This function replaced the evaluated mesh with a new one with the given custom data type mask. That doesn't work in general anymore for a few reasons: the increased dependence on named attributes (a opposed to custom data types), and the "all or nothing" approach to reevaluating the depsgraph. Other objects might depend on the object's evaluated geometry, so it shouldn't just be replaced. Pushed a bit further, this could give nice simplifications to mesh modifier evaluation. There are two breaking changes, `bmesh_from_object` and BVH tree `FromObject` require the source object to have a proper evaluated mesh now. If this causes a regression, it's likely that the object is missing an update tag when a mode is entered that requires extra evaluated data. Pull Request: https://projects.blender.org/blender/blender/pulls/106186
110 lines
4.2 KiB
C
110 lines
4.2 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
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#pragma once
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/** \file
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* \ingroup bke
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*
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* This file contains access functions for the Mesh.runtime struct.
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*/
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#include "BKE_mesh_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct CustomData_MeshMasks;
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struct Depsgraph;
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struct KeyBlock;
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struct MLoopTri;
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struct MVertTri;
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struct Mesh;
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struct Object;
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struct Scene;
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/** Return the number of derived triangles (looptris). */
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int BKE_mesh_runtime_looptri_len(const struct Mesh *mesh);
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/**
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* Return mesh triangulation data, calculated lazily when necessary.
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* See #MLoopTri for further description of mesh triangulation.
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*
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* \note Prefer #Mesh::looptris() in C++ code.
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*/
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const struct MLoopTri *BKE_mesh_runtime_looptri_ensure(const struct Mesh *mesh);
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const int *BKE_mesh_runtime_looptri_polys_ensure(const struct Mesh *mesh);
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bool BKE_mesh_runtime_ensure_edit_data(struct Mesh *mesh);
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void BKE_mesh_runtime_reset_edit_data(struct Mesh *mesh);
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/**
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* Clear and free any derived caches associated with the mesh geometry data. Examples include BVH
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* caches, normals, triangulation, etc. This should be called when replacing a mesh's geometry
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* directly or making other large changes to topology. It does not need to be called on new meshes.
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*
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* For "smaller" changes to meshes like updating positions, consider calling a more specific update
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* function like #BKE_mesh_tag_positions_changed.
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*
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* Also note that some derived caches like #CD_NORMAL and #CD_TANGENT are stored directly in
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* #CustomData.
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*/
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void BKE_mesh_runtime_clear_geometry(struct Mesh *mesh);
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/**
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* Similar to #BKE_mesh_runtime_clear_geometry, but subtly different in that it also clears
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* data-block level features like evaluated data-blocks and edit mode data. They will be
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* functionally the same in most cases, but prefer this function if unsure, since it clears
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* more data.
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*/
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void BKE_mesh_runtime_clear_cache(struct Mesh *mesh);
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/**
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* Convert triangles encoded as face corner indices to triangles encoded as vertex indices.
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*/
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void BKE_mesh_runtime_verttri_from_looptri(struct MVertTri *r_verttri,
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const int *corner_verts,
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const struct MLoopTri *looptri,
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int looptri_num);
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/** \note Only used for access in C. */
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bool BKE_mesh_is_deformed_only(const struct Mesh *mesh);
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/** \note Only used for access in C. */
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eMeshWrapperType BKE_mesh_wrapper_type(const struct Mesh *mesh);
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/* NOTE: the functions below are defined in DerivedMesh.cc, and are intended to be moved
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* to a more suitable location when that file is removed.
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* They should also be renamed to use conventions from BKE, not old DerivedMesh.cc.
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* For now keep the names similar to avoid confusion. */
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struct Mesh *mesh_get_eval_deform(struct Depsgraph *depsgraph,
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const struct Scene *scene,
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struct Object *ob,
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const struct CustomData_MeshMasks *dataMask);
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struct Mesh *mesh_create_eval_final(struct Depsgraph *depsgraph,
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const struct Scene *scene,
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struct Object *ob,
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const struct CustomData_MeshMasks *dataMask);
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struct Mesh *mesh_create_eval_no_deform(struct Depsgraph *depsgraph,
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const struct Scene *scene,
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struct Object *ob,
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const struct CustomData_MeshMasks *dataMask);
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struct Mesh *mesh_create_eval_no_deform_render(struct Depsgraph *depsgraph,
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const struct Scene *scene,
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struct Object *ob,
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const struct CustomData_MeshMasks *dataMask);
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void BKE_mesh_runtime_eval_to_meshkey(struct Mesh *me_deformed,
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struct Mesh *me,
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struct KeyBlock *kb);
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#ifndef NDEBUG
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bool BKE_mesh_runtime_is_valid(struct Mesh *me_eval);
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#endif /* NDEBUG */
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#ifdef __cplusplus
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}
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#endif
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