Files
test/source/blender/blenkernel/intern/mesh_iterators.cc
Hans Goudey 89e3ba4e25 Mesh: Replace auto smooth with node group
Design task: #93551

This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.

Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.

Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.

**Procedural**

The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.

**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.

### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
  automatically   if there are mixed smooth vs. not smooth tags. Meshes
  now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
  triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
  controlling the sharp edge attribute. This means the mesh itself
  (without an object) doesn't know anything about automatically smoothing
  by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
  are removed, and are replaced by the simpler `Mesh.corner_normals`
  collection property. Since it gives access to the normals cache, it
  is automatically updated when relevant data changes.

Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609

### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
   results because face corner normals are used instead of interpolated
   vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
  which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
  Previously every edge was split before rendering, now it looks triangulated.

Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00

390 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*
* Functions for iterating mesh features.
*/
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BKE_customdata.h"
#include "BKE_editmesh.h"
#include "BKE_editmesh_cache.hh"
#include "BKE_mesh.hh"
#include "BKE_mesh_iterators.hh"
#include "BLI_bitmap.h"
#include "BLI_math_vector.h"
#include "MEM_guardedalloc.h"
/* General note on iterating verts/loops/edges/faces and end mode.
*
* The edit mesh pointer is set for both final and cage meshes in both cases when there are
* modifiers applied and not. This helps consistency of checks in the draw manager, where the
* existence of the edit mesh pointer does not depend on object configuration.
*
* For the iterating, however, we need to follow the `CD_ORIGINDEX` code paths when there are
* modifiers applied on the cage. In the code terms it means that the check for the edit mode code
* path needs to consist of both edit mesh and edit data checks. */
void BKE_mesh_foreach_mapped_vert(
const Mesh *mesh,
void (*func)(void *user_data, int index, const float co[3], const float no[3]),
void *user_data,
MeshForeachFlag flag)
{
if (mesh->edit_mesh != nullptr && mesh->runtime->edit_data != nullptr) {
BMEditMesh *em = mesh->edit_mesh;
BMesh *bm = em->bm;
BMIter iter;
BMVert *eve;
int i;
if (!mesh->runtime->edit_data->vertexCos.is_empty()) {
const blender::Span<blender::float3> positions = mesh->runtime->edit_data->vertexCos;
blender::Span<blender::float3> vert_normals;
if (flag & MESH_FOREACH_USE_NORMAL) {
BKE_editmesh_cache_ensure_vert_normals(em, mesh->runtime->edit_data);
vert_normals = mesh->runtime->edit_data->vertexNos;
}
BM_ITER_MESH_INDEX (eve, &iter, bm, BM_VERTS_OF_MESH, i) {
const float *no = (flag & MESH_FOREACH_USE_NORMAL) ? &vert_normals[i].x : nullptr;
func(user_data, i, positions[i], no);
}
}
else {
BM_ITER_MESH_INDEX (eve, &iter, bm, BM_VERTS_OF_MESH, i) {
const float *no = (flag & MESH_FOREACH_USE_NORMAL) ? eve->no : nullptr;
func(user_data, i, eve->co, no);
}
}
}
else {
const blender::Span<blender::float3> positions = mesh->vert_positions();
const int *index = static_cast<const int *>(
CustomData_get_layer(&mesh->vert_data, CD_ORIGINDEX));
blender::Span<blender::float3> vert_normals;
if (flag & MESH_FOREACH_USE_NORMAL) {
vert_normals = mesh->vert_normals();
}
if (index) {
for (int i = 0; i < mesh->totvert; i++) {
const float *no = (flag & MESH_FOREACH_USE_NORMAL) ? &vert_normals[i].x : nullptr;
const int orig = *index++;
if (orig == ORIGINDEX_NONE) {
continue;
}
func(user_data, orig, positions[i], no);
}
}
else {
for (int i = 0; i < mesh->totvert; i++) {
const float *no = (flag & MESH_FOREACH_USE_NORMAL) ? &vert_normals[i].x : nullptr;
func(user_data, i, positions[i], no);
}
}
}
}
void BKE_mesh_foreach_mapped_edge(
Mesh *mesh,
const int tot_edges,
void (*func)(void *user_data, int index, const float v0co[3], const float v1co[3]),
void *user_data)
{
if (mesh->edit_mesh != nullptr && mesh->runtime->edit_data) {
BMEditMesh *em = mesh->edit_mesh;
BMesh *bm = em->bm;
BMIter iter;
BMEdge *eed;
int i;
if (!mesh->runtime->edit_data->vertexCos.is_empty()) {
const blender::Span<blender::float3> positions = mesh->runtime->edit_data->vertexCos;
BM_mesh_elem_index_ensure(bm, BM_VERT);
BM_ITER_MESH_INDEX (eed, &iter, bm, BM_EDGES_OF_MESH, i) {
func(user_data,
i,
positions[BM_elem_index_get(eed->v1)],
positions[BM_elem_index_get(eed->v2)]);
}
}
else {
BM_ITER_MESH_INDEX (eed, &iter, bm, BM_EDGES_OF_MESH, i) {
func(user_data, i, eed->v1->co, eed->v2->co);
}
}
}
else {
const blender::Span<blender::float3> positions = mesh->vert_positions();
const blender::Span<blender::int2> edges = mesh->edges();
const int *index = static_cast<const int *>(
CustomData_get_layer(&mesh->edge_data, CD_ORIGINDEX));
if (index) {
for (const int i : edges.index_range()) {
const int orig = *index++;
if (orig == ORIGINDEX_NONE) {
continue;
}
func(user_data, orig, positions[edges[i][0]], positions[edges[i][1]]);
}
}
else if (mesh->totedge == tot_edges) {
for (const int i : edges.index_range()) {
func(user_data, i, positions[edges[i][0]], positions[edges[i][1]]);
}
}
}
}
void BKE_mesh_foreach_mapped_loop(Mesh *mesh,
void (*func)(void *user_data,
int vertex_index,
int face_index,
const float co[3],
const float no[3]),
void *user_data,
MeshForeachFlag flag)
{
/* We can't use `dm->getLoopDataLayout(dm)` here,
* we want to always access `dm->loopData`, `EditDerivedBMesh` would
* return loop data from BMesh itself. */
if (mesh->edit_mesh != nullptr && mesh->runtime->edit_data) {
BMEditMesh *em = mesh->edit_mesh;
BMesh *bm = em->bm;
BMIter iter;
BMFace *efa;
const blender::Span<blender::float3> positions = mesh->runtime->edit_data->vertexCos;
/* XXX: investigate using EditMesh data. */
blender::Span<blender::float3> corner_normals;
if (flag & MESH_FOREACH_USE_NORMAL) {
corner_normals = mesh->corner_normals();
}
int f_idx;
BM_mesh_elem_index_ensure(bm, BM_VERT);
BM_ITER_MESH_INDEX (efa, &iter, bm, BM_FACES_OF_MESH, f_idx) {
BMLoop *l_iter, *l_first;
l_iter = l_first = BM_FACE_FIRST_LOOP(efa);
do {
const BMVert *eve = l_iter->v;
const int v_idx = BM_elem_index_get(eve);
func(user_data,
v_idx,
f_idx,
positions.is_empty() ? positions[v_idx] : blender::float3(eve->co),
corner_normals.is_empty() ? nullptr : &corner_normals[BM_elem_index_get(l_iter)].x);
} while ((l_iter = l_iter->next) != l_first);
}
}
else {
blender::Span<blender::float3> corner_normals;
if (flag & MESH_FOREACH_USE_NORMAL) {
corner_normals = mesh->corner_normals();
}
const blender::Span<blender::float3> positions = mesh->vert_positions();
const blender::OffsetIndices faces = mesh->faces();
const blender::Span<int> corner_verts = mesh->corner_verts();
const int *v_index = static_cast<const int *>(
CustomData_get_layer(&mesh->vert_data, CD_ORIGINDEX));
const int *f_index = static_cast<const int *>(
CustomData_get_layer(&mesh->face_data, CD_ORIGINDEX));
if (v_index || f_index) {
for (const int face_i : faces.index_range()) {
for (const int corner : faces[face_i]) {
const int vert = corner_verts[corner];
const int v_idx = v_index ? v_index[vert] : vert;
const int f_idx = f_index ? f_index[face_i] : face_i;
const float *no = corner_normals.is_empty() ? nullptr : &corner_normals[corner].x;
if (ELEM(ORIGINDEX_NONE, v_idx, f_idx)) {
continue;
}
func(user_data, v_idx, f_idx, positions[vert], no);
}
}
}
else {
for (const int face_i : faces.index_range()) {
for (const int corner : faces[face_i]) {
const int vert = corner_verts[corner];
const float *no = corner_normals.is_empty() ? nullptr : &corner_normals[corner].x;
func(user_data, vert, face_i, positions[vert], no);
}
}
}
}
}
void BKE_mesh_foreach_mapped_face_center(
Mesh *mesh,
void (*func)(void *user_data, int index, const float cent[3], const float no[3]),
void *user_data,
MeshForeachFlag flag)
{
using namespace blender;
if (mesh->edit_mesh != nullptr && mesh->runtime->edit_data != nullptr) {
BMEditMesh *em = mesh->edit_mesh;
BMesh *bm = em->bm;
blender::Span<blender::float3> face_centers;
blender::Span<blender::float3> face_normals;
BMFace *efa;
BMIter iter;
int i;
BKE_editmesh_cache_ensure_face_centers(em, mesh->runtime->edit_data);
face_centers = mesh->runtime->edit_data->faceCos; /* always set */
if (flag & MESH_FOREACH_USE_NORMAL) {
BKE_editmesh_cache_ensure_face_normals(em, mesh->runtime->edit_data);
face_normals = mesh->runtime->edit_data->faceNos; /* maybe nullptr */
}
if (!face_normals.is_empty()) {
BM_ITER_MESH_INDEX (efa, &iter, bm, BM_FACES_OF_MESH, i) {
const float *no = face_normals[i];
func(user_data, i, face_centers[i], no);
}
}
else {
BM_ITER_MESH_INDEX (efa, &iter, bm, BM_FACES_OF_MESH, i) {
const float *no = (flag & MESH_FOREACH_USE_NORMAL) ? efa->no : nullptr;
func(user_data, i, face_centers[i], no);
}
}
}
else {
const blender::Span<float3> positions = mesh->vert_positions();
const blender::OffsetIndices faces = mesh->faces();
const blender::Span<int> corner_verts = mesh->corner_verts();
const int *index = static_cast<const int *>(
CustomData_get_layer(&mesh->face_data, CD_ORIGINDEX));
if (index) {
for (const int i : faces.index_range()) {
const int orig = *index++;
if (orig == ORIGINDEX_NONE) {
continue;
}
const Span<int> face_verts = corner_verts.slice(faces[i]);
const float3 center = bke::mesh::face_center_calc(positions, face_verts);
if (flag & MESH_FOREACH_USE_NORMAL) {
const float3 normal = bke::mesh::face_normal_calc(positions, face_verts);
func(user_data, orig, center, normal);
}
else {
func(user_data, orig, center, nullptr);
}
}
}
else {
for (const int i : faces.index_range()) {
const Span<int> face_verts = corner_verts.slice(faces[i]);
const float3 center = bke::mesh::face_center_calc(positions, face_verts);
if (flag & MESH_FOREACH_USE_NORMAL) {
const float3 normal = bke::mesh::face_normal_calc(positions, face_verts);
func(user_data, i, center, normal);
}
else {
func(user_data, i, center, nullptr);
}
}
}
}
}
void BKE_mesh_foreach_mapped_subdiv_face_center(
Mesh *mesh,
void (*func)(void *user_data, int index, const float cent[3], const float no[3]),
void *user_data,
MeshForeachFlag flag)
{
const blender::Span<blender::float3> positions = mesh->vert_positions();
const blender::OffsetIndices faces = mesh->faces();
const blender::Span<int> corner_verts = mesh->corner_verts();
blender::Span<blender::float3> vert_normals;
if (flag & MESH_FOREACH_USE_NORMAL) {
vert_normals = mesh->vert_normals();
}
const int *index = static_cast<const int *>(
CustomData_get_layer(&mesh->face_data, CD_ORIGINDEX));
const blender::BitSpan facedot_tags = mesh->runtime->subsurf_face_dot_tags;
if (index) {
for (const int i : faces.index_range()) {
const int orig = *index++;
if (orig == ORIGINDEX_NONE) {
continue;
}
for (const int vert : corner_verts.slice(faces[i])) {
if (facedot_tags[vert]) {
func(user_data,
orig,
positions[vert],
(flag & MESH_FOREACH_USE_NORMAL) ? &vert_normals[vert].x : nullptr);
}
}
}
}
else {
for (const int i : faces.index_range()) {
for (const int vert : corner_verts.slice(faces[i])) {
if (facedot_tags[vert]) {
func(user_data,
i,
positions[vert],
(flag & MESH_FOREACH_USE_NORMAL) ? &vert_normals[vert].x : nullptr);
}
}
}
}
}
/* Helpers based on above foreach loopers> */
struct MappedVCosData {
float (*vertexcos)[3];
BLI_bitmap *vertex_visit;
};
static void get_vertexcos__mapFunc(void *user_data,
int index,
const float co[3],
const float /*no*/[3])
{
MappedVCosData *mapped_vcos_data = (MappedVCosData *)user_data;
if (BLI_BITMAP_TEST(mapped_vcos_data->vertex_visit, index) == 0) {
/* We need coord from prototype vertex, not from copies,
* we assume they stored in the beginning of vertex array stored in evaluated mesh
* (mirror modifier for eg does this). */
copy_v3_v3(mapped_vcos_data->vertexcos[index], co);
BLI_BITMAP_ENABLE(mapped_vcos_data->vertex_visit, index);
}
}
void BKE_mesh_foreach_mapped_vert_coords_get(const Mesh *me_eval,
float (*r_cos)[3],
const int totcos)
{
MappedVCosData user_data;
memset(r_cos, 0, sizeof(*r_cos) * totcos);
user_data.vertexcos = r_cos;
user_data.vertex_visit = BLI_BITMAP_NEW(totcos, __func__);
BKE_mesh_foreach_mapped_vert(me_eval, get_vertexcos__mapFunc, &user_data, MESH_FOREACH_NOP);
MEM_freeN(user_data.vertex_visit);
}