Currently, when subdividing every single vertex on every loose edge, Blender iterates over all other edges to find neighbors. This has quadratic runtime and can be very slow. Instead, first create a map of edges connected to each vertex. With about 10000 edges, the performance goes from very slow to very smooth in my tests. Because of the nature of quadratic runtime, the improvement will depend massively on the number of elements. The only downside to this is that the map will still be built when there are only a couple loose edges, but that case is probably not so common. Differential Revision: https://developer.blender.org/D15923
52 lines
1.8 KiB
C++
52 lines
1.8 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2018 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup bke
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*/
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#pragma once
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#include "BLI_sys_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Mesh;
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struct MeshElemMap;
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struct MEdge;
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struct MVert;
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struct Subdiv;
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typedef struct SubdivToMeshSettings {
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/* Resolution at which regular ptex (created for quad polygon) are being
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* evaluated. This defines how many vertices final mesh will have: every
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* regular ptex has resolution^2 vertices. Special (irregular, or ptex
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* created for a corner of non-quad polygon) will have resolution of
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* `resolution - 1`.
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*/
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int resolution;
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/* When true, only edges emitted from coarse ones will be displayed. */
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bool use_optimal_display;
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} SubdivToMeshSettings;
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/* Create real hi-res mesh from subdivision, all geometry is "real". */
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struct Mesh *BKE_subdiv_to_mesh(struct Subdiv *subdiv,
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const SubdivToMeshSettings *settings,
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const struct Mesh *coarse_mesh);
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/* Interpolate a position along the `coarse_edge` at the relative `u` coordinate. If `is_simple` is
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* false, this will perform a B-Spline interpolation using the edge neighbors, otherwise a linear
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* interpolation will be done base on the edge vertices. */
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void BKE_subdiv_mesh_interpolate_position_on_edge(const struct MVert *coarse_verts,
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const struct MEdge *coarse_edges,
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const struct MeshElemMap *vert_to_edge_map,
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int coarse_edge_index,
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bool is_simple,
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float u,
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float pos_r[3]);
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#ifdef __cplusplus
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}
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#endif
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