For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7,410a6efb74). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
234 lines
10 KiB
C++
234 lines
10 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 bke
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct CustomData;
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struct CustomData_MeshMasks;
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struct MVert;
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struct MemArena;
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struct Mesh;
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/* Generic ways to map some geometry elements from a source mesh to a dest one. */
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typedef struct MeshPairRemapItem {
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int sources_num;
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int *indices_src; /* NULL if no source found. */
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float *weights_src; /* NULL if no source found, else, always normalized! */
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/* UNUSED (at the moment). */
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// float hit_dist; /* FLT_MAX if irrelevant or no source found. */
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int island; /* For loops only. */
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} MeshPairRemapItem;
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/* All mapping computing func return this. */
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typedef struct MeshPairRemap {
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int items_num;
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MeshPairRemapItem *items; /* array, one item per dest element. */
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struct MemArena *mem; /* memory arena, internal use only. */
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} MeshPairRemap;
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/* Helpers! */
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void BKE_mesh_remap_init(MeshPairRemap *map, int items_num);
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void BKE_mesh_remap_free(MeshPairRemap *map);
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void BKE_mesh_remap_item_define_invalid(MeshPairRemap *map, int index);
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/* TODO:
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* Add other 'from/to' mapping sources, like e.g. using a UVMap, etc.
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* https://blenderartists.org/t/619105
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*
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* We could also use similar topology mappings inside a same mesh
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* (cf. Campbell's 'select face islands from similar topology' wip work).
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* Also, users will have to check, whether we can get rid of some modes here,
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* not sure all will be useful!
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*/
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enum {
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MREMAP_USE_VERT = 1 << 4,
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MREMAP_USE_EDGE = 1 << 5,
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MREMAP_USE_LOOP = 1 << 6,
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MREMAP_USE_POLY = 1 << 7,
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MREMAP_USE_NEAREST = 1 << 8,
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MREMAP_USE_NORPROJ = 1 << 9,
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MREMAP_USE_INTERP = 1 << 10,
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MREMAP_USE_NORMAL = 1 << 11,
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/* ***** Target's vertices ***** */
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MREMAP_MODE_VERT = 1 << 24,
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/* Nearest source vert. */
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MREMAP_MODE_VERT_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_VERT | MREMAP_USE_NEAREST,
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/* Nearest vertex of nearest edge. */
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MREMAP_MODE_VERT_EDGE_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_EDGE | MREMAP_USE_NEAREST,
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/* This one uses two verts of selected edge (weighted interpolation). */
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/* Nearest point on nearest edge. */
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MREMAP_MODE_VERT_EDGEINTERP_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_EDGE | MREMAP_USE_NEAREST |
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MREMAP_USE_INTERP,
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/* Nearest vertex of nearest poly. */
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MREMAP_MODE_VERT_POLY_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
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/* Those two use all verts of selected poly (weighted interpolation). */
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/* Nearest point on nearest poly. */
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MREMAP_MODE_VERT_POLYINTERP_NEAREST = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NEAREST |
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MREMAP_USE_INTERP,
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/* Point on nearest face hit by ray from target vertex's normal. */
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MREMAP_MODE_VERT_POLYINTERP_VNORPROJ = MREMAP_MODE_VERT | MREMAP_USE_POLY | MREMAP_USE_NORPROJ |
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MREMAP_USE_INTERP,
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/* ***** Target's edges ***** */
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MREMAP_MODE_EDGE = 1 << 25,
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/* Source edge which both vertices are nearest of dest ones. */
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MREMAP_MODE_EDGE_VERT_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_VERT | MREMAP_USE_NEAREST,
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/* Nearest source edge (using mid-point). */
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MREMAP_MODE_EDGE_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_EDGE | MREMAP_USE_NEAREST,
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/* Nearest edge of nearest poly (using mid-point). */
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MREMAP_MODE_EDGE_POLY_NEAREST = MREMAP_MODE_EDGE | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
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/* Cast a set of rays from along dest edge,
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* interpolating its vertices' normals, and use hit source edges. */
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MREMAP_MODE_EDGE_EDGEINTERP_VNORPROJ = MREMAP_MODE_EDGE | MREMAP_USE_VERT | MREMAP_USE_NORPROJ |
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MREMAP_USE_INTERP,
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/* ***** Target's loops ***** */
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/* NOTE: when islands are given to loop mapping func,
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* all loops from the same destination face will always be mapped
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* to loops of source faces within a same island, regardless of mapping mode. */
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MREMAP_MODE_LOOP = 1 << 26,
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/* Best normal-matching loop from nearest vert. */
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MREMAP_MODE_LOOP_NEAREST_LOOPNOR = MREMAP_MODE_LOOP | MREMAP_USE_LOOP | MREMAP_USE_VERT |
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MREMAP_USE_NEAREST | MREMAP_USE_NORMAL,
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/* Loop from best normal-matching poly from nearest vert. */
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MREMAP_MODE_LOOP_NEAREST_POLYNOR = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_VERT |
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MREMAP_USE_NEAREST | MREMAP_USE_NORMAL,
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/* Loop from nearest vertex of nearest poly. */
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MREMAP_MODE_LOOP_POLY_NEAREST = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
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/* Those two use all verts of selected poly (weighted interpolation). */
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/* Nearest point on nearest poly. */
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MREMAP_MODE_LOOP_POLYINTERP_NEAREST = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NEAREST |
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MREMAP_USE_INTERP,
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/* Point on nearest face hit by ray from target loop's normal. */
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MREMAP_MODE_LOOP_POLYINTERP_LNORPROJ = MREMAP_MODE_LOOP | MREMAP_USE_POLY | MREMAP_USE_NORPROJ |
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MREMAP_USE_INTERP,
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/* ***** Target's polygons ***** */
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MREMAP_MODE_POLY = 1 << 27,
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/* Nearest source poly. */
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MREMAP_MODE_POLY_NEAREST = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NEAREST,
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/* Source poly from best normal-matching dest poly. */
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MREMAP_MODE_POLY_NOR = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NORMAL,
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/* Project dest poly onto source mesh using its normal,
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* and use interpolation of all intersecting source polys. */
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MREMAP_MODE_POLY_POLYINTERP_PNORPROJ = MREMAP_MODE_POLY | MREMAP_USE_POLY | MREMAP_USE_NORPROJ |
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MREMAP_USE_INTERP,
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/* ***** Same topology, applies to all four elements types. ***** */
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MREMAP_MODE_TOPOLOGY = MREMAP_MODE_VERT | MREMAP_MODE_EDGE | MREMAP_MODE_LOOP | MREMAP_MODE_POLY,
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};
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void BKE_mesh_remap_calc_source_cddata_masks_from_map_modes(
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int vert_mode,
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int edge_mode,
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int loop_mode,
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int poly_mode,
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struct CustomData_MeshMasks *cddata_mask);
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/**
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* Compute a value of the difference between both given meshes.
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* The smaller the result, the better the match.
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*
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* We return the inverse of the average of the inversed
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* shortest distance from each dst vertex to src ones.
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* In other words, beyond a certain (relatively small) distance, all differences have more or less
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* the same weight in final result, which allows to reduce influence of a few high differences,
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* in favor of a global good matching.
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*/
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float BKE_mesh_remap_calc_difference_from_mesh(const struct SpaceTransform *space_transform,
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const struct MVert *verts_dst,
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int numverts_dst,
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struct Mesh *me_src);
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/**
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* Set r_space_transform so that best bbox of dst matches best bbox of src.
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*/
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void BKE_mesh_remap_find_best_match_from_mesh(const struct MVert *verts_dst,
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int numverts_dst,
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struct Mesh *me_src,
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struct SpaceTransform *r_space_transform);
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void BKE_mesh_remap_calc_verts_from_mesh(int mode,
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const struct SpaceTransform *space_transform,
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float max_dist,
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float ray_radius,
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const struct MVert *verts_dst,
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int numverts_dst,
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bool dirty_nors_dst,
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struct Mesh *me_src,
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struct Mesh *me_dst,
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MeshPairRemap *r_map);
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void BKE_mesh_remap_calc_edges_from_mesh(int mode,
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const struct SpaceTransform *space_transform,
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float max_dist,
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float ray_radius,
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const struct MVert *verts_dst,
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int numverts_dst,
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const struct MEdge *edges_dst,
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int numedges_dst,
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bool dirty_nors_dst,
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struct Mesh *me_src,
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struct Mesh *me_dst,
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MeshPairRemap *r_map);
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void BKE_mesh_remap_calc_loops_from_mesh(int mode,
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const struct SpaceTransform *space_transform,
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float max_dist,
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float ray_radius,
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struct Mesh *mesh_dst,
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const struct MVert *verts_dst,
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int numverts_dst,
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const struct MEdge *edges_dst,
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int numedges_dst,
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const struct MLoop *loops_dst,
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int numloops_dst,
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const struct MPoly *polys_dst,
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int numpolys_dst,
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struct CustomData *ldata_dst,
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bool use_split_nors_dst,
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float split_angle_dst,
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bool dirty_nors_dst,
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struct Mesh *me_src,
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MeshRemapIslandsCalc gen_islands_src,
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float islands_precision_src,
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struct MeshPairRemap *r_map);
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void BKE_mesh_remap_calc_polys_from_mesh(int mode,
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const struct SpaceTransform *space_transform,
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float max_dist,
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float ray_radius,
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const struct Mesh *mesh_dst,
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const struct MVert *verts_dst,
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const struct MLoop *loops_dst,
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const struct MPoly *polys_dst,
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int numpolys_dst,
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struct Mesh *me_src,
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struct MeshPairRemap *r_map);
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#ifdef __cplusplus
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}
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#endif
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