Files
test/source/blender/blenkernel/intern/multires_reshape_subdivide.c
Hans Goudey be038b844c Cleanup: Tweak naming for recently added mesh accessors
Use `verts` instead of `vertices` and `polys` instead of `polygons`
in the API added in 05952aa94d. This aligns better with
existing naming where the shorter names are much more common.
2022-09-07 00:06:31 -05:00

96 lines
3.0 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup bke
*/
#include "MEM_guardedalloc.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_scene_types.h"
#include "BKE_customdata.h"
#include "BKE_lib_id.h"
#include "BKE_mesh.h"
#include "BKE_mesh_runtime.h"
#include "BKE_modifier.h"
#include "BKE_multires.h"
#include "BKE_subdiv.h"
#include "BKE_subsurf.h"
#include "BLI_math_vector.h"
#include "DEG_depsgraph_query.h"
#include "multires_reshape.h"
static void multires_subdivide_create_object_space_linear_grids(Mesh *mesh)
{
const MVert *verts = BKE_mesh_verts(mesh);
const MPoly *polys = BKE_mesh_polys(mesh);
const MLoop *loops = BKE_mesh_loops(mesh);
MDisps *mdisps = CustomData_get_layer(&mesh->ldata, CD_MDISPS);
const int totpoly = mesh->totpoly;
for (int p = 0; p < totpoly; p++) {
const MPoly *poly = &polys[p];
float poly_center[3];
BKE_mesh_calc_poly_center(poly, &loops[poly->loopstart], verts, poly_center);
for (int l = 0; l < poly->totloop; l++) {
const int loop_index = poly->loopstart + l;
float(*disps)[3] = mdisps[loop_index].disps;
mdisps[loop_index].totdisp = 4;
mdisps[loop_index].level = 1;
int prev_loop_index = l - 1 >= 0 ? loop_index - 1 : loop_index + poly->totloop - 1;
int next_loop_index = l + 1 < poly->totloop ? loop_index + 1 : poly->loopstart;
const MLoop *loop = &loops[loop_index];
const MLoop *loop_next = &loops[next_loop_index];
const MLoop *loop_prev = &loops[prev_loop_index];
copy_v3_v3(disps[0], poly_center);
mid_v3_v3v3(disps[1], verts[loop->v].co, verts[loop_next->v].co);
mid_v3_v3v3(disps[2], verts[loop->v].co, verts[loop_prev->v].co);
copy_v3_v3(disps[3], verts[loop->v].co);
}
}
}
void multires_subdivide_create_tangent_displacement_linear_grids(Object *object,
MultiresModifierData *mmd)
{
Mesh *coarse_mesh = object->data;
multires_force_sculpt_rebuild(object);
MultiresReshapeContext reshape_context;
const int new_top_level = mmd->totlvl + 1;
const bool has_mdisps = CustomData_has_layer(&coarse_mesh->ldata, CD_MDISPS);
if (!has_mdisps) {
CustomData_add_layer(
&coarse_mesh->ldata, CD_MDISPS, CD_SET_DEFAULT, NULL, coarse_mesh->totloop);
}
if (new_top_level == 1) {
/* No MDISPS. Create new grids for level 1 using the edges mid point and poly centers. */
multires_reshape_ensure_grids(coarse_mesh, 1);
multires_subdivide_create_object_space_linear_grids(coarse_mesh);
}
/* Convert the new grids to tangent displacement. */
multires_set_tot_level(object, mmd, new_top_level);
if (!multires_reshape_context_create_from_modifier(
&reshape_context, object, mmd, new_top_level)) {
return;
}
multires_reshape_object_grids_to_tangent_displacement(&reshape_context);
multires_reshape_context_free(&reshape_context);
}