Implements #95966, as the final step of #95965. This commit changes the storage of mesh edge vertex indices from the `MEdge` type to the generic `int2` attribute type. This follows the general design for geometry and the attribute system, where the data storage type and the usage semantics are separated. The main benefit of the change is reduced memory usage-- the requirements of storing mesh edges is reduced by 1/3. For example, this saves 8MB on a 1 million vertex grid. This also gives performance benefits to any memory-bound mesh processing algorithm that uses edges. Another benefit is that all of the edge's vertex indices are contiguous. In a few cases, it's helpful to process all of them as `Span<int>` rather than `Span<int2>`. Similarly, the type is more likely to match a generic format used by a library, or code that shouldn't know about specific Blender `Mesh` types. Various Notes: - The `.edge_verts` name is used to reflect a mapping between domains, similar to `.corner_verts`, etc. The period means that it the data shouldn't change arbitrarily by the user or procedural operations. - `edge[0]` is now used instead of `edge.v1` - Signed integers are used instead of unsigned to reduce the mixing of signed-ness, which can be error prone. - All of the previously used core mesh data types (`MVert`, `MEdge`, `MLoop`, `MPoly` are now deprecated. Only generic types are used). - The `vec2i` DNA type is used in the few C files where necessary. Pull Request: https://projects.blender.org/blender/blender/pulls/106638
373 lines
10 KiB
C++
373 lines
10 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2005 Blender Foundation */
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/** \file
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* \ingroup bke
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*/
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#include "atomic_ops.h"
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#include "MEM_guardedalloc.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_object_types.h"
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#include "BLI_math_geom.h"
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#include "BLI_task.hh"
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#include "BLI_timeit.hh"
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#include "BKE_bvhutils.h"
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#include "BKE_editmesh_cache.h"
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#include "BKE_lib_id.h"
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#include "BKE_mesh.hh"
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#include "BKE_mesh_runtime.h"
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#include "BKE_shrinkwrap.h"
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#include "BKE_subdiv_ccg.h"
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using blender::float3;
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using blender::MutableSpan;
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using blender::Span;
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/* -------------------------------------------------------------------- */
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/** \name Mesh Runtime Struct Utils
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* \{ */
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namespace blender::bke {
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static void edit_data_reset(EditMeshData &edit_data)
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{
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MEM_SAFE_FREE(edit_data.polyCos);
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MEM_SAFE_FREE(edit_data.polyNos);
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MEM_SAFE_FREE(edit_data.vertexCos);
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MEM_SAFE_FREE(edit_data.vertexNos);
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}
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static void free_edit_data(MeshRuntime &mesh_runtime)
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{
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if (mesh_runtime.edit_data) {
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edit_data_reset(*mesh_runtime.edit_data);
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MEM_freeN(mesh_runtime.edit_data);
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mesh_runtime.edit_data = nullptr;
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}
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}
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static void free_mesh_eval(MeshRuntime &mesh_runtime)
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{
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if (mesh_runtime.mesh_eval != nullptr) {
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mesh_runtime.mesh_eval->edit_mesh = nullptr;
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BKE_id_free(nullptr, mesh_runtime.mesh_eval);
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mesh_runtime.mesh_eval = nullptr;
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}
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}
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static void free_subdiv_ccg(MeshRuntime &mesh_runtime)
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{
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/* TODO(sergey): Does this really belong here? */
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if (mesh_runtime.subdiv_ccg != nullptr) {
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BKE_subdiv_ccg_destroy(mesh_runtime.subdiv_ccg);
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mesh_runtime.subdiv_ccg = nullptr;
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}
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}
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static void free_bvh_cache(MeshRuntime &mesh_runtime)
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{
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if (mesh_runtime.bvh_cache) {
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bvhcache_free(mesh_runtime.bvh_cache);
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mesh_runtime.bvh_cache = nullptr;
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}
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}
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static void reset_normals(MeshRuntime &mesh_runtime)
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{
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mesh_runtime.vert_normals.clear_and_shrink();
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mesh_runtime.poly_normals.clear_and_shrink();
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mesh_runtime.vert_normals_dirty = true;
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mesh_runtime.poly_normals_dirty = true;
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}
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static void free_batch_cache(MeshRuntime &mesh_runtime)
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{
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if (mesh_runtime.batch_cache) {
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BKE_mesh_batch_cache_free(mesh_runtime.batch_cache);
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mesh_runtime.batch_cache = nullptr;
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}
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}
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MeshRuntime::~MeshRuntime()
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{
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free_mesh_eval(*this);
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free_subdiv_ccg(*this);
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free_bvh_cache(*this);
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free_edit_data(*this);
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free_batch_cache(*this);
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if (this->shrinkwrap_data) {
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BKE_shrinkwrap_boundary_data_free(this->shrinkwrap_data);
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}
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}
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} // namespace blender::bke
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const blender::bke::LooseEdgeCache &Mesh::loose_edges() const
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{
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using namespace blender::bke;
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this->runtime->loose_edges_cache.ensure([&](LooseEdgeCache &r_data) {
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blender::BitVector<> &loose_edges = r_data.is_loose_bits;
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loose_edges.resize(0);
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loose_edges.resize(this->totedge, true);
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int count = this->totedge;
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for (const int edge : this->corner_edges()) {
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if (loose_edges[edge]) {
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loose_edges[edge].reset();
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count--;
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}
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}
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if (count == 0) {
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loose_edges.clear_and_shrink();
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}
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r_data.count = count;
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});
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return this->runtime->loose_edges_cache.data();
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}
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void Mesh::loose_edges_tag_none() const
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{
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using namespace blender::bke;
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this->runtime->loose_edges_cache.ensure([&](LooseEdgeCache &r_data) {
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r_data.is_loose_bits.clear_and_shrink();
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r_data.count = 0;
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});
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}
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blender::Span<MLoopTri> Mesh::looptris() const
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{
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this->runtime->looptris_cache.ensure([&](blender::Array<MLoopTri> &r_data) {
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const Span<float3> positions = this->vert_positions();
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const blender::OffsetIndices polys = this->polys();
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const Span<int> corner_verts = this->corner_verts();
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r_data.reinitialize(poly_to_tri_count(polys.size(), corner_verts.size()));
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if (BKE_mesh_poly_normals_are_dirty(this)) {
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blender::bke::mesh::looptris_calc(positions, polys, corner_verts, r_data);
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}
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else {
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blender::bke::mesh::looptris_calc_with_normals(
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positions, polys, corner_verts, this->poly_normals(), r_data);
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}
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});
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return this->runtime->looptris_cache.data();
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}
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int BKE_mesh_runtime_looptri_len(const Mesh *mesh)
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{
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/* Allow returning the size without calculating the cache. */
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return poly_to_tri_count(mesh->totpoly, mesh->totloop);
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}
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const MLoopTri *BKE_mesh_runtime_looptri_ensure(const Mesh *mesh)
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{
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return mesh->looptris().data();
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}
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void BKE_mesh_runtime_verttri_from_looptri(MVertTri *r_verttri,
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const int *corner_verts,
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const MLoopTri *looptri,
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int looptri_num)
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{
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for (int i = 0; i < looptri_num; i++) {
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r_verttri[i].tri[0] = corner_verts[looptri[i].tri[0]];
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r_verttri[i].tri[1] = corner_verts[looptri[i].tri[1]];
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r_verttri[i].tri[2] = corner_verts[looptri[i].tri[2]];
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}
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}
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bool BKE_mesh_runtime_ensure_edit_data(struct Mesh *mesh)
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{
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if (mesh->runtime->edit_data != nullptr) {
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return false;
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}
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mesh->runtime->edit_data = MEM_cnew<EditMeshData>(__func__);
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return true;
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}
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void BKE_mesh_runtime_reset_edit_data(Mesh *mesh)
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{
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using namespace blender::bke;
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if (EditMeshData *edit_data = mesh->runtime->edit_data) {
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edit_data_reset(*edit_data);
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}
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}
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void BKE_mesh_runtime_clear_cache(Mesh *mesh)
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{
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using namespace blender::bke;
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free_mesh_eval(*mesh->runtime);
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free_batch_cache(*mesh->runtime);
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free_edit_data(*mesh->runtime);
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BKE_mesh_runtime_clear_geometry(mesh);
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}
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void BKE_mesh_runtime_clear_geometry(Mesh *mesh)
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{
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/* Tagging shared caches dirty will free the allocated data if there is only one user. */
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free_bvh_cache(*mesh->runtime);
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reset_normals(*mesh->runtime);
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free_subdiv_ccg(*mesh->runtime);
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mesh->runtime->bounds_cache.tag_dirty();
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mesh->runtime->loose_edges_cache.tag_dirty();
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mesh->runtime->looptris_cache.tag_dirty();
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mesh->runtime->subsurf_face_dot_tags.clear_and_shrink();
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mesh->runtime->subsurf_optimal_display_edges.clear_and_shrink();
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if (mesh->runtime->shrinkwrap_data) {
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BKE_shrinkwrap_boundary_data_free(mesh->runtime->shrinkwrap_data);
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mesh->runtime->shrinkwrap_data = nullptr;
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}
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}
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void BKE_mesh_tag_edges_split(struct Mesh *mesh)
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{
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/* Triangulation didn't change because vertex positions and loop vertex indices didn't change.
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* Face normals didn't change either, but tag those anyway, since there is no API function to
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* only tag vertex normals dirty. */
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free_bvh_cache(*mesh->runtime);
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reset_normals(*mesh->runtime);
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free_subdiv_ccg(*mesh->runtime);
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mesh->runtime->loose_edges_cache.tag_dirty();
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mesh->runtime->subsurf_face_dot_tags.clear_and_shrink();
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mesh->runtime->subsurf_optimal_display_edges.clear_and_shrink();
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if (mesh->runtime->shrinkwrap_data) {
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BKE_shrinkwrap_boundary_data_free(mesh->runtime->shrinkwrap_data);
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mesh->runtime->shrinkwrap_data = nullptr;
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}
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}
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void BKE_mesh_tag_face_winding_changed(Mesh *mesh)
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{
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mesh->runtime->vert_normals_dirty = true;
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mesh->runtime->poly_normals_dirty = true;
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}
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void BKE_mesh_tag_positions_changed(Mesh *mesh)
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{
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mesh->runtime->vert_normals_dirty = true;
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mesh->runtime->poly_normals_dirty = true;
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free_bvh_cache(*mesh->runtime);
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mesh->runtime->looptris_cache.tag_dirty();
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mesh->runtime->bounds_cache.tag_dirty();
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}
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void BKE_mesh_tag_positions_changed_uniformly(Mesh *mesh)
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{
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/* The normals and triangulation didn't change, since all verts moved by the same amount. */
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free_bvh_cache(*mesh->runtime);
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mesh->runtime->bounds_cache.tag_dirty();
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}
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void BKE_mesh_tag_topology_changed(struct Mesh *mesh)
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{
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BKE_mesh_runtime_clear_geometry(mesh);
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}
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bool BKE_mesh_is_deformed_only(const Mesh *mesh)
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{
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return mesh->runtime->deformed_only;
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}
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eMeshWrapperType BKE_mesh_wrapper_type(const struct Mesh *mesh)
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{
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return mesh->runtime->wrapper_type;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Mesh Batch Cache Callbacks
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* \{ */
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/* Draw Engine */
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void (*BKE_mesh_batch_cache_dirty_tag_cb)(Mesh *me, eMeshBatchDirtyMode mode) = nullptr;
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void (*BKE_mesh_batch_cache_free_cb)(void *batch_cache) = nullptr;
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void BKE_mesh_batch_cache_dirty_tag(Mesh *me, eMeshBatchDirtyMode mode)
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{
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if (me->runtime->batch_cache) {
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BKE_mesh_batch_cache_dirty_tag_cb(me, mode);
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}
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}
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void BKE_mesh_batch_cache_free(void *batch_cache)
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{
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BKE_mesh_batch_cache_free_cb(batch_cache);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Mesh Runtime Validation
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* \{ */
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#ifndef NDEBUG
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bool BKE_mesh_runtime_is_valid(Mesh *me_eval)
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{
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const bool do_verbose = true;
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const bool do_fixes = false;
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bool is_valid = true;
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bool changed = true;
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if (do_verbose) {
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printf("MESH: %s\n", me_eval->id.name + 2);
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}
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MutableSpan<float3> positions = me_eval->vert_positions_for_write();
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MutableSpan<blender::int2> edges = me_eval->edges_for_write();
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MutableSpan<int> poly_offsets = me_eval->poly_offsets_for_write();
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MutableSpan<int> corner_verts = me_eval->corner_verts_for_write();
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MutableSpan<int> corner_edges = me_eval->corner_edges_for_write();
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is_valid &= BKE_mesh_validate_all_customdata(
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&me_eval->vdata,
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me_eval->totvert,
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&me_eval->edata,
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me_eval->totedge,
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&me_eval->ldata,
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me_eval->totloop,
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&me_eval->pdata,
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me_eval->totpoly,
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false, /* setting mask here isn't useful, gives false positives */
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do_verbose,
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do_fixes,
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&changed);
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is_valid &= BKE_mesh_validate_arrays(me_eval,
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reinterpret_cast<float(*)[3]>(positions.data()),
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positions.size(),
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edges.data(),
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edges.size(),
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static_cast<MFace *>(CustomData_get_layer_for_write(
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&me_eval->fdata, CD_MFACE, me_eval->totface)),
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me_eval->totface,
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corner_verts.data(),
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corner_edges.data(),
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corner_verts.size(),
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poly_offsets.data(),
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me_eval->totpoly,
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me_eval->deform_verts_for_write().data(),
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do_verbose,
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do_fixes,
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&changed);
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BLI_assert(changed == false);
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return is_valid;
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}
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#endif /* NDEBUG */
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/** \} */
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