Files
test/source/blender/blenkernel/BKE_editmesh.hh
Hans Goudey d95b1f120b Mesh: Store BMEditMesh in shared pointer
The main motivation for this is that it's part of a fix for #113377,
where I want to propagate the edit mesh pointers through copied
meshes in modifiers and geometry nodes, instead of just setting the
edit mesh pointer at the end of the modifier stack. That would have
two main benefits:
1. We avoid the need to write to the evaluated mesh, after evaluation
  which means it can be shared directly among evaluated objects.
2. When an object's mesh is completely replaced by the mesh from another
   object during evaluation (with the object info node), the final edit
   mesh pointer will not be "wrong", allowing us to skip index-mapped
   GPU data extraction.

Beyond that, using a shared pointer just makes things more automatic.
Handling of edit mesh data is already complicated enough, this way some
of the worry and complexity can be handled by RAII.

One thing to keep in mind is that the edit mesh's BMesh is still freed
manually with `EDBM_mesh_free_data` when leaving edit mode. I figured
that was a more conservative approach for now. Maybe eventually that
could be handled automatically with RAII too.

Pull Request: https://projects.blender.org/blender/blender/pulls/120276
2024-04-18 13:52:20 +02:00

115 lines
3.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*
* The \link edmesh EDBM module \endlink is for editmode bmesh stuff.
* In contrast, this module is for code shared with blenkernel that's
* only concerned with low level operations on the #BMEditMesh structure.
*/
#include <array>
#include "BLI_array.hh"
#include "BLI_math_vector_types.hh"
#include "DNA_customdata_types.h"
#include "bmesh.hh"
struct BMLoop;
struct BMPartialUpdate;
struct BMesh;
struct BMeshCalcTessellation_Params;
struct Depsgraph;
struct Mesh;
struct Object;
struct Scene;
/**
* This structure is used for mesh edit-mode.
*
* Through this, you get access to both the edit #BMesh, its tessellation,
* and various data that doesn't belong in the #BMesh struct itself
* (mostly related to mesh evaluation).
*
* #Mesh.runtime.edit_mesh stores a pointer to this structure.
*/
struct BMEditMesh {
BMesh *bm;
/**
* Face triangulation (tessellation) is stored as triplets of three loops,
* which each define a triangle.
*
* \see #Mesh::corner_tris() as the documentation gives useful hints that apply to this data too.
*/
blender::Array<std::array<BMLoop *, 3>> looptris;
/** Selection mode (#SCE_SELECT_VERTEX, #SCE_SELECT_EDGE & #SCE_SELECT_FACE). */
short selectmode;
/** The active material (assigned to newly created faces). */
short mat_nr;
/** Temp variables for x-mirror editing (-1 when the layer does not exist). */
int mirror_cdlayer;
/**
* ID data is older than edit-mode data.
* Set #Main.is_memfile_undo_flush_needed when enabling.
*/
char needs_flush_to_id;
};
/* editmesh.cc */
void BKE_editmesh_looptris_calc_ex(BMEditMesh *em, const BMeshCalcTessellation_Params *params);
void BKE_editmesh_looptris_calc(BMEditMesh *em);
void BKE_editmesh_looptris_calc_with_partial_ex(BMEditMesh *em,
BMPartialUpdate *bmpinfo,
const BMeshCalcTessellation_Params *params);
void BKE_editmesh_looptris_calc_with_partial(BMEditMesh *em, BMPartialUpdate *bmpinfo);
void BKE_editmesh_looptris_and_normals_calc_with_partial(BMEditMesh *em, BMPartialUpdate *bmpinfo);
/**
* Performing the face normal calculation at the same time as tessellation
* gives a reasonable performance boost (approx ~20% faster).
*/
void BKE_editmesh_looptris_and_normals_calc(BMEditMesh *em);
/**
* \note The caller is responsible for ensuring triangulation data,
* typically by calling #BKE_editmesh_looptris_calc.
*/
BMEditMesh *BKE_editmesh_create(BMesh *bm);
BMEditMesh *BKE_editmesh_copy(BMEditMesh *em);
/**
* \brief Return the #BMEditMesh for a given object
*
* \note this function assumes this is a mesh object,
* don't add NULL data check here. caller must do that
*/
BMEditMesh *BKE_editmesh_from_object(Object *ob);
/**
* \note Does not free the #BMEditMesh itself.
*/
void BKE_editmesh_free_data(BMEditMesh *em);
blender::Array<blender::float3> BKE_editmesh_vert_coords_alloc(Depsgraph *depsgraph,
BMEditMesh *em,
Scene *scene,
Object *ob);
blender::Array<blender::float3> BKE_editmesh_vert_coords_alloc_orco(BMEditMesh *em);
blender::Span<blender::float3> BKE_editmesh_vert_coords_when_deformed(
Depsgraph *depsgraph,
BMEditMesh *em,
Scene *scene,
Object *obedit,
blender::Array<blender::float3> &r_alloc);
void BKE_editmesh_lnorspace_update(BMEditMesh *em);