
continue;
|
|
}
|
|
vert_offsets[vert] = total_verts_num;
|
|
/* We only create a new vertex for each fan different from the first. */
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|
total_verts_num += vertex_fan_sizes[vert].size() - 1;
|
|
}
|
|
|
|
/* Step 3: Split the vertices.
|
|
* Build a map from each new vertex to an old vertex to use for transferring attributes later. */
|
|
const int new_verts_num = total_verts_num - mesh.totvert;
|
|
Array<int> new_to_old_verts_map(new_verts_num);
|
|
threading::parallel_for(IndexRange(mesh.totvert), 512, [&](IndexRange range) {
|
|
for (const int vert : range) {
|
|
if (!should_split_vert[vert]) {
|
|
continue;
|
|
}
|
|
split_vertex_per_fan(vert,
|
|
vert_offsets[vert],
|
|
mesh.totvert,
|
|
vert_to_edge_map[vert],
|
|
vertex_fan_sizes[vert],
|
|
edge_to_loop_map,
|
|
new_edges,
|
|
loops,
|
|
new_to_old_verts_map);
|
|
}
|
|
});
|
|
|
|
/* Step 4: Deduplicate edges. We loop backwards so we can use remove_and_reorder. Although this
|
|
* does look bad (3 nested loops), in practice the inner loops are very small. For most meshes,
|
|
* there are at most 2 polygons connected to each edge, and hence you'll only get at most 1
|
|
* duplicate per edge. */
|
|
for (int mask_i = mask.size() - 1; mask_i >= 0; mask_i--) {
|
|
const int edge = mask[mask_i];
|
|
int start_of_duplicates = edge_offsets[edge];
|
|
int end_of_duplicates = start_of_duplicates + num_edge_duplicates[edge] - 1;
|
|
for (int duplicate = end_of_duplicates; duplicate >= start_of_duplicates; duplicate--) {
|
|
if (naive_edges_equal(new_edges[edge], new_edges[duplicate])) {
|
|
merge_edges(edge, duplicate, loops, edge_to_loop_map, new_edges, new_to_old_edges_map);
|
|
break;
|
|
}
|
|
for (int other = start_of_duplicates; other < duplicate; other++) {
|
|
if (naive_edges_equal(new_edges[other], new_edges[duplicate])) {
|
|
merge_edges(other, duplicate, loops, edge_to_loop_map, new_edges, new_to_old_edges_map);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Step 5: Resize the mesh to add the new vertices and rebuild the edges. */
|
|
add_new_vertices(mesh, new_to_old_verts_map);
|
|
add_new_edges(mesh, new_edges, new_to_old_edges_map, propagation_info);
|
|
|
|
BKE_mesh_tag_edges_split(&mesh);
|
|
}
|
|
|
|
} // namespace blender::geometry
|