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blender-archive/source/blender/blenkernel/BKE_DerivedMesh.h
Hans Goudey 1af62cb3bf Mesh: Move positions to a generic attribute
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.

Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).

This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.

One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.

**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.

The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.

Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.

The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.

**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.

**Future Improvements**
* Remove uses of "vert_coords" functions:
  * `BKE_mesh_vert_coords_alloc`
  * `BKE_mesh_vert_coords_get`
  * `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
  * Currently `reinterpret_cast` is used for those C-API functions

Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00

295 lines
10 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
#pragma once
/** \file
* \ingroup bke
*
* Basic design of the DerivedMesh system:
*
* DerivedMesh is a common set of interfaces for mesh systems.
*
* There are three main mesh data structures in Blender:
* #Mesh, #CDDerivedMesh and #BMesh.
*
* These, and a few others, all implement DerivedMesh interfaces,
* which contains unified drawing interfaces, a few utility interfaces,
* and a bunch of read-only interfaces intended mostly for conversion from
* one format to another.
*
* All Mesh structures in blender make use of CustomData, which is used to store
* per-element attributes and interpolate them (e.g. uvs, vcols, vgroups, etc).
*
* Mesh is the "serialized" structure, used for storing object-mode mesh data
* and also for saving stuff to disk. Its interfaces are also what DerivedMesh
* uses to communicate with.
*
* CDDM is a little mesh library, that uses Mesh data structures in the backend.
* It's mostly used for modifiers, and has the advantages of not taking much
* resources.
*
* BMesh is a full-on brep, used for editmode, some modifiers, etc. It's much
* more capable (if memory-intensive) then CDDM.
*
* DerivedMesh is somewhat hackish. Many places assumes that a DerivedMesh is
* a CDDM (most of the time by simply copying it and converting it to one).
* CDDM is the original structure for modifiers, but has since been superseded
* by BMesh, at least for the foreseeable future.
*/
/*
* NOTE: This structure is read-only, for all practical purposes.
* At some point in the future, we may want to consider
* creating a replacement structure that implements a proper
* abstract mesh kernel interface. Or, we can leave this
* as it is and stick with using BMesh and CDDM.
*/
#include "BLI_compiler_attrs.h"
#include "DNA_customdata_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct BMEditMesh;
struct CCGElem;
struct CCGKey;
struct CustomData_MeshMasks;
struct Depsgraph;
struct MEdge;
struct MFace;
struct Mesh;
struct ModifierData;
struct Object;
struct Scene;
/*
* NOTE: all #MFace interfaces now officially operate on tessellated data.
* Also, the #MFace orig-index layer indexes #MPoly, not #MFace.
*/
/* keep in sync with MFace/MPoly types */
typedef struct DMFlagMat {
short mat_nr;
char flag;
} DMFlagMat;
typedef enum DerivedMeshType {
DM_TYPE_CDDM,
DM_TYPE_CCGDM,
} DerivedMeshType;
typedef struct DerivedMesh DerivedMesh;
struct DerivedMesh {
/** Private DerivedMesh data, only for internal DerivedMesh use */
CustomData vertData, edgeData, faceData, loopData, polyData;
int numVertData, numEdgeData, numTessFaceData, numLoopData, numPolyData;
int needsFree; /* checked on ->release, is set to 0 for cached results */
int deformedOnly; /* set by modifier stack if only deformed from original */
DerivedMeshType type;
/**
* \warning Typical access is done via #getLoopTriArray, #getNumLoopTri.
*/
struct {
/* WARNING! swapping between array (ready-to-be-used data) and array_wip
* (where data is actually computed) shall always be protected by same
* lock as one used for looptris computing. */
struct MLoopTri *array, *array_wip;
int num;
int num_alloc;
} looptris;
short tangent_mask; /* which tangent layers are calculated */
/** Loop tessellation cache (WARNING! Only call inside threading-protected code!) */
void (*recalcLoopTri)(DerivedMesh *dm);
/** accessor functions */
const struct MLoopTri *(*getLoopTriArray)(DerivedMesh *dm);
int (*getNumLoopTri)(DerivedMesh *dm);
/* Misc. Queries */
/* Also called in Editmode */
int (*getNumVerts)(DerivedMesh *dm);
int (*getNumEdges)(DerivedMesh *dm);
int (*getNumLoops)(DerivedMesh *dm);
int (*getNumPolys)(DerivedMesh *dm);
/** Return a pointer to the entire array of verts/edges/face from the
* derived mesh. if such an array does not exist yet, it will be created,
* and freed on the next ->release(). consider using getVert/Edge/Face if
* you are only interested in a few verts/edges/faces.
*/
/**
* \warning The real return type is `float(*)[3]`.
*/
float *(*getVertArray)(DerivedMesh *dm);
struct MEdge *(*getEdgeArray)(DerivedMesh *dm);
struct MLoop *(*getLoopArray)(DerivedMesh *dm);
struct MPoly *(*getPolyArray)(DerivedMesh *dm);
/** Copy all verts/edges/faces from the derived mesh into
* *{vert/edge/face}_r (must point to a buffer large enough)
*/
void (*copyVertArray)(DerivedMesh *dm, float (*r_positions)[3]);
void (*copyEdgeArray)(DerivedMesh *dm, struct MEdge *r_edge);
void (*copyLoopArray)(DerivedMesh *dm, struct MLoop *r_loop);
void (*copyPolyArray)(DerivedMesh *dm, struct MPoly *r_poly);
/** Return a pointer to the entire array of vert/edge/face custom data
* from the derived mesh (this gives a pointer to the actual data, not
* a copy)
*/
void *(*getVertDataArray)(DerivedMesh *dm, int type);
void *(*getEdgeDataArray)(DerivedMesh *dm, int type);
void *(*getLoopDataArray)(DerivedMesh *dm, int type);
void *(*getPolyDataArray)(DerivedMesh *dm, int type);
/** Optional grid access for subsurf */
int (*getNumGrids)(DerivedMesh *dm);
int (*getGridSize)(DerivedMesh *dm);
struct CCGElem **(*getGridData)(DerivedMesh *dm);
int *(*getGridOffset)(DerivedMesh *dm);
void (*getGridKey)(DerivedMesh *dm, struct CCGKey *key);
DMFlagMat *(*getGridFlagMats)(DerivedMesh *dm);
unsigned int **(*getGridHidden)(DerivedMesh *dm);
/** Direct Access Operations
* - Can be undefined
* - Must be defined for modifiers that only deform however */
/** Get vertex location, undefined if index is not valid */
void (*getVertCo)(DerivedMesh *dm, int index, float r_co[3]);
/** Get smooth vertex normal, undefined if index is not valid */
void (*getVertNo)(DerivedMesh *dm, int index, float r_no[3]);
/** Release reference to the DerivedMesh. This function decides internally
* if the DerivedMesh will be freed, or cached for later use. */
void (*release)(DerivedMesh *dm);
};
/**
* Utility function to initialize a #DerivedMesh's function pointers to
* the default implementation (for those functions which have a default).
*/
void DM_init_funcs(DerivedMesh *dm);
/**
* Utility function to initialize a #DerivedMesh for the desired number
* of vertices, edges and faces (doesn't allocate memory for them, just
* sets up the custom data layers)>
*/
void DM_init(DerivedMesh *dm,
DerivedMeshType type,
int numVerts,
int numEdges,
int numTessFaces,
int numLoops,
int numPolys);
/**
* Utility function to initialize a DerivedMesh for the desired number
* of vertices, edges and faces, with a layer setup copied from source
*/
void DM_from_template(DerivedMesh *dm,
DerivedMesh *source,
DerivedMeshType type,
int numVerts,
int numEdges,
int numTessFaces,
int numLoops,
int numPolys);
/**
* Utility function to release a DerivedMesh's layers
* returns true if DerivedMesh has to be released by the backend, false otherwise.
*/
bool DM_release(DerivedMesh *dm);
/**
* set the #CD_FLAG_NOCOPY flag in custom data layers where the mask is
* zero for the layer type, so only layer types specified by the mask
* will be copied
*/
void DM_set_only_copy(DerivedMesh *dm, const struct CustomData_MeshMasks *mask);
/* -------------------------------------------------------------------- */
/** \name Custom Data Layer Access Functions
*
* \return pointer to first data layer which matches type (a flat array)
* if they return NULL, data doesn't exist.
* \note these return pointers - any change modifies the internals of the mesh.
* \{ */
void *DM_get_vert_data_layer(struct DerivedMesh *dm, int type);
void *DM_get_edge_data_layer(struct DerivedMesh *dm, int type);
void *DM_get_poly_data_layer(struct DerivedMesh *dm, int type);
void *DM_get_loop_data_layer(struct DerivedMesh *dm, int type);
/** \} */
/**
* Custom data copy functions
* copy count elements from source_index in source to dest_index in dest
* these copy all layers for which the CD_FLAG_NOCOPY flag is not set.
*/
void DM_copy_vert_data(struct DerivedMesh *source,
struct DerivedMesh *dest,
int source_index,
int dest_index,
int count);
/**
* Ensure the array is large enough.
*
* \note This function must always be thread-protected by caller.
* It should only be used by internal code.
*/
void DM_ensure_looptri_data(DerivedMesh *dm);
/**
* Interpolates vertex data from the vertices indexed by `src_indices` in the
* source mesh using the given weights and stores the result in the vertex
* indexed by `dest_index` in the `dest` mesh.
*/
void DM_interp_vert_data(struct DerivedMesh *source,
struct DerivedMesh *dest,
int *src_indices,
float *weights,
int count,
int dest_index);
void mesh_get_mapped_verts_coords(struct Mesh *me_eval, float (*r_cos)[3], int totcos);
/**
* Same as above but won't use render settings.
*/
struct Mesh *editbmesh_get_eval_cage(struct Depsgraph *depsgraph,
const struct Scene *scene,
struct Object *obedit,
struct BMEditMesh *em,
const struct CustomData_MeshMasks *dataMask);
struct Mesh *editbmesh_get_eval_cage_from_orig(struct Depsgraph *depsgraph,
const struct Scene *scene,
struct Object *obedit,
const struct CustomData_MeshMasks *dataMask);
float (*editbmesh_vert_coords_alloc(struct BMEditMesh *em, int *r_vert_len))[3];
bool editbmesh_modifier_is_enabled(const struct Scene *scene,
const struct Object *ob,
struct ModifierData *md,
bool has_prev_mesh);
void makeDerivedMesh(struct Depsgraph *depsgraph,
const struct Scene *scene,
struct Object *ob,
const struct CustomData_MeshMasks *dataMask);
#ifdef __cplusplus
}
#endif