Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
133 lines
4.4 KiB
C
133 lines
4.4 KiB
C
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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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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* The \link edmesh EDBM module \endlink is for editmode bmesh stuff.
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* In contrast, this module is for code shared with blenkernel that's
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* only concerned with low level operations on the #BMEditMesh structure.
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*/
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#include "DNA_customdata_types.h"
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#include "bmesh.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct BMLoop;
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struct BMPartialUpdate;
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struct BMesh;
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struct BMeshCalcTessellation_Params;
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struct BoundBox;
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struct Depsgraph;
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struct Mesh;
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struct Object;
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struct Scene;
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/**
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* This structure is used for mesh edit-mode.
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*
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* Through this, you get access to both the edit #BMesh, its tessellation,
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* and various data that doesn't belong in the #BMesh struct itself
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* (mostly related to mesh evaluation).
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*
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* The entire modifier system works with this structure, and not #BMesh.
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* #Mesh.edit_bmesh stores a pointer to this structure. */
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typedef struct BMEditMesh {
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struct BMesh *bm;
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/**
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* Face triangulation (tessellation) is stored as triplets of three loops,
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* which each define a triangle.
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*
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* \see #MLoopTri as the documentation gives useful hints that apply to this data too.
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*/
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struct BMLoop *(*looptris)[3];
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int tottri;
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/** Selection mode (#SCE_SELECT_VERTEX, #SCE_SELECT_EDGE & #SCE_SELECT_FACE). */
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short selectmode;
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/** The active material (assigned to newly created faces). */
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short mat_nr;
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/** Temp variables for x-mirror editing (-1 when the layer does not exist). */
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int mirror_cdlayer;
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/**
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* Enable for evaluated copies, causes the edit-mesh to free the memory, not its contents.
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*/
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char is_shallow_copy;
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/**
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* ID data is older than edit-mode data.
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* Set #Main.is_memfile_undo_flush_needed when enabling.
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*/
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char needs_flush_to_id;
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} BMEditMesh;
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/* editmesh.cc */
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void BKE_editmesh_looptri_calc_ex(BMEditMesh *em,
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const struct BMeshCalcTessellation_Params *params);
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void BKE_editmesh_looptri_calc(BMEditMesh *em);
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void BKE_editmesh_looptri_calc_with_partial_ex(BMEditMesh *em,
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struct BMPartialUpdate *bmpinfo,
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const struct BMeshCalcTessellation_Params *params);
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void BKE_editmesh_looptri_calc_with_partial(BMEditMesh *em, struct BMPartialUpdate *bmpinfo);
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void BKE_editmesh_looptri_and_normals_calc_with_partial(BMEditMesh *em,
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struct BMPartialUpdate *bmpinfo);
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/**
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* Performing the face normal calculation at the same time as tessellation
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* gives a reasonable performance boost (approx ~20% faster).
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*/
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void BKE_editmesh_looptri_and_normals_calc(BMEditMesh *em);
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/**
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* \note The caller is responsible for ensuring triangulation data,
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* typically by calling #BKE_editmesh_looptri_calc.
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*/
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BMEditMesh *BKE_editmesh_create(BMesh *bm);
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BMEditMesh *BKE_editmesh_copy(BMEditMesh *em);
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/**
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* \brief Return the #BMEditMesh for a given object
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*
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* \note this function assumes this is a mesh object,
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* don't add NULL data check here. caller must do that
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*/
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BMEditMesh *BKE_editmesh_from_object(struct Object *ob);
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/**
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* \note Does not free the #BMEditMesh struct itself.
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*/
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void BKE_editmesh_free_data(BMEditMesh *em);
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float (*BKE_editmesh_vert_coords_alloc(struct Depsgraph *depsgraph,
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struct BMEditMesh *em,
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struct Scene *scene,
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struct Object *ob,
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int *r_vert_len))[3];
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float (*BKE_editmesh_vert_coords_alloc_orco(BMEditMesh *em, int *r_vert_len))[3];
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const float (*BKE_editmesh_vert_coords_when_deformed(struct Depsgraph *depsgraph,
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struct BMEditMesh *em,
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struct Scene *scene,
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struct Object *obedit,
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int *r_vert_len,
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bool *r_is_alloc))[3];
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void BKE_editmesh_lnorspace_update(BMEditMesh *em, struct Mesh *me);
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/**
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* If auto-smooth not already set, set it.
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*/
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void BKE_editmesh_ensure_autosmooth(BMEditMesh *em, struct Mesh *me);
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struct BoundBox *BKE_editmesh_cage_boundbox_get(struct Object *object, BMEditMesh *em);
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#ifdef __cplusplus
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}
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#endif
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