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

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup modifiers
*/
#include <cstring>
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "DNA_defaults.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "BKE_context.hh"
#include "BKE_mesh.hh"
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#include "BKE_modifier.hh"
#include "BKE_screen.hh"
#include "UI_interface.hh"
#include "UI_resources.hh"
#include "RNA_access.hh"
#include "RNA_prototypes.h"
#include "bmesh.hh"
#include "bmesh_tools.hh"
#include "MOD_modifiertypes.hh"
#include "MOD_ui_common.hh"
static Mesh *triangulate_mesh(Mesh *mesh,
const int quad_method,
const int ngon_method,
const int min_vertices,
const int flag)
{
Mesh *result;
BMesh *bm;
CustomData_MeshMasks cd_mask_extra{};
cd_mask_extra.vmask = CD_MASK_ORIGINDEX;
cd_mask_extra.emask = CD_MASK_ORIGINDEX;
cd_mask_extra.pmask = CD_MASK_ORIGINDEX;
bool keep_clnors = (flag & MOD_TRIANGULATE_KEEP_CUSTOMLOOP_NORMALS) != 0;
if (keep_clnors) {
void *data = CustomData_add_layer(
&mesh->corner_data, CD_NORMAL, CD_CONSTRUCT, mesh->corners_num);
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
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memcpy(data, mesh->corner_normals().data(), mesh->corner_normals().size_in_bytes());
cd_mask_extra.lmask |= CD_MASK_NORMAL;
}
BMeshCreateParams bmesh_create_params{};
BMeshFromMeshParams bmesh_from_mesh_params{};
bmesh_from_mesh_params.calc_face_normal = true;
bmesh_from_mesh_params.calc_vert_normal = false;
bmesh_from_mesh_params.cd_mask_extra = cd_mask_extra;
bm = BKE_mesh_to_bmesh_ex(mesh, &bmesh_create_params, &bmesh_from_mesh_params);
BM_mesh_triangulate(
bm, quad_method, ngon_method, min_vertices, false, nullptr, nullptr, nullptr);
result = BKE_mesh_from_bmesh_for_eval_nomain(bm, &cd_mask_extra, mesh);
BM_mesh_free(bm);
if (keep_clnors) {
float(*corner_normals)[3] = static_cast<float(*)[3]>(
CustomData_get_layer_for_write(&result->corner_data, CD_NORMAL, result->corners_num));
BKE_mesh_set_custom_normals(result, corner_normals);
CustomData_free_layers(&result->corner_data, CD_NORMAL, result->corners_num);
}
return result;
}
static void init_data(ModifierData *md)
{
TriangulateModifierData *tmd = (TriangulateModifierData *)md;
BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(tmd, modifier));
MEMCPY_STRUCT_AFTER(tmd, DNA_struct_default_get(TriangulateModifierData), modifier);
/* Enable in editmode by default */
md->mode |= eModifierMode_Editmode;
}
static Mesh *modify_mesh(ModifierData *md, const ModifierEvalContext * /*ctx*/, Mesh *mesh)
{
TriangulateModifierData *tmd = (TriangulateModifierData *)md;
Mesh *result;
if (!(result = triangulate_mesh(
mesh, tmd->quad_method, tmd->ngon_method, tmd->min_vertices, tmd->flag)))
{
return mesh;
}
return result;
}
static void panel_draw(const bContext * /*C*/, Panel *panel)
{
uiLayout *layout = panel->layout;
PointerRNA ob_ptr;
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, &ob_ptr);
uiLayoutSetPropSep(layout, true);
uiItemR(layout, ptr, "quad_method", UI_ITEM_NONE, nullptr, ICON_NONE);
uiItemR(layout, ptr, "ngon_method", UI_ITEM_NONE, nullptr, ICON_NONE);
uiItemR(layout, ptr, "min_vertices", UI_ITEM_NONE, nullptr, ICON_NONE);
uiItemR(layout, ptr, "keep_custom_normals", UI_ITEM_NONE, nullptr, ICON_NONE);
modifier_panel_end(layout, ptr);
}
static void panel_register(ARegionType *region_type)
{
modifier_panel_register(region_type, eModifierType_Triangulate, panel_draw);
}
ModifierTypeInfo modifierType_Triangulate = {
/*idname*/ "Triangulate",
/*name*/ N_("Triangulate"),
/*struct_name*/ "TriangulateModifierData",
/*struct_size*/ sizeof(TriangulateModifierData),
/*srna*/ &RNA_TriangulateModifier,
/*type*/ ModifierTypeType::Constructive,
/*flags*/ eModifierTypeFlag_AcceptsMesh | eModifierTypeFlag_SupportsEditmode |
eModifierTypeFlag_SupportsMapping | eModifierTypeFlag_EnableInEditmode |
eModifierTypeFlag_AcceptsCVs,
/*icon*/ ICON_MOD_TRIANGULATE,
/*copy_data*/ BKE_modifier_copydata_generic,
/*deform_verts*/ nullptr,
/*deform_matrices*/ nullptr,
/*deform_verts_EM*/ nullptr,
/*deform_matrices_EM*/ nullptr,
/*modify_mesh*/ modify_mesh,
/*modify_geometry_set*/ nullptr,
/*init_data*/ init_data,
/*required_data_mask*/ nullptr, // required_data_mask,
/*free_data*/ nullptr,
/*is_disabled*/ nullptr,
/*update_depsgraph*/ nullptr,
/*depends_on_time*/ nullptr,
/*depends_on_normals*/ nullptr,
/*foreach_ID_link*/ nullptr,
/*foreach_tex_link*/ nullptr,
/*free_runtime_data*/ nullptr,
/*panel_register*/ panel_register,
/*blend_write*/ nullptr,
/*blend_read*/ nullptr,
/*foreach_cache*/ nullptr,
};