Files
test2/source/blender/blenkernel/BKE_mesh.hh
Hans Goudey 1dc57a89e9 Mesh: Move functions to C++ header
Refactoring mesh code, it has become clear that local cleanups and
simplifications are limited by the need to keep a C public API for
mesh functions. This change makes code more obvious and makes further
refactoring much easier.

- Add a new `BKE_mesh.hh` header for a C++ only mesh API
- Introduce a new `blender::bke::mesh` namespace, documented here:
  https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces
- Move some functions to the new namespace, cleaning up their arguments
- Move code to `Array` and `float3` where necessary to use the new API
- Define existing inline mesh data access functions to the new header
- Keep some C API functions where necessary because of RNA
- Move all C++ files to use the new header, which includes the old one

In the future it may make sense to split up `BKE_mesh.hh` more, but for
now keeping the same name as the existing header keeps things simple.

Pull Request: https://projects.blender.org/blender/blender/pulls/105416
2023-03-12 22:29:15 +01:00

212 lines
7.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later. */
#pragma once
/** \file
* \ingroup bke
*/
#include "BKE_mesh.h"
namespace blender::bke::mesh {
/* -------------------------------------------------------------------- */
/** \name Polygon Data Evaluation
* \{ */
/** Calculate the up direction for the polygon, depending on its winding direction. */
float3 poly_normal_calc(Span<float3> vert_positions, Span<MLoop> poly_loops);
/**
* Calculate tessellation into #MLoopTri which exist only for this purpose.
*/
void looptris_calc(Span<float3> vert_positions,
Span<MPoly> polys,
Span<MLoop> loops,
MutableSpan<MLoopTri> looptris);
/**
* A version of #looptris_calc which takes pre-calculated polygon normals
* (used to avoid having to calculate the face normal for NGON tessellation).
*
* \note Only use this function if normals have already been calculated, there is no need
* to calculate normals just to use this function.
*/
void looptris_calc_with_normals(Span<float3> vert_positions,
Span<MPoly> polys,
Span<MLoop> loops,
Span<float3> poly_normals,
MutableSpan<MLoopTri> looptris);
/** Calculate the average position of the vertices in the polygon. */
float3 poly_center_calc(Span<float3> vert_positions, Span<MLoop> poly_loops);
/** Calculate the surface area of the polygon described by the indexed vertices. */
float poly_area_calc(Span<float3> vert_positions, Span<MLoop> poly_loops);
/** Calculate the angles at each of the polygons's corners. */
void poly_angles_calc(Span<float3> vert_positions,
Span<MLoop> poly_loops,
MutableSpan<float> angles);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Medium-Level Normals Calculation
* \{ */
/**
* Calculate face normals directly into a result array.
*
* \note Usually #Mesh::poly_normals() is the preferred way to access face normals,
* since they may already be calculated and cached on the mesh.
*/
void normals_calc_polys(Span<float3> vert_positions,
Span<MPoly> polys,
Span<MLoop> loops,
MutableSpan<float3> poly_normals);
/**
* Calculate face and vertex normals directly into result arrays.
*
* \note Usually #Mesh::vert_normals() is the preferred way to access vertex normals,
* since they may already be calculated and cached on the mesh.
*/
void normals_calc_poly_vert(Span<float3> vert_positions,
Span<MPoly> polys,
Span<MLoop> loops,
MutableSpan<float3> poly_normals,
MutableSpan<float3> vert_normals);
/**
* Compute split normals, i.e. vertex normals associated with each poly (hence 'loop normals').
* Useful to materialize sharp edges (or non-smooth faces) without actually modifying the geometry
* (splitting edges).
*
* \param loop_to_poly_map: Optional pre-created map from loops to their polygon.
* \param sharp_edges: Optional array of sharp edge tags, used to split the evaluated normals on
* each side of the edge.
*/
void normals_calc_loop(Span<float3> vert_positions,
Span<MEdge> edges,
Span<MPoly> polys,
Span<MLoop> loops,
Span<int> loop_to_poly_map,
Span<float3> vert_normals,
Span<float3> poly_normals,
const bool *sharp_edges,
const bool *sharp_faces,
bool use_split_normals,
float split_angle,
short (*clnors_data)[2],
MLoopNorSpaceArray *r_lnors_spacearr,
MutableSpan<float3> r_loop_normals);
void normals_loop_custom_set(Span<float3> vert_positions,
Span<MEdge> edges,
Span<MPoly> polys,
Span<MLoop> loops,
Span<float3> vert_normals,
Span<float3> poly_normals,
const bool *sharp_faces,
MutableSpan<bool> sharp_edges,
MutableSpan<float3> r_custom_loop_normals,
short (*r_clnors_data)[2]);
void normals_loop_custom_set_from_verts(Span<float3> vert_positions,
Span<MEdge> edges,
Span<MPoly> polys,
Span<MLoop> loops,
Span<float3> vert_normals,
Span<float3> poly_normals,
const bool *sharp_faces,
MutableSpan<bool> sharp_edges,
MutableSpan<float3> r_custom_vert_normals,
short (*r_clnors_data)[2]);
/**
* Define sharp edges as needed to mimic 'autosmooth' from angle threshold.
*
* Used when defining an empty custom loop normals data layer,
* to keep same shading as with auto-smooth!
*
* \param sharp_faces: Optional array used to mark specific faces for sharp shading.
*/
void edges_sharp_from_angle_set(Span<MPoly> polys,
Span<MLoop> loops,
Span<float3> poly_normals,
const bool *sharp_faces,
const float split_angle,
MutableSpan<bool> sharp_edges);
} // namespace blender::bke::mesh
/** \} */
/* -------------------------------------------------------------------- */
/** \name Inline Mesh Data Access
* \{ */
inline blender::Span<blender::float3> Mesh::vert_positions() const
{
return {reinterpret_cast<const blender::float3 *>(BKE_mesh_vert_positions(this)), this->totvert};
}
inline blender::MutableSpan<blender::float3> Mesh::vert_positions_for_write()
{
return {reinterpret_cast<blender::float3 *>(BKE_mesh_vert_positions_for_write(this)),
this->totvert};
}
inline blender::Span<MEdge> Mesh::edges() const
{
return {BKE_mesh_edges(this), this->totedge};
}
inline blender::MutableSpan<MEdge> Mesh::edges_for_write()
{
return {BKE_mesh_edges_for_write(this), this->totedge};
}
inline blender::Span<MPoly> Mesh::polys() const
{
return {BKE_mesh_polys(this), this->totpoly};
}
inline blender::MutableSpan<MPoly> Mesh::polys_for_write()
{
return {BKE_mesh_polys_for_write(this), this->totpoly};
}
inline blender::Span<MLoop> Mesh::loops() const
{
return {BKE_mesh_loops(this), this->totloop};
}
inline blender::MutableSpan<MLoop> Mesh::loops_for_write()
{
return {BKE_mesh_loops_for_write(this), this->totloop};
}
inline blender::Span<MDeformVert> Mesh::deform_verts() const
{
const MDeformVert *dverts = BKE_mesh_deform_verts(this);
if (!dverts) {
return {};
}
return {dverts, this->totvert};
}
inline blender::MutableSpan<MDeformVert> Mesh::deform_verts_for_write()
{
return {BKE_mesh_deform_verts_for_write(this), this->totvert};
}
inline blender::Span<blender::float3> Mesh::poly_normals() const
{
return {reinterpret_cast<const blender::float3 *>(BKE_mesh_poly_normals_ensure(this)),
this->totpoly};
}
inline blender::Span<blender::float3> Mesh::vert_normals() const
{
return {reinterpret_cast<const blender::float3 *>(BKE_mesh_vert_normals_ensure(this)),
this->totvert};
}
/** \} */