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test2/source/blender/modifiers/intern/MOD_wave.cc

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup modifiers
*/
#include "BLI_utildefines.h"
#include "BLI_math.h"
#include "BLT_translation.h"
#include "DNA_defaults.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "BKE_context.h"
#include "BKE_deform.h"
#include "BKE_editmesh.h"
#include "BKE_editmesh_cache.h"
#include "BKE_lib_id.h"
#include "BKE_lib_query.h"
#include "BKE_mesh.hh"
#include "BKE_mesh_wrapper.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_texture.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "RNA_access.h"
#include "RNA_prototypes.h"
#include "MEM_guardedalloc.h"
#include "RE_texture.h"
#include "MOD_modifiertypes.h"
#include "MOD_ui_common.h"
#include "MOD_util.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
static void initData(ModifierData *md)
{
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WaveModifierData *wmd = (WaveModifierData *)md;
BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(wmd, modifier));
MEMCPY_STRUCT_AFTER(wmd, DNA_struct_default_get(WaveModifierData), modifier);
}
static bool dependsOnTime(Scene * /*scene*/, ModifierData * /*md*/)
{
return true;
}
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static void foreachIDLink(ModifierData *md, Object *ob, IDWalkFunc walk, void *userData)
{
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WaveModifierData *wmd = (WaveModifierData *)md;
walk(userData, ob, (ID **)&wmd->texture, IDWALK_CB_USER);
walk(userData, ob, (ID **)&wmd->objectcenter, IDWALK_CB_NOP);
walk(userData, ob, (ID **)&wmd->map_object, IDWALK_CB_NOP);
}
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static void foreachTexLink(ModifierData *md, Object *ob, TexWalkFunc walk, void *userData)
{
walk(userData, ob, md, "texture");
}
static void updateDepsgraph(ModifierData *md, const ModifierUpdateDepsgraphContext *ctx)
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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{
WaveModifierData *wmd = (WaveModifierData *)md;
bool need_transform_relation = false;
if (wmd->objectcenter != nullptr) {
DEG_add_object_relation(ctx->node, wmd->objectcenter, DEG_OB_COMP_TRANSFORM, "Wave Modifier");
need_transform_relation = true;
}
if (wmd->texture != nullptr) {
DEG_add_generic_id_relation(ctx->node, &wmd->texture->id, "Wave Modifier");
if ((wmd->texmapping == MOD_DISP_MAP_OBJECT) && wmd->map_object != nullptr) {
MOD_depsgraph_update_object_bone_relation(
ctx->node, wmd->map_object, wmd->map_bone, "Wave Modifier");
need_transform_relation = true;
}
else if (wmd->texmapping == MOD_DISP_MAP_GLOBAL) {
need_transform_relation = true;
}
}
if (need_transform_relation) {
DEG_add_depends_on_transform_relation(ctx->node, "Wave Modifier");
}
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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}
static void requiredDataMask(ModifierData *md, CustomData_MeshMasks *r_cddata_masks)
{
WaveModifierData *wmd = (WaveModifierData *)md;
/* ask for UV coordinates if we need them */
if (wmd->texture && wmd->texmapping == MOD_DISP_MAP_UV) {
r_cddata_masks->fmask |= CD_MASK_MTFACE;
}
/* ask for vertexgroups if we need them */
if (wmd->defgrp_name[0] != '\0') {
r_cddata_masks->vmask |= CD_MASK_MDEFORMVERT;
}
}
static bool dependsOnNormals(ModifierData *md)
{
WaveModifierData *wmd = (WaveModifierData *)md;
return (wmd->flag & MOD_WAVE_NORM) != 0;
}
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static void waveModifier_do(WaveModifierData *md,
const ModifierEvalContext *ctx,
Object *ob,
Mesh *mesh,
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float (*vertexCos)[3],
int verts_num)
{
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WaveModifierData *wmd = (WaveModifierData *)md;
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
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const MDeformVert *dvert;
int defgrp_index;
float ctime = DEG_get_ctime(ctx->depsgraph);
float minfac = float(1.0 / exp(wmd->width * wmd->narrow * wmd->width * wmd->narrow));
float lifefac = wmd->height;
float(*tex_co)[3] = nullptr;
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const int wmd_axis = wmd->flag & (MOD_WAVE_X | MOD_WAVE_Y);
const float falloff = wmd->falloff;
float falloff_fac = 1.0f; /* when falloff == 0.0f this stays at 1.0f */
const bool invert_group = (wmd->flag & MOD_WAVE_INVERT_VGROUP) != 0;
blender::Span<blender::float3> vert_normals;
if ((wmd->flag & MOD_WAVE_NORM) && (mesh != nullptr)) {
vert_normals = mesh->vert_normals();
}
if (wmd->objectcenter != nullptr) {
float mat[4][4];
/* get the control object's location in local coordinates */
invert_m4_m4(ob->world_to_object, ob->object_to_world);
mul_m4_m4m4(mat, ob->world_to_object, wmd->objectcenter->object_to_world);
wmd->startx = mat[3][0];
wmd->starty = mat[3][1];
}
/* get the index of the deform group */
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MOD_get_vgroup(ob, mesh, wmd->defgrp_name, &dvert, &defgrp_index);
if (wmd->damp == 0.0f) {
wmd->damp = 10.0f;
}
if (wmd->lifetime != 0.0f) {
float x = ctime - wmd->timeoffs;
if (x > wmd->lifetime) {
lifefac = x - wmd->lifetime;
if (lifefac > wmd->damp) {
lifefac = 0.0;
}
else {
lifefac = float(wmd->height * (1.0f - sqrtf(lifefac / wmd->damp)));
}
}
}
Tex *tex_target = wmd->texture;
if (mesh != nullptr && tex_target != nullptr) {
tex_co = static_cast<float(*)[3]>(MEM_malloc_arrayN(verts_num, sizeof(*tex_co), __func__));
MOD_get_texture_coords((MappingInfoModifierData *)wmd, ctx, ob, mesh, vertexCos, tex_co);
MOD_init_texture((MappingInfoModifierData *)wmd, ctx);
}
if (lifefac != 0.0f) {
/* avoid divide by zero checks within the loop */
float falloff_inv = falloff != 0.0f ? 1.0f / falloff : 1.0f;
int i;
for (i = 0; i < verts_num; i++) {
float *co = vertexCos[i];
float x = co[0] - wmd->startx;
float y = co[1] - wmd->starty;
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float amplit = 0.0f;
float def_weight = 1.0f;
/* get weights */
if (dvert) {
def_weight = invert_group ? 1.0f - BKE_defvert_find_weight(&dvert[i], defgrp_index) :
BKE_defvert_find_weight(&dvert[i], defgrp_index);
/* if this vert isn't in the vgroup, don't deform it */
if (def_weight == 0.0f) {
continue;
}
}
switch (wmd_axis) {
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case MOD_WAVE_X | MOD_WAVE_Y:
amplit = sqrtf(x * x + y * y);
break;
case MOD_WAVE_X:
amplit = x;
break;
case MOD_WAVE_Y:
amplit = y;
break;
}
/* this way it makes nice circles */
amplit -= (ctime - wmd->timeoffs) * wmd->speed;
if (wmd->flag & MOD_WAVE_CYCL) {
amplit = float(fmodf(amplit - wmd->width, 2.0f * wmd->width)) + wmd->width;
}
if (falloff != 0.0f) {
float dist = 0.0f;
switch (wmd_axis) {
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case MOD_WAVE_X | MOD_WAVE_Y:
dist = sqrtf(x * x + y * y);
break;
case MOD_WAVE_X:
dist = fabsf(x);
break;
case MOD_WAVE_Y:
dist = fabsf(y);
break;
}
falloff_fac = (1.0f - (dist * falloff_inv));
CLAMP(falloff_fac, 0.0f, 1.0f);
}
/* GAUSSIAN */
if ((falloff_fac != 0.0f) && (amplit > -wmd->width) && (amplit < wmd->width)) {
amplit = amplit * wmd->narrow;
amplit = float(1.0f / expf(amplit * amplit) - minfac);
/* Apply texture. */
if (tex_co) {
Scene *scene = DEG_get_evaluated_scene(ctx->depsgraph);
TexResult texres;
BKE_texture_get_value(scene, tex_target, tex_co[i], &texres, false);
amplit *= texres.tin;
}
/* Apply weight & falloff. */
amplit *= def_weight * falloff_fac;
if (!vert_normals.is_empty()) {
/* move along normals */
if (wmd->flag & MOD_WAVE_NORM_X) {
Refactor: Move normals out of MVert, lazy calculation As described in T91186, this commit moves mesh vertex normals into a contiguous array of float vectors in a custom data layer, how face normals are currently stored. The main interface is documented in `BKE_mesh.h`. Vertex and face normals are now calculated on-demand and cached, retrieved with an "ensure" function. Since the logical state of a mesh is now "has normals when necessary", they can be retrieved from a `const` mesh. The goal is to use on-demand calculation for all derived data, but leave room for eager calculation for performance purposes (modifier evaluation is threaded, but viewport data generation is not). **Benefits** This moves us closer to a SoA approach rather than the current AoS paradigm. Accessing a contiguous `float3` is much more efficient than retrieving data from a larger struct. The memory requirements for accessing only normals or vertex locations are smaller, and at the cost of more memory usage for just normals, they now don't have to be converted between float and short, which also simplifies code In the future, the remaining items can be removed from `MVert`, leaving only `float3`, which has similar benefits (see T93602). Removing the combination of derived and original data makes it conceptually simpler to only calculate normals when necessary. This is especially important now that we have more opportunities for temporary meshes in geometry nodes. **Performance** In addition to the theoretical future performance improvements by making `MVert == float3`, I've done some basic performance testing on this patch directly. The data is fairly rough, but it gives an idea about where things stand generally. - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms), showing that accessing just `MVert` is now more efficient. - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight change that at least shows there is no regression. - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small but observable speedup. - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms), shows that using normals in geometry nodes is faster. - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms), shows that calculating normals is slightly faster now. - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB), Normals are not saved in files, which can help with large meshes. As for memory usage, it may be slightly more in some cases, but I didn't observe any difference in the production files I tested. **Tests** Some modifiers and cycles test results need to be updated with this commit, for two reasons: - The subdivision surface modifier is not responsible for calculating normals anymore. In master, the modifier creates different normals than the result of the `Mesh` normal calculation, so this is a bug fix. - There are small differences in the results of some modifiers that use normals because they are not converted to and from `short` anymore. **Future improvements** - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier already retrieves normals if they are needed anyway. - Copy normals as part of a better CoW system for attributes. - Make more areas use lazy instead of eager normal calculation. - Remove `BKE_mesh_normals_tag_dirty` in more places since that is now the default state of a new mesh. - Possibly apply a similar change to derived face corner normals. Differential Revision: https://developer.blender.org/D12770
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co[0] += (lifefac * amplit) * vert_normals[i][0];
}
if (wmd->flag & MOD_WAVE_NORM_Y) {
Refactor: Move normals out of MVert, lazy calculation As described in T91186, this commit moves mesh vertex normals into a contiguous array of float vectors in a custom data layer, how face normals are currently stored. The main interface is documented in `BKE_mesh.h`. Vertex and face normals are now calculated on-demand and cached, retrieved with an "ensure" function. Since the logical state of a mesh is now "has normals when necessary", they can be retrieved from a `const` mesh. The goal is to use on-demand calculation for all derived data, but leave room for eager calculation for performance purposes (modifier evaluation is threaded, but viewport data generation is not). **Benefits** This moves us closer to a SoA approach rather than the current AoS paradigm. Accessing a contiguous `float3` is much more efficient than retrieving data from a larger struct. The memory requirements for accessing only normals or vertex locations are smaller, and at the cost of more memory usage for just normals, they now don't have to be converted between float and short, which also simplifies code In the future, the remaining items can be removed from `MVert`, leaving only `float3`, which has similar benefits (see T93602). Removing the combination of derived and original data makes it conceptually simpler to only calculate normals when necessary. This is especially important now that we have more opportunities for temporary meshes in geometry nodes. **Performance** In addition to the theoretical future performance improvements by making `MVert == float3`, I've done some basic performance testing on this patch directly. The data is fairly rough, but it gives an idea about where things stand generally. - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms), showing that accessing just `MVert` is now more efficient. - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight change that at least shows there is no regression. - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small but observable speedup. - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms), shows that using normals in geometry nodes is faster. - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms), shows that calculating normals is slightly faster now. - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB), Normals are not saved in files, which can help with large meshes. As for memory usage, it may be slightly more in some cases, but I didn't observe any difference in the production files I tested. **Tests** Some modifiers and cycles test results need to be updated with this commit, for two reasons: - The subdivision surface modifier is not responsible for calculating normals anymore. In master, the modifier creates different normals than the result of the `Mesh` normal calculation, so this is a bug fix. - There are small differences in the results of some modifiers that use normals because they are not converted to and from `short` anymore. **Future improvements** - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier already retrieves normals if they are needed anyway. - Copy normals as part of a better CoW system for attributes. - Make more areas use lazy instead of eager normal calculation. - Remove `BKE_mesh_normals_tag_dirty` in more places since that is now the default state of a new mesh. - Possibly apply a similar change to derived face corner normals. Differential Revision: https://developer.blender.org/D12770
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co[1] += (lifefac * amplit) * vert_normals[i][1];
}
if (wmd->flag & MOD_WAVE_NORM_Z) {
Refactor: Move normals out of MVert, lazy calculation As described in T91186, this commit moves mesh vertex normals into a contiguous array of float vectors in a custom data layer, how face normals are currently stored. The main interface is documented in `BKE_mesh.h`. Vertex and face normals are now calculated on-demand and cached, retrieved with an "ensure" function. Since the logical state of a mesh is now "has normals when necessary", they can be retrieved from a `const` mesh. The goal is to use on-demand calculation for all derived data, but leave room for eager calculation for performance purposes (modifier evaluation is threaded, but viewport data generation is not). **Benefits** This moves us closer to a SoA approach rather than the current AoS paradigm. Accessing a contiguous `float3` is much more efficient than retrieving data from a larger struct. The memory requirements for accessing only normals or vertex locations are smaller, and at the cost of more memory usage for just normals, they now don't have to be converted between float and short, which also simplifies code In the future, the remaining items can be removed from `MVert`, leaving only `float3`, which has similar benefits (see T93602). Removing the combination of derived and original data makes it conceptually simpler to only calculate normals when necessary. This is especially important now that we have more opportunities for temporary meshes in geometry nodes. **Performance** In addition to the theoretical future performance improvements by making `MVert == float3`, I've done some basic performance testing on this patch directly. The data is fairly rough, but it gives an idea about where things stand generally. - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms), showing that accessing just `MVert` is now more efficient. - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight change that at least shows there is no regression. - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small but observable speedup. - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms), shows that using normals in geometry nodes is faster. - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms), shows that calculating normals is slightly faster now. - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB), Normals are not saved in files, which can help with large meshes. As for memory usage, it may be slightly more in some cases, but I didn't observe any difference in the production files I tested. **Tests** Some modifiers and cycles test results need to be updated with this commit, for two reasons: - The subdivision surface modifier is not responsible for calculating normals anymore. In master, the modifier creates different normals than the result of the `Mesh` normal calculation, so this is a bug fix. - There are small differences in the results of some modifiers that use normals because they are not converted to and from `short` anymore. **Future improvements** - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier already retrieves normals if they are needed anyway. - Copy normals as part of a better CoW system for attributes. - Make more areas use lazy instead of eager normal calculation. - Remove `BKE_mesh_normals_tag_dirty` in more places since that is now the default state of a new mesh. - Possibly apply a similar change to derived face corner normals. Differential Revision: https://developer.blender.org/D12770
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co[2] += (lifefac * amplit) * vert_normals[i][2];
}
}
else {
/* move along local z axis */
co[2] += lifefac * amplit;
}
}
}
}
MEM_SAFE_FREE(tex_co);
}
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static void deformVerts(ModifierData *md,
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const ModifierEvalContext *ctx,
Mesh *mesh,
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float (*vertexCos)[3],
int verts_num)
{
WaveModifierData *wmd = (WaveModifierData *)md;
Mesh *mesh_src = nullptr;
if (wmd->flag & MOD_WAVE_NORM) {
mesh_src = MOD_deform_mesh_eval_get(ctx->object, nullptr, mesh, vertexCos, verts_num, false);
}
else if (wmd->texture != nullptr || wmd->defgrp_name[0] != '\0') {
mesh_src = MOD_deform_mesh_eval_get(ctx->object, nullptr, mesh, nullptr, verts_num, false);
}
waveModifier_do(wmd, ctx, ctx->object, mesh_src, vertexCos, verts_num);
if (!ELEM(mesh_src, nullptr, mesh)) {
BKE_id_free(nullptr, mesh_src);
}
}
static void deformVertsEM(ModifierData *md,
const ModifierEvalContext *ctx,
BMEditMesh *editData,
Mesh *mesh,
float (*vertexCos)[3],
int verts_num)
{
WaveModifierData *wmd = (WaveModifierData *)md;
Mesh *mesh_src = nullptr;
if (wmd->flag & MOD_WAVE_NORM) {
mesh_src = MOD_deform_mesh_eval_get(ctx->object, editData, mesh, vertexCos, verts_num, false);
}
else if (wmd->texture != nullptr || wmd->defgrp_name[0] != '\0') {
mesh_src = MOD_deform_mesh_eval_get(ctx->object, editData, mesh, nullptr, verts_num, false);
}
/* TODO(@ideasman42): use edit-mode data only (remove this line). */
if (mesh_src != nullptr) {
BKE_mesh_wrapper_ensure_mdata(mesh_src);
}
waveModifier_do(wmd, ctx, ctx->object, mesh_src, vertexCos, verts_num);
if (!ELEM(mesh_src, nullptr, mesh)) {
/* Important not to free `vertexCos` owned by the caller. */
EditMeshData *edit_data = mesh_src->runtime->edit_data;
if (edit_data->vertexCos == vertexCos) {
edit_data->vertexCos = nullptr;
}
BKE_id_free(nullptr, mesh_src);
}
}
static void panel_draw(const bContext * /*C*/, Panel *panel)
{
uiLayout *sub, *row, *col;
uiLayout *layout = panel->layout;
PointerRNA ob_ptr;
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, &ob_ptr);
uiLayoutSetPropSep(layout, true);
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row = uiLayoutRowWithHeading(layout, true, IFACE_("Motion"));
uiItemR(
row, ptr, "use_x", UI_ITEM_R_TOGGLE | UI_ITEM_R_FORCE_BLANK_DECORATE, nullptr, ICON_NONE);
uiItemR(
row, ptr, "use_y", UI_ITEM_R_TOGGLE | UI_ITEM_R_FORCE_BLANK_DECORATE, nullptr, ICON_NONE);
uiItemR(layout, ptr, "use_cyclic", 0, nullptr, ICON_NONE);
row = uiLayoutRowWithHeading(layout, true, IFACE_("Along Normals"));
uiItemR(row, ptr, "use_normal", 0, "", ICON_NONE);
sub = uiLayoutRow(row, true);
uiLayoutSetActive(sub, RNA_boolean_get(ptr, "use_normal"));
uiItemR(sub, ptr, "use_normal_x", UI_ITEM_R_TOGGLE, "X", ICON_NONE);
uiItemR(sub, ptr, "use_normal_y", UI_ITEM_R_TOGGLE, "Y", ICON_NONE);
uiItemR(sub, ptr, "use_normal_z", UI_ITEM_R_TOGGLE, "Z", ICON_NONE);
col = uiLayoutColumn(layout, false);
uiItemR(col, ptr, "falloff_radius", 0, IFACE_("Falloff"), ICON_NONE);
uiItemR(col, ptr, "height", UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
uiItemR(col, ptr, "width", UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
uiItemR(col, ptr, "narrowness", UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
modifier_vgroup_ui(layout, ptr, &ob_ptr, "vertex_group", "invert_vertex_group", nullptr);
modifier_panel_end(layout, ptr);
}
static void position_panel_draw(const bContext * /*C*/, Panel *panel)
{
uiLayout *col;
uiLayout *layout = panel->layout;
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, nullptr);
uiLayoutSetPropSep(layout, true);
uiItemR(layout, ptr, "start_position_object", 0, IFACE_("Object"), ICON_NONE);
col = uiLayoutColumn(layout, true);
uiItemR(col, ptr, "start_position_x", 0, IFACE_("Start Position X"), ICON_NONE);
uiItemR(col, ptr, "start_position_y", 0, "Y", ICON_NONE);
}
static void time_panel_draw(const bContext * /*C*/, Panel *panel)
{
uiLayout *col;
uiLayout *layout = panel->layout;
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, nullptr);
uiLayoutSetPropSep(layout, true);
col = uiLayoutColumn(layout, false);
uiItemR(col, ptr, "time_offset", 0, IFACE_("Offset"), ICON_NONE);
uiItemR(col, ptr, "lifetime", 0, IFACE_("Life"), ICON_NONE);
uiItemR(col, ptr, "damping_time", 0, IFACE_("Damping"), ICON_NONE);
uiItemR(col, ptr, "speed", UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
static void texture_panel_draw(const bContext *C, Panel *panel)
{
uiLayout *col;
uiLayout *layout = panel->layout;
PointerRNA ob_ptr;
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, &ob_ptr);
int texture_coords = RNA_enum_get(ptr, "texture_coords");
uiTemplateID(layout, C, ptr, "texture", "texture.new", nullptr, nullptr, 0, ICON_NONE, nullptr);
uiLayoutSetPropSep(layout, true);
col = uiLayoutColumn(layout, false);
uiItemR(col, ptr, "texture_coords", 0, IFACE_("Coordinates"), ICON_NONE);
if (texture_coords == MOD_DISP_MAP_OBJECT) {
uiItemR(col, ptr, "texture_coords_object", 0, IFACE_("Object"), ICON_NONE);
PointerRNA texture_coords_obj_ptr = RNA_pointer_get(ptr, "texture_coords_object");
if (!RNA_pointer_is_null(&texture_coords_obj_ptr) &&
(RNA_enum_get(&texture_coords_obj_ptr, "type") == OB_ARMATURE)) {
PointerRNA texture_coords_obj_data_ptr = RNA_pointer_get(&texture_coords_obj_ptr, "data");
uiItemPointerR(col,
ptr,
"texture_coords_bone",
&texture_coords_obj_data_ptr,
"bones",
IFACE_("Bone"),
ICON_NONE);
}
}
else if (texture_coords == MOD_DISP_MAP_UV && RNA_enum_get(&ob_ptr, "type") == OB_MESH) {
PointerRNA obj_data_ptr = RNA_pointer_get(&ob_ptr, "data");
uiItemPointerR(col, ptr, "uv_layer", &obj_data_ptr, "uv_layers", nullptr, ICON_NONE);
}
}
static void panelRegister(ARegionType *region_type)
{
PanelType *panel_type = modifier_panel_register(region_type, eModifierType_Wave, panel_draw);
modifier_subpanel_register(
region_type, "position", "Start Position", nullptr, position_panel_draw, panel_type);
modifier_subpanel_register(region_type, "time", "Time", nullptr, time_panel_draw, panel_type);
modifier_subpanel_register(
region_type, "texture", "Texture", nullptr, texture_panel_draw, panel_type);
}
ModifierTypeInfo modifierType_Wave = {
/*name*/ N_("Wave"),
/*structName*/ "WaveModifierData",
/*structSize*/ sizeof(WaveModifierData),
/*srna*/ &RNA_WaveModifier,
/*type*/ eModifierTypeType_OnlyDeform,
/*flags*/ eModifierTypeFlag_AcceptsCVs | eModifierTypeFlag_AcceptsVertexCosOnly |
2012-05-06 13:38:33 +00:00
eModifierTypeFlag_SupportsEditmode,
/*icon*/ ICON_MOD_WAVE,
/*copyData*/ BKE_modifier_copydata_generic,
/*deformVerts*/ deformVerts,
/*deformMatrices*/ nullptr,
/*deformVertsEM*/ deformVertsEM,
/*deformMatricesEM*/ nullptr,
/*modifyMesh*/ nullptr,
/*modifyGeometrySet*/ nullptr,
/*initData*/ initData,
/*requiredDataMask*/ requiredDataMask,
/*freeData*/ nullptr,
/*isDisabled*/ nullptr,
/*updateDepsgraph*/ updateDepsgraph,
/*dependsOnTime*/ dependsOnTime,
/*dependsOnNormals*/ dependsOnNormals,
/*foreachIDLink*/ foreachIDLink,
/*foreachTexLink*/ foreachTexLink,
/*freeRuntimeData*/ nullptr,
/*panelRegister*/ panelRegister,
/*blendWrite*/ nullptr,
/*blendRead*/ nullptr,
};