Files
test2/source/blender/blenkernel/BKE_subdiv_foreach.hh
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

158 lines
7.0 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2018 Blender Foundation. */
/** \file
* \ingroup bke
*/
#pragma once
#include "BLI_sys_types.h"
struct Mesh;
struct Subdiv;
struct SubdivForeachContext;
struct SubdivToMeshSettings;
using SubdivForeachTopologyInformationCb = bool (*)(const SubdivForeachContext *context,
int num_vertices,
int num_edges,
int num_loops,
int num_polygons,
const int *subdiv_polygon_offset);
using SubdivForeachVertexFromCornerCb = void (*)(const SubdivForeachContext *context,
void *tls,
int ptex_face_index,
float u,
float v,
int coarse_vertex_index,
int coarse_poly_index,
int coarse_corner,
int subdiv_vertex_index);
using SubdivForeachVertexFromEdgeCb = void (*)(const SubdivForeachContext *context,
void *tls,
int ptex_face_index,
float u,
float v,
int coarse_edge_index,
int coarse_poly_index,
int coarse_corner,
int subdiv_vertex_index);
using SubdivForeachVertexInnerCb = void (*)(const SubdivForeachContext *context,
void *tls,
int ptex_face_index,
float u,
float v,
int coarse_poly_index,
int coarse_corner,
int subdiv_vertex_index);
using SubdivForeachEdgeCb = void (*)(const SubdivForeachContext *context,
void *tls,
int coarse_edge_index,
int subdiv_edge_index,
bool is_loose,
int subdiv_v1,
int subdiv_v2);
using SubdivForeachLoopCb = void (*)(const SubdivForeachContext *context,
void *tls,
int ptex_face_index,
float u,
float v,
int coarse_loop_index,
int coarse_poly_index,
int coarse_corner,
int subdiv_loop_index,
int subdiv_vertex_index,
int subdiv_edge_index);
using SubdivForeachPolygonCb = void (*)(const SubdivForeachContext *context,
void *tls,
int coarse_poly_index,
int subdiv_poly_index,
int start_loop_index,
int num_loops);
using SubdivForeachLooseCb = void (*)(const SubdivForeachContext *context,
void *tls,
int coarse_vertex_index,
int subdiv_vertex_index);
using SubdivForeachVertexOfLooseEdgeCb = void (*)(const SubdivForeachContext *context,
void *tls,
int coarse_edge_index,
float u,
int subdiv_vertex_index);
struct SubdivForeachContext {
/* Is called when topology information becomes available.
* Is only called once.
*
* NOTE: If this callback returns false, the foreach loop is aborted.
*/
SubdivForeachTopologyInformationCb topology_info;
/* These callbacks are called from every ptex which shares "emitting"
* vertex or edge.
*/
SubdivForeachVertexFromCornerCb vertex_every_corner;
SubdivForeachVertexFromEdgeCb vertex_every_edge;
/* Those callbacks are run once per subdivision vertex, ptex is undefined
* as in it will be whatever first ptex face happened to be traversed in
* the multi-threaded environment and which shares "emitting" vertex or
* edge.
*/
SubdivForeachVertexFromCornerCb vertex_corner;
SubdivForeachVertexFromEdgeCb vertex_edge;
/* Called exactly once, always corresponds to a single ptex face. */
SubdivForeachVertexInnerCb vertex_inner;
/* Called once for each loose vertex. One loose coarse vertex corresponds
* to a single subdivision vertex.
*/
SubdivForeachLooseCb vertex_loose;
/* Called once per vertex created for loose edge. */
SubdivForeachVertexOfLooseEdgeCb vertex_of_loose_edge;
/* NOTE: If subdivided edge does not come from coarse edge, ORIGINDEX_NONE
* will be passed as coarse_edge_index.
*/
SubdivForeachEdgeCb edge;
/* NOTE: If subdivided loop does not come from coarse loop, ORIGINDEX_NONE
* will be passed as coarse_loop_index.
*/
SubdivForeachLoopCb loop;
SubdivForeachPolygonCb poly;
/* User-defined pointer, to allow callbacks know something about context the
* traversal is happening for.
*/
void *user_data;
/* Initial value of TLS data. */
void *user_data_tls;
/* Size of TLS data. */
size_t user_data_tls_size;
/* Function to free TLS storage. */
void (*user_data_tls_free)(void *tls);
};
/* Invokes callbacks in the order and with values which corresponds to creation
* of final subdivided mesh.
*
* Main goal is to abstract all the traversal routines to give geometry element
* indices (for vertices, edges, loops, polygons) in the same way as subdivision
* modifier will do for a dense mesh.
*
* Returns true if the whole topology was traversed, without any early exits.
*
* TODO(sergey): Need to either get rid of subdiv or of coarse_mesh.
* The main point here is to be able to get base level topology, which can be
* done with either of those. Having both of them is kind of redundant.
*/
bool BKE_subdiv_foreach_subdiv_geometry(Subdiv *subdiv,
const SubdivForeachContext *context,
const SubdivToMeshSettings *mesh_settings,
const Mesh *coarse_mesh);