This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/blenkernel/BKE_mesh_runtime.h
Hans Goudey d0705bd697 Mesh: Split MLoopTri poly indices into a separate array
For derived mesh triangulation information, currently the three face
corner indices are stored in the same struct as index of the mesh
polygon the triangle is part of. While those pieces of information are
often used together, they often aren't, and combining them prevents
the indices from being used with generic utilities. It also means that
1/3 more memory has to be written when recalculating the triangulation
after deforming the mesh, and that the entire triangle data has to be
read when only the polygon indices are needed.

This commit splits the polygon index into a separate cache on `Mesh`.
The triangulation data isn't saved to files, so this doesn't affect
.blend files at all.

In a simple test deforming a mesh with geometry nodes, the time used
to recalculate the triangulation reduced from 2.0 ms to 1.6 ms,
increasing overall FPS from 14.6 to 15.

Pull Request: blender/blender#106774
2023-05-04 15:39:10 +02:00

115 lines
4.4 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
#pragma once
/** \file
* \ingroup bke
*
* This file contains access functions for the Mesh.runtime struct.
*/
#include "BKE_mesh_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct CustomData_MeshMasks;
struct Depsgraph;
struct KeyBlock;
struct MLoopTri;
struct MVertTri;
struct Mesh;
struct Object;
struct Scene;
/** Return the number of derived triangles (looptris). */
int BKE_mesh_runtime_looptri_len(const struct Mesh *mesh);
/**
* Return mesh triangulation data, calculated lazily when necessary.
* See #MLoopTri for further description of mesh triangulation.
*
* \note Prefer #Mesh::looptris() in C++ code.
*/
const struct MLoopTri *BKE_mesh_runtime_looptri_ensure(const struct Mesh *mesh);
const int *BKE_mesh_runtime_looptri_polys_ensure(const struct Mesh *mesh);
bool BKE_mesh_runtime_ensure_edit_data(struct Mesh *mesh);
void BKE_mesh_runtime_reset_edit_data(struct Mesh *mesh);
/**
* Clear and free any derived caches associated with the mesh geometry data. Examples include BVH
* caches, normals, triangulation, etc. This should be called when replacing a mesh's geometry
* directly or making other large changes to topology. It does not need to be called on new meshes.
*
* For "smaller" changes to meshes like updating positions, consider calling a more specific update
* function like #BKE_mesh_tag_positions_changed.
*
* Also note that some derived caches like #CD_NORMAL and #CD_TANGENT are stored directly in
* #CustomData.
*/
void BKE_mesh_runtime_clear_geometry(struct Mesh *mesh);
/**
* Similar to #BKE_mesh_runtime_clear_geometry, but subtly different in that it also clears
* data-block level features like evaluated data-blocks and edit mode data. They will be
* functionally the same in most cases, but prefer this function if unsure, since it clears
* more data.
*/
void BKE_mesh_runtime_clear_cache(struct Mesh *mesh);
/**
* Convert triangles encoded as face corner indices to triangles encoded as vertex indices.
*/
void BKE_mesh_runtime_verttri_from_looptri(struct MVertTri *r_verttri,
const int *corner_verts,
const struct MLoopTri *looptri,
int looptri_num);
/** \note Only used for access in C. */
bool BKE_mesh_is_deformed_only(const struct Mesh *mesh);
/** \note Only used for access in C. */
eMeshWrapperType BKE_mesh_wrapper_type(const struct Mesh *mesh);
/* NOTE: the functions below are defined in DerivedMesh.cc, and are intended to be moved
* to a more suitable location when that file is removed.
* They should also be renamed to use conventions from BKE, not old DerivedMesh.cc.
* For now keep the names similar to avoid confusion. */
struct Mesh *mesh_get_eval_final(struct Depsgraph *depsgraph,
const struct Scene *scene,
struct Object *ob,
const struct CustomData_MeshMasks *dataMask);
struct Mesh *mesh_get_eval_deform(struct Depsgraph *depsgraph,
const struct Scene *scene,
struct Object *ob,
const struct CustomData_MeshMasks *dataMask);
struct Mesh *mesh_create_eval_final(struct Depsgraph *depsgraph,
const struct Scene *scene,
struct Object *ob,
const struct CustomData_MeshMasks *dataMask);
struct Mesh *mesh_create_eval_no_deform(struct Depsgraph *depsgraph,
const struct Scene *scene,
struct Object *ob,
const struct CustomData_MeshMasks *dataMask);
struct Mesh *mesh_create_eval_no_deform_render(struct Depsgraph *depsgraph,
const struct Scene *scene,
struct Object *ob,
const struct CustomData_MeshMasks *dataMask);
void BKE_mesh_runtime_eval_to_meshkey(struct Mesh *me_deformed,
struct Mesh *me,
struct KeyBlock *kb);
#ifndef NDEBUG
bool BKE_mesh_runtime_is_valid(struct Mesh *me_eval);
#endif /* NDEBUG */
#ifdef __cplusplus
}
#endif