Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
74 lines
1.9 KiB
C++
74 lines
1.9 KiB
C++
/* SPDX-FileCopyrightText: 2020 Blender Authors
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*
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* 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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#pragma once
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#include "BLI_sys_types.h"
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struct BMesh;
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struct Mesh;
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struct MultiresModifierData;
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struct MultiresUnsubdivideGrid {
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/* For sanity checks. */
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int grid_index;
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int grid_size;
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/** Grid coordinates in object space. */
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float (*grid_co)[3];
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};
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struct MultiresUnsubdivideContext {
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/* Input Mesh to un-subdivide. */
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Mesh *original_mesh;
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MDisps *original_mdisp;
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/** Number of subdivision in the grids of the input mesh. */
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int num_original_levels;
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/** Level 0 base mesh after applying the maximum amount of unsubdivisions. */
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Mesh *base_mesh;
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/** Limit on how many levels down the unsubdivide operation should create, if possible. */
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int max_new_levels;
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/** New levels that were created after unsubdividing. */
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int num_new_levels;
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/**
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* Number of subdivisions that should be applied to the base mesh.
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* (num_new_levels + num_original_levels).
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*/
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int num_total_levels;
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/** Data for the new grids, indexed by base mesh loop index. */
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int num_grids;
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MultiresUnsubdivideGrid *base_mesh_grids;
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/* Private data. */
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BMesh *bm_original_mesh;
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blender::Array<int> loop_to_face_map;
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const int *base_to_orig_vmap;
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};
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/* --------------------------------------------------------------------
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* Construct/destruct reshape context.
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*/
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void multires_unsubdivide_context_init(MultiresUnsubdivideContext *context,
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Mesh *original_mesh,
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MultiresModifierData *mmd);
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void multires_unsubdivide_context_free(MultiresUnsubdivideContext *context);
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/* --------------------------------------------------------------------
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* Rebuild Lower Subdivisions.
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*/
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/* Rebuilds all subdivision to the level 0 base mesh. */
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bool multires_unsubdivide_to_basemesh(MultiresUnsubdivideContext *context);
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