Implements #95966, as the final step of #95965. This commit changes the storage of mesh edge vertex indices from the `MEdge` type to the generic `int2` attribute type. This follows the general design for geometry and the attribute system, where the data storage type and the usage semantics are separated. The main benefit of the change is reduced memory usage-- the requirements of storing mesh edges is reduced by 1/3. For example, this saves 8MB on a 1 million vertex grid. This also gives performance benefits to any memory-bound mesh processing algorithm that uses edges. Another benefit is that all of the edge's vertex indices are contiguous. In a few cases, it's helpful to process all of them as `Span<int>` rather than `Span<int2>`. Similarly, the type is more likely to match a generic format used by a library, or code that shouldn't know about specific Blender `Mesh` types. Various Notes: - The `.edge_verts` name is used to reflect a mapping between domains, similar to `.corner_verts`, etc. The period means that it the data shouldn't change arbitrarily by the user or procedural operations. - `edge[0]` is now used instead of `edge.v1` - Signed integers are used instead of unsigned to reduce the mixing of signed-ness, which can be error prone. - All of the previously used core mesh data types (`MVert`, `MEdge`, `MLoop`, `MPoly` are now deprecated. Only generic types are used). - The `vec2i` DNA type is used in the few C files where necessary. Pull Request: https://projects.blender.org/blender/blender/pulls/106638
44 lines
1.7 KiB
C++
44 lines
1.7 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2018 Blender Foundation */
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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_math_vector_types.hh"
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#include "BLI_sys_types.h"
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struct Mesh;
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struct MeshElemMap;
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struct Subdiv;
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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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};
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/* Create real hi-res mesh from subdivision, all geometry is "real". */
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Mesh *BKE_subdiv_to_mesh(Subdiv *subdiv,
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const SubdivToMeshSettings *settings,
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const 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 float (*coarse_positions)[3],
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const blender::int2 *coarse_edges,
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const 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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