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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2006-11-20 07:28:02 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2006-11-20 07:28:02 +0300 |
commit | e435fbc3c5a00e5b63c1cd2609ab6828187660d3 (patch) | |
tree | 3f1da9c51451dee55a203cd001d37f8774d2582f /source/blender/blenkernel/BKE_mesh.h | |
parent | 0a7c43c6e5fc7d5d75a4645eca1164cede2d03a6 (diff) |
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
Diffstat (limited to 'source/blender/blenkernel/BKE_mesh.h')
-rw-r--r-- | source/blender/blenkernel/BKE_mesh.h | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/source/blender/blenkernel/BKE_mesh.h b/source/blender/blenkernel/BKE_mesh.h index e8d9dbe0681..f7cbe5810f6 100644 --- a/source/blender/blenkernel/BKE_mesh.h +++ b/source/blender/blenkernel/BKE_mesh.h @@ -45,8 +45,9 @@ struct MFace; struct MVert; struct MCol; struct Object; -struct TFace; +struct MTFace; struct VecNor; +struct CustomData; #ifdef __cplusplus extern "C" { @@ -56,23 +57,21 @@ void unlink_mesh(struct Mesh *me); void free_mesh(struct Mesh *me); struct Mesh *add_mesh(void); struct Mesh *copy_mesh(struct Mesh *me); +void mesh_update_customdata_pointers(struct Mesh *me); void make_local_tface(struct Mesh *me); void make_local_mesh(struct Mesh *me); void boundbox_mesh(struct Mesh *me, float *loc, float *size); void tex_space_mesh(struct Mesh *me); float *mesh_create_orco_render(struct Object *ob); float *mesh_create_orco(struct Object *ob); -void test_index_face(struct MFace *mface, struct MCol *mc, struct TFace *tface, int nr); +void test_index_face(struct MFace *mface, struct CustomData *mfdata, int mfindex, int nr); struct Mesh *get_mesh(struct Object *ob); void set_mesh(struct Object *ob, struct Mesh *me); void mball_to_mesh(struct ListBase *lb, struct Mesh *me); void nurbs_to_mesh(struct Object *ob); -void mcol_to_tface(struct Mesh *me, int freedata); -struct MCol *tface_to_mcol_p(struct TFace *tface, int totface); -void tface_to_mcol(struct Mesh *me); void free_dverts(struct MDeformVert *dvert, int totvert); void copy_dverts(struct MDeformVert *dst, struct MDeformVert *src, int totvert); /* __NLA */ -int update_realtime_texture(struct TFace *tface, double time); +int update_realtime_texture(struct MTFace *tface, double time); void mesh_delete_material_index(struct Mesh *me, int index); void mesh_set_smooth_flag(struct Object *meshOb, int enableSmooth); @@ -103,7 +102,7 @@ typedef struct UvMapVert { unsigned char tfindex, separate; } UvMapVert; -UvVertMap *make_uv_vert_map(struct MFace *mface, struct TFace *tface, unsigned int totface, unsigned int totvert, int selected, float *limit); +UvVertMap *make_uv_vert_map(struct MFace *mface, struct MTFace *tface, unsigned int totface, unsigned int totvert, int selected, float *limit); UvMapVert *get_uv_map_vert(UvVertMap *vmap, unsigned int v); void free_uv_vert_map(UvVertMap *vmap); |