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
168 lines
5.5 KiB
C++
168 lines
5.5 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2018 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup bke
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*/
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#include <cmath>
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#include "BKE_subdiv_ccg.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
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#include "BLI_utildefines.h"
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#include "BKE_customdata.h"
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#include "BKE_mesh.hh"
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#include "BKE_subdiv.h"
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#include "MEM_guardedalloc.h"
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struct PolyCornerIndex {
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int poly_index;
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int corner;
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};
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struct GridPaintMaskData {
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// int grid_size;
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blender::Span<MPoly> polys;
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const GridPaintMask *grid_paint_mask;
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/* Indexed by ptex face index, contains polygon/corner which corresponds
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* to it.
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*
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* NOTE: For quad polygon this is an index of first corner only, since
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* there we only have one ptex.
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*/
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PolyCornerIndex *ptex_poly_corner;
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};
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static int mask_get_grid_and_coord(SubdivCCGMaskEvaluator *mask_evaluator,
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const int ptex_face_index,
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const float u,
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const float v,
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const GridPaintMask **r_mask_grid,
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float *grid_u,
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float *grid_v)
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{
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GridPaintMaskData *data = static_cast<GridPaintMaskData *>(mask_evaluator->user_data);
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const PolyCornerIndex *poly_corner = &data->ptex_poly_corner[ptex_face_index];
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const MPoly &poly = data->polys[poly_corner->poly_index];
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const int start_grid_index = poly.loopstart + poly_corner->corner;
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int corner = 0;
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if (poly.totloop == 4) {
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float corner_u, corner_v;
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corner = BKE_subdiv_rotate_quad_to_corner(u, v, &corner_u, &corner_v);
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*r_mask_grid = &data->grid_paint_mask[start_grid_index + corner];
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BKE_subdiv_ptex_face_uv_to_grid_uv(corner_u, corner_v, grid_u, grid_v);
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}
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else {
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*r_mask_grid = &data->grid_paint_mask[start_grid_index];
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BKE_subdiv_ptex_face_uv_to_grid_uv(u, v, grid_u, grid_v);
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}
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return corner;
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}
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BLI_INLINE float read_mask_grid(const GridPaintMask *mask_grid,
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const float grid_u,
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const float grid_v)
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{
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if (mask_grid->data == nullptr) {
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return 0;
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}
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const int grid_size = BKE_subdiv_grid_size_from_level(mask_grid->level);
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const int x = roundf(grid_u * (grid_size - 1));
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const int y = roundf(grid_v * (grid_size - 1));
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return mask_grid->data[y * grid_size + x];
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}
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static float eval_mask(SubdivCCGMaskEvaluator *mask_evaluator,
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const int ptex_face_index,
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const float u,
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const float v)
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{
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const GridPaintMask *mask_grid;
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float grid_u, grid_v;
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mask_get_grid_and_coord(mask_evaluator, ptex_face_index, u, v, &mask_grid, &grid_u, &grid_v);
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return read_mask_grid(mask_grid, grid_u, grid_v);
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}
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static void free_mask_data(SubdivCCGMaskEvaluator *mask_evaluator)
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{
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GridPaintMaskData *data = static_cast<GridPaintMaskData *>(mask_evaluator->user_data);
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MEM_freeN(data->ptex_poly_corner);
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MEM_freeN(data);
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}
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/* TODO(sergey): This seems to be generally used information, which almost
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* worth adding to a subdiv itself, with possible cache of the value.
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*/
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static int count_num_ptex_faces(const Mesh *mesh)
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{
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int num_ptex_faces = 0;
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const blender::Span<MPoly> polys = mesh->polys();
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for (int poly_index = 0; poly_index < mesh->totpoly; poly_index++) {
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const MPoly &poly = polys[poly_index];
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num_ptex_faces += (poly.totloop == 4) ? 1 : poly.totloop;
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}
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return num_ptex_faces;
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}
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static void mask_data_init_mapping(SubdivCCGMaskEvaluator *mask_evaluator, const Mesh *mesh)
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{
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GridPaintMaskData *data = static_cast<GridPaintMaskData *>(mask_evaluator->user_data);
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const blender::Span<MPoly> polys = mesh->polys();
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const int num_ptex_faces = count_num_ptex_faces(mesh);
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/* Allocate memory. */
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data->ptex_poly_corner = static_cast<PolyCornerIndex *>(
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MEM_malloc_arrayN(num_ptex_faces, sizeof(*data->ptex_poly_corner), __func__));
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/* Fill in offsets. */
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int ptex_face_index = 0;
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PolyCornerIndex *ptex_poly_corner = data->ptex_poly_corner;
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for (int poly_index = 0; poly_index < mesh->totpoly; poly_index++) {
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const MPoly &poly = polys[poly_index];
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if (poly.totloop == 4) {
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ptex_poly_corner[ptex_face_index].poly_index = poly_index;
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ptex_poly_corner[ptex_face_index].corner = 0;
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ptex_face_index++;
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}
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else {
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for (int corner = 0; corner < poly.totloop; corner++) {
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ptex_poly_corner[ptex_face_index].poly_index = poly_index;
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ptex_poly_corner[ptex_face_index].corner = corner;
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ptex_face_index++;
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}
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}
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}
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}
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static void mask_init_data(SubdivCCGMaskEvaluator *mask_evaluator, const Mesh *mesh)
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{
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GridPaintMaskData *data = static_cast<GridPaintMaskData *>(mask_evaluator->user_data);
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data->polys = mesh->polys();
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data->grid_paint_mask = static_cast<const GridPaintMask *>(
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CustomData_get_layer(&mesh->ldata, CD_GRID_PAINT_MASK));
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mask_data_init_mapping(mask_evaluator, mesh);
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}
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static void mask_init_functions(SubdivCCGMaskEvaluator *mask_evaluator)
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{
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mask_evaluator->eval_mask = eval_mask;
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mask_evaluator->free = free_mask_data;
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}
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bool BKE_subdiv_ccg_mask_init_from_paint(SubdivCCGMaskEvaluator *mask_evaluator, const Mesh *mesh)
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{
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if (!CustomData_get_layer(&mesh->ldata, CD_GRID_PAINT_MASK)) {
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return false;
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}
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/* Allocate all required memory. */
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mask_evaluator->user_data = MEM_callocN(sizeof(GridPaintMaskData), "mask from grid data");
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mask_init_data(mask_evaluator, mesh);
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mask_init_functions(mask_evaluator);
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return true;
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}
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