The split edges code had a complex method of merging duplicate edges, going backwards to avoid shifting elements in a vector. Sometimes it could result in incorrect corner edge indices though, if it moved an index that matched one of the local variables (I think! I've bee trying to understand this all day and still struggling). Instead, replace it with a `VectorSet` that handles the deduplication by itself, and avoid creating the new edges until the end. I think this code could still be simpler if we tried to reduce the amount of things happening at the same time, making more code deal with the input or final state rather than an in-between one. But to avoid making the change too complicated I stopped here. Pull Request: https://projects.blender.org/blender/blender/pulls/108826
252 lines
9.1 KiB
C++
252 lines
9.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "BLI_map.hh"
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#include "BLI_ordered_edge.hh"
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#include "BLI_task.hh"
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#include "BLI_threads.h"
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#include "BLI_timeit.hh"
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#include "BKE_attribute.hh"
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#include "BKE_customdata.h"
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#include "BKE_mesh.hh"
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namespace blender::bke::calc_edges {
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/**
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* Return a hash value that is likely to be different in the low bits from the normal `hash()`
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* function. This is necessary to avoid collisions in #BKE_mesh_calc_edges.
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*/
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static uint64_t edge_hash_2(const OrderedEdge &edge)
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{
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return edge.v_low;
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}
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/* The map first contains an edge pointer and later an index. */
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union OrigEdgeOrIndex {
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const int2 *original_edge;
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int index;
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};
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using EdgeMap = Map<OrderedEdge, OrigEdgeOrIndex>;
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static void reserve_hash_maps(const Mesh *mesh,
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const bool keep_existing_edges,
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MutableSpan<EdgeMap> edge_maps)
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{
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const int totedge_guess = std::max(keep_existing_edges ? mesh->totedge : 0, mesh->totpoly * 2);
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threading::parallel_for_each(
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edge_maps, [&](EdgeMap &edge_map) { edge_map.reserve(totedge_guess / edge_maps.size()); });
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}
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static void add_existing_edges_to_hash_maps(Mesh *mesh,
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MutableSpan<EdgeMap> edge_maps,
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uint32_t parallel_mask)
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{
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/* Assume existing edges are valid. */
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const Span<int2> edges = mesh->edges();
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threading::parallel_for_each(edge_maps, [&](EdgeMap &edge_map) {
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const int task_index = &edge_map - edge_maps.data();
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for (const int2 &edge : edges) {
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OrderedEdge ordered_edge{edge[0], edge[1]};
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/* Only add the edge when it belongs into this map. */
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if (task_index == (parallel_mask & edge_hash_2(ordered_edge))) {
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edge_map.add_new(ordered_edge, {&edge});
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}
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}
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});
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}
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static void add_polygon_edges_to_hash_maps(Mesh *mesh,
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MutableSpan<EdgeMap> edge_maps,
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uint32_t parallel_mask)
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{
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const OffsetIndices polys = mesh->polys();
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const Span<int> corner_verts = mesh->corner_verts();
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threading::parallel_for_each(edge_maps, [&](EdgeMap &edge_map) {
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const int task_index = &edge_map - edge_maps.data();
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for (const int i : polys.index_range()) {
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const Span<int> poly_verts = corner_verts.slice(polys[i]);
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int vert_prev = poly_verts.last();
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for (const int vert : poly_verts) {
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/* Can only be the same when the mesh data is invalid. */
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if (vert_prev != vert) {
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OrderedEdge ordered_edge{vert_prev, vert};
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/* Only add the edge when it belongs into this map. */
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if (task_index == (parallel_mask & edge_hash_2(ordered_edge))) {
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edge_map.lookup_or_add(ordered_edge, {nullptr});
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}
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}
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vert_prev = vert;
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}
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}
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});
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}
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static void serialize_and_initialize_deduplicated_edges(MutableSpan<EdgeMap> edge_maps,
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MutableSpan<int2> new_edges)
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{
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/* All edges are distributed in the hash tables now. They have to be serialized into a single
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* array below. To be able to parallelize this, we have to compute edge index offsets for each
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* map. */
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Array<int> edge_index_offsets(edge_maps.size());
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edge_index_offsets[0] = 0;
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for (const int i : IndexRange(edge_maps.size() - 1)) {
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edge_index_offsets[i + 1] = edge_index_offsets[i] + edge_maps[i].size();
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}
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threading::parallel_for_each(edge_maps, [&](EdgeMap &edge_map) {
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const int task_index = &edge_map - edge_maps.data();
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int new_edge_index = edge_index_offsets[task_index];
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for (EdgeMap::MutableItem item : edge_map.items()) {
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int2 &new_edge = new_edges[new_edge_index];
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const int2 *orig_edge = item.value.original_edge;
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if (orig_edge != nullptr) {
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/* Copy values from original edge. */
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new_edge = *orig_edge;
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}
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else {
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/* Initialize new edge. */
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new_edge[0] = item.key.v_low;
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new_edge[1] = item.key.v_high;
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}
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item.value.index = new_edge_index;
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new_edge_index++;
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}
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});
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}
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static void update_edge_indices_in_poly_loops(const OffsetIndices<int> polys,
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const Span<int> corner_verts,
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const Span<EdgeMap> edge_maps,
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const uint32_t parallel_mask,
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MutableSpan<int> corner_edges)
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{
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threading::parallel_for(polys.index_range(), 100, [&](IndexRange range) {
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for (const int poly_index : range) {
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const IndexRange poly = polys[poly_index];
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int prev_corner = poly.last();
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for (const int next_corner : poly) {
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const int vert = corner_verts[next_corner];
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const int vert_prev = corner_verts[prev_corner];
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int edge_index;
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if (vert_prev != vert) {
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OrderedEdge ordered_edge{vert_prev, vert};
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/* Double lookup: First find the map that contains the edge, then lookup the edge. */
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const EdgeMap &edge_map = edge_maps[parallel_mask & edge_hash_2(ordered_edge)];
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edge_index = edge_map.lookup(ordered_edge).index;
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}
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else {
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/* This is an invalid edge; normally this does not happen in Blender,
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* but it can be part of an imported mesh with invalid geometry. See
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* #76514. */
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edge_index = 0;
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}
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corner_edges[prev_corner] = edge_index;
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prev_corner = next_corner;
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}
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}
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});
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}
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static int get_parallel_maps_count(const Mesh *mesh)
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{
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/* Don't use parallelization when the mesh is small. */
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if (mesh->totpoly < 1000) {
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return 1;
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}
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/* Use at most 8 separate hash tables. Using more threads has diminishing returns. These threads
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* can better do something more useful instead. */
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const int system_thread_count = BLI_system_thread_count();
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return power_of_2_min_i(std::min(8, system_thread_count));
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}
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static void clear_hash_tables(MutableSpan<EdgeMap> edge_maps)
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{
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threading::parallel_for_each(edge_maps, [](EdgeMap &edge_map) { edge_map.clear(); });
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}
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} // namespace blender::bke::calc_edges
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void BKE_mesh_calc_edges(Mesh *mesh, bool keep_existing_edges, const bool select_new_edges)
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{
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using namespace blender;
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using namespace blender::bke;
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using namespace blender::bke::calc_edges;
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/* Parallelization is achieved by having multiple hash tables for different subsets of edges.
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* Each edge is assigned to one of the hash maps based on the lower bits of a hash value. */
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const int parallel_maps = get_parallel_maps_count(mesh);
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BLI_assert(is_power_of_2_i(parallel_maps));
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const uint32_t parallel_mask = uint32_t(parallel_maps) - 1;
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Array<EdgeMap> edge_maps(parallel_maps);
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reserve_hash_maps(mesh, keep_existing_edges, edge_maps);
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/* Add all edges. */
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if (keep_existing_edges) {
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calc_edges::add_existing_edges_to_hash_maps(mesh, edge_maps, parallel_mask);
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}
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calc_edges::add_polygon_edges_to_hash_maps(mesh, edge_maps, parallel_mask);
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/* Compute total number of edges. */
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int new_totedge = 0;
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for (EdgeMap &edge_map : edge_maps) {
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new_totedge += edge_map.size();
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}
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/* Create new edges. */
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if (!CustomData_get_layer_named(&mesh->ldata, CD_PROP_INT32, ".corner_edge")) {
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CustomData_add_layer_named(
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&mesh->ldata, CD_PROP_INT32, CD_CONSTRUCT, mesh->totloop, ".corner_edge");
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}
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MutableSpan<int2> new_edges{
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static_cast<int2 *>(MEM_calloc_arrayN(new_totedge, sizeof(int2), __func__)), new_totedge};
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calc_edges::serialize_and_initialize_deduplicated_edges(edge_maps, new_edges);
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calc_edges::update_edge_indices_in_poly_loops(mesh->polys(),
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mesh->corner_verts(),
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edge_maps,
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parallel_mask,
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mesh->corner_edges_for_write());
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/* Free old CustomData and assign new one. */
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CustomData_free(&mesh->edata, mesh->totedge);
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CustomData_reset(&mesh->edata);
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CustomData_add_layer_named_with_data(
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&mesh->edata, CD_PROP_INT32_2D, new_edges.data(), new_totedge, ".edge_verts", nullptr);
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mesh->totedge = new_totedge;
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if (select_new_edges) {
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MutableAttributeAccessor attributes = mesh->attributes_for_write();
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SpanAttributeWriter<bool> select_edge = attributes.lookup_or_add_for_write_span<bool>(
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".select_edge", ATTR_DOMAIN_EDGE);
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if (select_edge) {
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int new_edge_index = 0;
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for (const EdgeMap &edge_map : edge_maps) {
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for (EdgeMap::Item item : edge_map.items()) {
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if (item.value.original_edge == nullptr) {
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select_edge.span[new_edge_index] = true;
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}
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new_edge_index++;
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}
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}
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select_edge.finish();
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}
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}
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if (!keep_existing_edges) {
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/* All edges are rebuilt from the faces, so there are no loose edges. */
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mesh->loose_edges_tag_none();
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}
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/* Explicitly clear edge maps, because that way it can be parallelized. */
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clear_hash_tables(edge_maps);
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}
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