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blender-archive/source/blender/blenkernel/intern/mesh_runtime.cc
Hans Goudey 3f5dfbf681 Geometry Nodes: Modify existing mesh in split edges node
Instead of creating a new mesh from scratch, modify an existing mesh.
This allows us to keep derived caches for triangulation and bounds
alive more easily, and allows keeping materials and non-generic
attributes like vertex groups alive on the mesh.

It also has other performance benefits, since face and face corner
attributes aren't affected at all, and because of reduced overhead
from not allocating a new mesh.

Updating edge attributes is a bit more complicated now, since we
have to completely replace the arrays but keep the existing attribute
IDs around. The new mesh update tag is also slightly too specific IMO.
But I think both of those things will improve in the future because
of existing plans for further refactoring these areas:
- New attribute storage that gives pointer stability
- Further use and granularity of mesh update tagging that will
  make the correct API more clear

Fixes T102711

Differential Revision: https://developer.blender.org/D16615
2022-11-26 17:54:05 -06:00

364 lines
9.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup bke
*/
#include "atomic_ops.h"
#include "MEM_guardedalloc.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "BLI_math_geom.h"
#include "BLI_task.hh"
#include "BLI_timeit.hh"
#include "BKE_bvhutils.h"
#include "BKE_editmesh_cache.h"
#include "BKE_lib_id.h"
#include "BKE_mesh.h"
#include "BKE_mesh_runtime.h"
#include "BKE_shrinkwrap.h"
#include "BKE_subdiv_ccg.h"
using blender::MutableSpan;
using blender::Span;
/* -------------------------------------------------------------------- */
/** \name Mesh Runtime Struct Utils
* \{ */
namespace blender::bke {
static void edit_data_reset(EditMeshData &edit_data)
{
MEM_SAFE_FREE(edit_data.polyCos);
MEM_SAFE_FREE(edit_data.polyNos);
MEM_SAFE_FREE(edit_data.vertexCos);
MEM_SAFE_FREE(edit_data.vertexNos);
}
static void free_edit_data(MeshRuntime &mesh_runtime)
{
if (mesh_runtime.edit_data) {
edit_data_reset(*mesh_runtime.edit_data);
MEM_freeN(mesh_runtime.edit_data);
mesh_runtime.edit_data = nullptr;
}
}
static void free_mesh_eval(MeshRuntime &mesh_runtime)
{
if (mesh_runtime.mesh_eval != nullptr) {
mesh_runtime.mesh_eval->edit_mesh = nullptr;
BKE_id_free(nullptr, mesh_runtime.mesh_eval);
mesh_runtime.mesh_eval = nullptr;
}
}
static void free_subdiv_ccg(MeshRuntime &mesh_runtime)
{
/* TODO(sergey): Does this really belong here? */
if (mesh_runtime.subdiv_ccg != nullptr) {
BKE_subdiv_ccg_destroy(mesh_runtime.subdiv_ccg);
mesh_runtime.subdiv_ccg = nullptr;
}
}
static void free_bvh_cache(MeshRuntime &mesh_runtime)
{
if (mesh_runtime.bvh_cache) {
bvhcache_free(mesh_runtime.bvh_cache);
mesh_runtime.bvh_cache = nullptr;
}
}
static void free_normals(MeshRuntime &mesh_runtime)
{
MEM_SAFE_FREE(mesh_runtime.vert_normals);
MEM_SAFE_FREE(mesh_runtime.poly_normals);
mesh_runtime.vert_normals_dirty = true;
mesh_runtime.poly_normals_dirty = true;
}
static void free_batch_cache(MeshRuntime &mesh_runtime)
{
if (mesh_runtime.batch_cache) {
BKE_mesh_batch_cache_free(mesh_runtime.batch_cache);
mesh_runtime.batch_cache = nullptr;
}
}
MeshRuntime::~MeshRuntime()
{
free_mesh_eval(*this);
free_subdiv_ccg(*this);
free_bvh_cache(*this);
free_edit_data(*this);
free_batch_cache(*this);
free_normals(*this);
if (this->shrinkwrap_data) {
BKE_shrinkwrap_boundary_data_free(this->shrinkwrap_data);
}
MEM_SAFE_FREE(this->subsurf_face_dot_tags);
}
} // namespace blender::bke
const blender::bke::LooseEdgeCache &Mesh::loose_edges() const
{
using namespace blender::bke;
this->runtime->loose_edges_cache.ensure([&](LooseEdgeCache &r_data) {
blender::BitVector<> &loose_edges = r_data.is_loose_bits;
loose_edges.resize(0);
loose_edges.resize(this->totedge, true);
int count = this->totedge;
for (const MLoop &loop : this->loops()) {
if (loose_edges[loop.e]) {
loose_edges[loop.e].reset();
count--;
}
}
r_data.count = count;
});
return this->runtime->loose_edges_cache.data();
}
void Mesh::loose_edges_tag_none() const
{
using namespace blender::bke;
this->runtime->loose_edges_cache.ensure([&](LooseEdgeCache &r_data) {
r_data.is_loose_bits.resize(0);
r_data.count = 0;
});
}
blender::Span<MLoopTri> Mesh::looptris() const
{
this->runtime->looptris_cache.ensure([&](blender::Array<MLoopTri> &r_data) {
const Span<MVert> verts = this->verts();
const Span<MPoly> polys = this->polys();
const Span<MLoop> loops = this->loops();
r_data.reinitialize(poly_to_tri_count(polys.size(), loops.size()));
if (BKE_mesh_poly_normals_are_dirty(this)) {
BKE_mesh_recalc_looptri(
loops.data(), polys.data(), verts.data(), loops.size(), polys.size(), r_data.data());
}
else {
BKE_mesh_recalc_looptri_with_normals(loops.data(),
polys.data(),
verts.data(),
loops.size(),
polys.size(),
r_data.data(),
BKE_mesh_poly_normals_ensure(this));
}
});
return this->runtime->looptris_cache.data();
}
int BKE_mesh_runtime_looptri_len(const Mesh *mesh)
{
/* Allow returning the size without calculating the cache. */
return poly_to_tri_count(mesh->totpoly, mesh->totloop);
}
const MLoopTri *BKE_mesh_runtime_looptri_ensure(const Mesh *mesh)
{
return mesh->looptris().data();
}
void BKE_mesh_runtime_verttri_from_looptri(MVertTri *r_verttri,
const MLoop *mloop,
const MLoopTri *looptri,
int looptri_num)
{
for (int i = 0; i < looptri_num; i++) {
r_verttri[i].tri[0] = mloop[looptri[i].tri[0]].v;
r_verttri[i].tri[1] = mloop[looptri[i].tri[1]].v;
r_verttri[i].tri[2] = mloop[looptri[i].tri[2]].v;
}
}
bool BKE_mesh_runtime_ensure_edit_data(struct Mesh *mesh)
{
if (mesh->runtime->edit_data != nullptr) {
return false;
}
mesh->runtime->edit_data = MEM_cnew<EditMeshData>(__func__);
return true;
}
void BKE_mesh_runtime_reset_edit_data(Mesh *mesh)
{
using namespace blender::bke;
if (EditMeshData *edit_data = mesh->runtime->edit_data) {
edit_data_reset(*edit_data);
}
}
void BKE_mesh_runtime_clear_cache(Mesh *mesh)
{
using namespace blender::bke;
free_mesh_eval(*mesh->runtime);
free_batch_cache(*mesh->runtime);
free_edit_data(*mesh->runtime);
BKE_mesh_runtime_clear_geometry(mesh);
}
void BKE_mesh_runtime_clear_geometry(Mesh *mesh)
{
/* Tagging shared caches dirty will free the allocated data if there is only one user. */
free_bvh_cache(*mesh->runtime);
free_normals(*mesh->runtime);
free_subdiv_ccg(*mesh->runtime);
mesh->runtime->bounds_cache.tag_dirty();
mesh->runtime->loose_edges_cache.tag_dirty();
mesh->runtime->looptris_cache.tag_dirty();
if (mesh->runtime->shrinkwrap_data) {
BKE_shrinkwrap_boundary_data_free(mesh->runtime->shrinkwrap_data);
}
MEM_SAFE_FREE(mesh->runtime->subsurf_face_dot_tags);
}
void BKE_mesh_tag_edges_split(struct Mesh *mesh)
{
/* Triangulation didn't change because vertex positions and loop vertex indices didn't change.
* Face normals didn't change either, but tag those anyway, since there is no API function to
* only tag vertex normals dirty. */
free_bvh_cache(*mesh->runtime);
free_normals(*mesh->runtime);
free_subdiv_ccg(*mesh->runtime);
mesh->runtime->loose_edges_cache.tag_dirty();
if (mesh->runtime->shrinkwrap_data) {
BKE_shrinkwrap_boundary_data_free(mesh->runtime->shrinkwrap_data);
}
MEM_SAFE_FREE(mesh->runtime->subsurf_face_dot_tags);
}
void BKE_mesh_tag_coords_changed(Mesh *mesh)
{
BKE_mesh_normals_tag_dirty(mesh);
free_bvh_cache(*mesh->runtime);
mesh->runtime->looptris_cache.tag_dirty();
mesh->runtime->bounds_cache.tag_dirty();
}
void BKE_mesh_tag_coords_changed_uniformly(Mesh *mesh)
{
/* The normals and triangulation didn't change, since all verts moved by the same amount. */
free_bvh_cache(*mesh->runtime);
mesh->runtime->bounds_cache.tag_dirty();
}
void BKE_mesh_tag_topology_changed(struct Mesh *mesh)
{
BKE_mesh_runtime_clear_geometry(mesh);
}
bool BKE_mesh_is_deformed_only(const Mesh *mesh)
{
return mesh->runtime->deformed_only;
}
eMeshWrapperType BKE_mesh_wrapper_type(const struct Mesh *mesh)
{
return mesh->runtime->wrapper_type;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Mesh Batch Cache Callbacks
* \{ */
/* Draw Engine */
void (*BKE_mesh_batch_cache_dirty_tag_cb)(Mesh *me, eMeshBatchDirtyMode mode) = nullptr;
void (*BKE_mesh_batch_cache_free_cb)(void *batch_cache) = nullptr;
void BKE_mesh_batch_cache_dirty_tag(Mesh *me, eMeshBatchDirtyMode mode)
{
if (me->runtime->batch_cache) {
BKE_mesh_batch_cache_dirty_tag_cb(me, mode);
}
}
void BKE_mesh_batch_cache_free(void *batch_cache)
{
BKE_mesh_batch_cache_free_cb(batch_cache);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Mesh Runtime Validation
* \{ */
#ifndef NDEBUG
bool BKE_mesh_runtime_is_valid(Mesh *me_eval)
{
const bool do_verbose = true;
const bool do_fixes = false;
bool is_valid = true;
bool changed = true;
if (do_verbose) {
printf("MESH: %s\n", me_eval->id.name + 2);
}
MutableSpan<MVert> verts = me_eval->verts_for_write();
MutableSpan<MEdge> edges = me_eval->edges_for_write();
MutableSpan<MPoly> polys = me_eval->polys_for_write();
MutableSpan<MLoop> loops = me_eval->loops_for_write();
is_valid &= BKE_mesh_validate_all_customdata(
&me_eval->vdata,
me_eval->totvert,
&me_eval->edata,
me_eval->totedge,
&me_eval->ldata,
me_eval->totloop,
&me_eval->pdata,
me_eval->totpoly,
false, /* setting mask here isn't useful, gives false positives */
do_verbose,
do_fixes,
&changed);
is_valid &= BKE_mesh_validate_arrays(
me_eval,
verts.data(),
verts.size(),
edges.data(),
edges.size(),
static_cast<MFace *>(CustomData_get_layer(&me_eval->fdata, CD_MFACE)),
me_eval->totface,
loops.data(),
loops.size(),
polys.data(),
polys.size(),
me_eval->deform_verts_for_write().data(),
do_verbose,
do_fixes,
&changed);
BLI_assert(changed == false);
return is_valid;
}
#endif /* NDEBUG */
/** \} */