Files
test2/source/blender/blenkernel/BKE_ccg.hh
2024-06-02 20:36:33 -04:00

117 lines
3.3 KiB
C++

/* SPDX-FileCopyrightText: 2012 by Nicholas Bishop. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_assert.h"
#include "BLI_math_vector_types.hh"
struct CCGSubSurf;
/* Each CCGElem is CCGSubSurf's representation of a subdivided
* vertex. All CCGElems in a particular CCGSubSurf have the same
* layout, but the layout can vary from one CCGSubSurf to another. For
* this reason, CCGElem is presented as an opaque pointer, and
* elements should always be accompanied by a CCGKey, which provides
* the necessary offsets to access components of a CCGElem.
*/
struct CCGElem;
struct CCGKey {
int level;
/* number of bytes in each element (one float per layer, plus
* three floats for normals if enabled) */
int elem_size;
/* number of elements along each side of grid */
int grid_size;
/* number of elements in the grid (grid size squared) */
int grid_area;
/* number of bytes in each grid (grid_area * elem_size) */
int grid_bytes;
/* currently always the last three floats, unless normals are
* disabled */
int normal_offset;
/* offset in bytes of mask value; only valid if 'has_mask' is
* true */
int mask_offset;
int has_normals;
int has_mask;
};
/* initialize 'key' at the specified level */
void CCG_key(CCGKey *key, const CCGSubSurf *ss, int level);
void CCG_key_top_level(CCGKey *key, const CCGSubSurf *ss);
inline blender::float3 &CCG_elem_co(const CCGKey & /*key*/, CCGElem *elem)
{
return *reinterpret_cast<blender::float3 *>(elem);
}
inline blender::float3 &CCG_elem_no(const CCGKey &key, CCGElem *elem)
{
BLI_assert(key.has_normals);
return *reinterpret_cast<blender::float3 *>(reinterpret_cast<char *>(elem) + key.normal_offset);
}
inline float &CCG_elem_mask(const CCGKey &key, CCGElem *elem)
{
BLI_assert(key.has_mask);
return *reinterpret_cast<float *>(reinterpret_cast<char *>(elem) + (key.mask_offset));
}
inline CCGElem *CCG_elem_offset(const CCGKey &key, CCGElem *elem, int offset)
{
return reinterpret_cast<CCGElem *>((reinterpret_cast<char *>(elem)) + key.elem_size * offset);
}
inline CCGElem *CCG_grid_elem(const CCGKey &key, CCGElem *elem, int x, int y)
{
// BLI_assert(x < key.grid_size && y < key.grid_size);
return CCG_elem_offset(key, elem, (y * key.grid_size + x));
}
inline blender::float3 &CCG_grid_elem_co(const CCGKey &key, CCGElem *elem, int x, int y)
{
return CCG_elem_co(key, CCG_grid_elem(key, elem, x, y));
}
inline blender::float3 &CCG_grid_elem_no(const CCGKey &key, CCGElem *elem, int x, int y)
{
return CCG_elem_no(key, CCG_grid_elem(key, elem, x, y));
}
inline float &CCG_grid_elem_mask(const CCGKey &key, CCGElem *elem, int x, int y)
{
return CCG_elem_mask(key, CCG_grid_elem(key, elem, x, y));
}
inline blender::float3 &CCG_elem_offset_co(const CCGKey &key, CCGElem *elem, int offset)
{
return CCG_elem_co(key, CCG_elem_offset(key, elem, offset));
}
inline blender::float3 &CCG_elem_offset_no(const CCGKey &key, CCGElem *elem, int offset)
{
return CCG_elem_no(key, CCG_elem_offset(key, elem, offset));
}
inline float &CCG_elem_offset_mask(const CCGKey &key, CCGElem *elem, int offset)
{
return CCG_elem_mask(key, CCG_elem_offset(key, elem, offset));
}
inline CCGElem *CCG_elem_next(const CCGKey &key, CCGElem *elem)
{
return CCG_elem_offset(key, elem, 1);
}