Files
test/source/blender/blenkernel/intern/multires_reshape_apply_base.cc
Hans Goudey 7966cd16d6 Mesh: Replace MPoly struct with offset indices
Implements #95967.

Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.

The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.

Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.

Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.

Some:
- The offset integer array has to be one longer than the face count to
  avoid a branch for every face, which means the data is no longer part
  of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
  until more reusable CoW from #104478 is committed. That will be added
  in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
  copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
  structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
  corners, but just in case, meshes with mismatched order are fixed by
  versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
  necessary here unfortunately. It should be worth it in 3.6, since
  that's the best way to allow loading meshes from 4.0, which is
  important for an LTS version.

Pull Request: https://projects.blender.org/blender/blender/pulls/105938
2023-04-04 20:39:28 +02:00

176 lines
5.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation */
/** \file
* \ingroup bke
*/
#include "multires_reshape.hh"
#include "MEM_guardedalloc.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "BLI_listbase.h"
#include "BLI_math_vector.h"
#include "BKE_customdata.h"
#include "BKE_lib_id.h"
#include "BKE_mesh.hh"
#include "BKE_mesh_mapping.h"
#include "BKE_mesh_runtime.h"
#include "BKE_multires.h"
#include "BKE_subdiv_eval.h"
#include "DEG_depsgraph_query.h"
void multires_reshape_apply_base_update_mesh_coords(MultiresReshapeContext *reshape_context)
{
Mesh *base_mesh = reshape_context->base_mesh;
float(*base_positions)[3] = BKE_mesh_vert_positions_for_write(base_mesh);
/* Update the context in case the vertices were duplicated. */
reshape_context->base_positions = base_positions;
const blender::Span<int> corner_verts = reshape_context->base_corner_verts;
for (const int loop_index : corner_verts.index_range()) {
GridCoord grid_coord;
grid_coord.grid_index = loop_index;
grid_coord.u = 1.0f;
grid_coord.v = 1.0f;
float P[3];
float tangent_matrix[3][3];
multires_reshape_evaluate_limit_at_grid(reshape_context, &grid_coord, P, tangent_matrix);
ReshapeConstGridElement grid_element = multires_reshape_orig_grid_element_for_grid_coord(
reshape_context, &grid_coord);
float D[3];
mul_v3_m3v3(D, tangent_matrix, grid_element.displacement);
add_v3_v3v3(base_positions[corner_verts[loop_index]], P, D);
}
}
/* Assumes no is normalized; return value's sign is negative if v is on the other side of the
* plane. */
static float v3_dist_from_plane(const float v[3], const float center[3], const float no[3])
{
float s[3];
sub_v3_v3v3(s, v, center);
return dot_v3v3(s, no);
}
void multires_reshape_apply_base_refit_base_mesh(MultiresReshapeContext *reshape_context)
{
Mesh *base_mesh = reshape_context->base_mesh;
float(*base_positions)[3] = BKE_mesh_vert_positions_for_write(base_mesh);
/* Update the context in case the vertices were duplicated. */
reshape_context->base_positions = base_positions;
MeshElemMap *pmap;
int *pmap_mem;
BKE_mesh_vert_poly_map_create(&pmap,
&pmap_mem,
reshape_context->base_polys,
reshape_context->base_corner_verts.data(),
base_mesh->totvert);
float(*origco)[3] = static_cast<float(*)[3]>(
MEM_calloc_arrayN(base_mesh->totvert, sizeof(float[3]), __func__));
for (int i = 0; i < base_mesh->totvert; i++) {
copy_v3_v3(origco[i], base_positions[i]);
}
for (int i = 0; i < base_mesh->totvert; i++) {
float avg_no[3] = {0, 0, 0}, center[3] = {0, 0, 0}, push[3];
/* Don't adjust vertices not used by at least one poly. */
if (!pmap[i].count) {
continue;
}
/* Find center. */
int tot = 0;
for (int j = 0; j < pmap[i].count; j++) {
const blender::IndexRange poly = reshape_context->base_polys[pmap[i].indices[j]];
/* This double counts, not sure if that's bad or good. */
for (const int corner : poly) {
const int vndx = reshape_context->base_corner_verts[corner];
if (vndx != i) {
add_v3_v3(center, origco[vndx]);
tot++;
}
}
}
mul_v3_fl(center, 1.0f / tot);
/* Find normal. */
for (int j = 0; j < pmap[i].count; j++) {
const blender::IndexRange poly = reshape_context->base_polys[pmap[i].indices[j]];
/* Set up poly, loops, and coords in order to call #bke::mesh::poly_normal_calc(). */
blender::Array<int> poly_verts(poly.size());
blender::Array<blender::float3> fake_co(poly.size());
for (int k = 0; k < poly.size(); k++) {
const int vndx = reshape_context->base_corner_verts[poly[k]];
poly_verts[k] = k;
if (vndx == i) {
copy_v3_v3(fake_co[k], center);
}
else {
copy_v3_v3(fake_co[k], origco[vndx]);
}
}
const blender::float3 no = blender::bke::mesh::poly_normal_calc(fake_co, poly_verts);
add_v3_v3(avg_no, no);
}
normalize_v3(avg_no);
/* Push vertex away from the plane. */
const float dist = v3_dist_from_plane(base_positions[i], center, avg_no);
copy_v3_v3(push, avg_no);
mul_v3_fl(push, dist);
add_v3_v3(base_positions[i], push);
}
MEM_freeN(origco);
MEM_freeN(pmap);
MEM_freeN(pmap_mem);
/* Vertices were moved around, need to update normals after all the vertices are updated
* Probably this is possible to do in the loop above, but this is rather tricky because
* we don't know all needed vertices' coordinates there yet. */
BKE_mesh_tag_positions_changed(base_mesh);
}
void multires_reshape_apply_base_refine_from_base(MultiresReshapeContext *reshape_context)
{
BKE_subdiv_eval_refine_from_mesh(reshape_context->subdiv, reshape_context->base_mesh, nullptr);
}
void multires_reshape_apply_base_refine_from_deform(MultiresReshapeContext *reshape_context)
{
Depsgraph *depsgraph = reshape_context->depsgraph;
Object *object = reshape_context->object;
MultiresModifierData *mmd = reshape_context->mmd;
BLI_assert(depsgraph != nullptr);
BLI_assert(object != nullptr);
BLI_assert(mmd != nullptr);
float(*deformed_verts)[3] = BKE_multires_create_deformed_base_mesh_vert_coords(
depsgraph, object, mmd, nullptr);
BKE_subdiv_eval_refine_from_mesh(
reshape_context->subdiv, reshape_context->base_mesh, deformed_verts);
MEM_freeN(deformed_verts);
}