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Diffstat (limited to 'intern/cycles/blender/mesh.cpp')
-rw-r--r--intern/cycles/blender/mesh.cpp1302
1 files changed, 1302 insertions, 0 deletions
diff --git a/intern/cycles/blender/mesh.cpp b/intern/cycles/blender/mesh.cpp
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+++ b/intern/cycles/blender/mesh.cpp
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+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "blender/session.h"
+#include "blender/sync.h"
+#include "blender/util.h"
+
+#include "scene/camera.h"
+#include "scene/colorspace.h"
+#include "scene/mesh.h"
+#include "scene/object.h"
+#include "scene/scene.h"
+
+#include "subd/patch.h"
+#include "subd/split.h"
+
+#include "util/algorithm.h"
+#include "util/color.h"
+#include "util/disjoint_set.h"
+#include "util/foreach.h"
+#include "util/hash.h"
+#include "util/log.h"
+#include "util/math.h"
+
+#include "mikktspace.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Tangent Space */
+
+struct MikkUserData {
+ MikkUserData(const BL::Mesh &b_mesh,
+ const char *layer_name,
+ const Mesh *mesh,
+ float3 *tangent,
+ float *tangent_sign)
+ : mesh(mesh), texface(NULL), orco(NULL), tangent(tangent), tangent_sign(tangent_sign)
+ {
+ const AttributeSet &attributes = (mesh->get_num_subd_faces()) ? mesh->subd_attributes :
+ mesh->attributes;
+
+ Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
+ vertex_normal = attr_vN->data_float3();
+
+ if (layer_name == NULL) {
+ Attribute *attr_orco = attributes.find(ATTR_STD_GENERATED);
+
+ if (attr_orco) {
+ orco = attr_orco->data_float3();
+ mesh_texture_space(*(BL::Mesh *)&b_mesh, orco_loc, orco_size);
+ }
+ }
+ else {
+ Attribute *attr_uv = attributes.find(ustring(layer_name));
+ if (attr_uv != NULL) {
+ texface = attr_uv->data_float2();
+ }
+ }
+ }
+
+ const Mesh *mesh;
+ int num_faces;
+
+ float3 *vertex_normal;
+ float2 *texface;
+ float3 *orco;
+ float3 orco_loc, orco_size;
+
+ float3 *tangent;
+ float *tangent_sign;
+};
+
+static int mikk_get_num_faces(const SMikkTSpaceContext *context)
+{
+ const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
+ if (userdata->mesh->get_num_subd_faces()) {
+ return userdata->mesh->get_num_subd_faces();
+ }
+ else {
+ return userdata->mesh->num_triangles();
+ }
+}
+
+static int mikk_get_num_verts_of_face(const SMikkTSpaceContext *context, const int face_num)
+{
+ const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
+ if (userdata->mesh->get_num_subd_faces()) {
+ const Mesh *mesh = userdata->mesh;
+ return mesh->get_subd_num_corners()[face_num];
+ }
+ else {
+ return 3;
+ }
+}
+
+static int mikk_vertex_index(const Mesh *mesh, const int face_num, const int vert_num)
+{
+ if (mesh->get_num_subd_faces()) {
+ const Mesh::SubdFace &face = mesh->get_subd_face(face_num);
+ return mesh->get_subd_face_corners()[face.start_corner + vert_num];
+ }
+ else {
+ return mesh->get_triangles()[face_num * 3 + vert_num];
+ }
+}
+
+static int mikk_corner_index(const Mesh *mesh, const int face_num, const int vert_num)
+{
+ if (mesh->get_num_subd_faces()) {
+ const Mesh::SubdFace &face = mesh->get_subd_face(face_num);
+ return face.start_corner + vert_num;
+ }
+ else {
+ return face_num * 3 + vert_num;
+ }
+}
+
+static void mikk_get_position(const SMikkTSpaceContext *context,
+ float P[3],
+ const int face_num,
+ const int vert_num)
+{
+ const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
+ const Mesh *mesh = userdata->mesh;
+ const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num);
+ const float3 vP = mesh->get_verts()[vertex_index];
+ P[0] = vP.x;
+ P[1] = vP.y;
+ P[2] = vP.z;
+}
+
+static void mikk_get_texture_coordinate(const SMikkTSpaceContext *context,
+ float uv[2],
+ const int face_num,
+ const int vert_num)
+{
+ const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
+ const Mesh *mesh = userdata->mesh;
+ if (userdata->texface != NULL) {
+ const int corner_index = mikk_corner_index(mesh, face_num, vert_num);
+ float2 tfuv = userdata->texface[corner_index];
+ uv[0] = tfuv.x;
+ uv[1] = tfuv.y;
+ }
+ else if (userdata->orco != NULL) {
+ const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num);
+ const float3 orco_loc = userdata->orco_loc;
+ const float3 orco_size = userdata->orco_size;
+ const float3 orco = (userdata->orco[vertex_index] + orco_loc) / orco_size;
+
+ const float2 tmp = map_to_sphere(orco);
+ uv[0] = tmp.x;
+ uv[1] = tmp.y;
+ }
+ else {
+ uv[0] = 0.0f;
+ uv[1] = 0.0f;
+ }
+}
+
+static void mikk_get_normal(const SMikkTSpaceContext *context,
+ float N[3],
+ const int face_num,
+ const int vert_num)
+{
+ const MikkUserData *userdata = (const MikkUserData *)context->m_pUserData;
+ const Mesh *mesh = userdata->mesh;
+ float3 vN;
+ if (mesh->get_num_subd_faces()) {
+ const Mesh::SubdFace &face = mesh->get_subd_face(face_num);
+ if (face.smooth) {
+ const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num);
+ vN = userdata->vertex_normal[vertex_index];
+ }
+ else {
+ vN = face.normal(mesh);
+ }
+ }
+ else {
+ if (mesh->get_smooth()[face_num]) {
+ const int vertex_index = mikk_vertex_index(mesh, face_num, vert_num);
+ vN = userdata->vertex_normal[vertex_index];
+ }
+ else {
+ const Mesh::Triangle tri = mesh->get_triangle(face_num);
+ vN = tri.compute_normal(&mesh->get_verts()[0]);
+ }
+ }
+ N[0] = vN.x;
+ N[1] = vN.y;
+ N[2] = vN.z;
+}
+
+static void mikk_set_tangent_space(const SMikkTSpaceContext *context,
+ const float T[],
+ const float sign,
+ const int face_num,
+ const int vert_num)
+{
+ MikkUserData *userdata = (MikkUserData *)context->m_pUserData;
+ const Mesh *mesh = userdata->mesh;
+ const int corner_index = mikk_corner_index(mesh, face_num, vert_num);
+ userdata->tangent[corner_index] = make_float3(T[0], T[1], T[2]);
+ if (userdata->tangent_sign != NULL) {
+ userdata->tangent_sign[corner_index] = sign;
+ }
+}
+
+static void mikk_compute_tangents(
+ const BL::Mesh &b_mesh, const char *layer_name, Mesh *mesh, bool need_sign, bool active_render)
+{
+ /* Create tangent attributes. */
+ AttributeSet &attributes = (mesh->get_num_subd_faces()) ? mesh->subd_attributes :
+ mesh->attributes;
+ Attribute *attr;
+ ustring name;
+ if (layer_name != NULL) {
+ name = ustring((string(layer_name) + ".tangent").c_str());
+ }
+ else {
+ name = ustring("orco.tangent");
+ }
+ if (active_render) {
+ attr = attributes.add(ATTR_STD_UV_TANGENT, name);
+ }
+ else {
+ attr = attributes.add(name, TypeDesc::TypeVector, ATTR_ELEMENT_CORNER);
+ }
+ float3 *tangent = attr->data_float3();
+ /* Create bitangent sign attribute. */
+ float *tangent_sign = NULL;
+ if (need_sign) {
+ Attribute *attr_sign;
+ ustring name_sign;
+ if (layer_name != NULL) {
+ name_sign = ustring((string(layer_name) + ".tangent_sign").c_str());
+ }
+ else {
+ name_sign = ustring("orco.tangent_sign");
+ }
+
+ if (active_render) {
+ attr_sign = attributes.add(ATTR_STD_UV_TANGENT_SIGN, name_sign);
+ }
+ else {
+ attr_sign = attributes.add(name_sign, TypeDesc::TypeFloat, ATTR_ELEMENT_CORNER);
+ }
+ tangent_sign = attr_sign->data_float();
+ }
+ /* Setup userdata. */
+ MikkUserData userdata(b_mesh, layer_name, mesh, tangent, tangent_sign);
+ /* Setup interface. */
+ SMikkTSpaceInterface sm_interface;
+ memset(&sm_interface, 0, sizeof(sm_interface));
+ sm_interface.m_getNumFaces = mikk_get_num_faces;
+ sm_interface.m_getNumVerticesOfFace = mikk_get_num_verts_of_face;
+ sm_interface.m_getPosition = mikk_get_position;
+ sm_interface.m_getTexCoord = mikk_get_texture_coordinate;
+ sm_interface.m_getNormal = mikk_get_normal;
+ sm_interface.m_setTSpaceBasic = mikk_set_tangent_space;
+ /* Setup context. */
+ SMikkTSpaceContext context;
+ memset(&context, 0, sizeof(context));
+ context.m_pUserData = &userdata;
+ context.m_pInterface = &sm_interface;
+ /* Compute tangents. */
+ genTangSpaceDefault(&context);
+}
+
+/* Create sculpt vertex color attributes. */
+static void attr_create_sculpt_vertex_color(Scene *scene,
+ Mesh *mesh,
+ BL::Mesh &b_mesh,
+ bool subdivision)
+{
+ for (BL::MeshVertColorLayer &l : b_mesh.sculpt_vertex_colors) {
+ const bool active_render = l.active_render();
+ AttributeStandard vcol_std = (active_render) ? ATTR_STD_VERTEX_COLOR : ATTR_STD_NONE;
+ ustring vcol_name = ustring(l.name().c_str());
+
+ const bool need_vcol = mesh->need_attribute(scene, vcol_name) ||
+ mesh->need_attribute(scene, vcol_std);
+
+ if (!need_vcol) {
+ continue;
+ }
+
+ AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes;
+ Attribute *vcol_attr = attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_VERTEX);
+ vcol_attr->std = vcol_std;
+
+ float4 *cdata = vcol_attr->data_float4();
+ int numverts = b_mesh.vertices.length();
+
+ for (int i = 0; i < numverts; i++) {
+ *(cdata++) = get_float4(l.data[i].color());
+ }
+ }
+}
+
+template<typename TypeInCycles, typename GetValueAtIndex>
+static void fill_generic_attribute(BL::Mesh &b_mesh,
+ TypeInCycles *data,
+ const AttributeElement element,
+ const GetValueAtIndex &get_value_at_index)
+{
+ switch (element) {
+ case ATTR_ELEMENT_CORNER: {
+ for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
+ const int index = t.index() * 3;
+ BL::Array<int, 3> loops = t.loops();
+ data[index] = get_value_at_index(loops[0]);
+ data[index + 1] = get_value_at_index(loops[1]);
+ data[index + 2] = get_value_at_index(loops[2]);
+ }
+ break;
+ }
+ case ATTR_ELEMENT_VERTEX: {
+ const int num_verts = b_mesh.vertices.length();
+ for (int i = 0; i < num_verts; i++) {
+ data[i] = get_value_at_index(i);
+ }
+ break;
+ }
+ case ATTR_ELEMENT_FACE: {
+ for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
+ data[t.index()] = get_value_at_index(t.polygon_index());
+ }
+ break;
+ }
+ default: {
+ assert(false);
+ break;
+ }
+ }
+}
+
+static void attr_create_motion(Mesh *mesh, BL::Attribute &b_attribute, const float motion_scale)
+{
+ if (!(b_attribute.domain() == BL::Attribute::domain_POINT) &&
+ (b_attribute.data_type() == BL::Attribute::data_type_FLOAT_VECTOR)) {
+ return;
+ }
+
+ BL::FloatVectorAttribute b_vector_attribute(b_attribute);
+ const int numverts = mesh->get_verts().size();
+
+ /* Find or add attribute */
+ float3 *P = &mesh->get_verts()[0];
+ Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+
+ if (!attr_mP) {
+ attr_mP = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
+ }
+
+ /* Only export previous and next frame, we don't have any in between data. */
+ float motion_times[2] = {-1.0f, 1.0f};
+ for (int step = 0; step < 2; step++) {
+ const float relative_time = motion_times[step] * 0.5f * motion_scale;
+ float3 *mP = attr_mP->data_float3() + step * numverts;
+
+ for (int i = 0; i < numverts; i++) {
+ mP[i] = P[i] + get_float3(b_vector_attribute.data[i].vector()) * relative_time;
+ }
+ }
+}
+
+static void attr_create_generic(Scene *scene,
+ Mesh *mesh,
+ BL::Mesh &b_mesh,
+ const bool subdivision,
+ const bool need_motion,
+ const float motion_scale)
+{
+ if (subdivision) {
+ /* TODO: Handle subdivision correctly. */
+ return;
+ }
+ AttributeSet &attributes = mesh->attributes;
+ static const ustring u_velocity("velocity");
+
+ for (BL::Attribute &b_attribute : b_mesh.attributes) {
+ const ustring name{b_attribute.name().c_str()};
+
+ if (need_motion && name == u_velocity) {
+ attr_create_motion(mesh, b_attribute, motion_scale);
+ }
+
+ if (!mesh->need_attribute(scene, name)) {
+ continue;
+ }
+ if (attributes.find(name)) {
+ continue;
+ }
+
+ const BL::Attribute::domain_enum b_domain = b_attribute.domain();
+ const BL::Attribute::data_type_enum b_data_type = b_attribute.data_type();
+
+ AttributeElement element = ATTR_ELEMENT_NONE;
+ switch (b_domain) {
+ case BL::Attribute::domain_CORNER:
+ element = ATTR_ELEMENT_CORNER;
+ break;
+ case BL::Attribute::domain_POINT:
+ element = ATTR_ELEMENT_VERTEX;
+ break;
+ case BL::Attribute::domain_FACE:
+ element = ATTR_ELEMENT_FACE;
+ break;
+ default:
+ break;
+ }
+ if (element == ATTR_ELEMENT_NONE) {
+ /* Not supported. */
+ continue;
+ }
+ switch (b_data_type) {
+ case BL::Attribute::data_type_FLOAT: {
+ BL::FloatAttribute b_float_attribute{b_attribute};
+ Attribute *attr = attributes.add(name, TypeFloat, element);
+ float *data = attr->data_float();
+ fill_generic_attribute(
+ b_mesh, data, element, [&](int i) { return b_float_attribute.data[i].value(); });
+ break;
+ }
+ case BL::Attribute::data_type_BOOLEAN: {
+ BL::BoolAttribute b_bool_attribute{b_attribute};
+ Attribute *attr = attributes.add(name, TypeFloat, element);
+ float *data = attr->data_float();
+ fill_generic_attribute(
+ b_mesh, data, element, [&](int i) { return (float)b_bool_attribute.data[i].value(); });
+ break;
+ }
+ case BL::Attribute::data_type_INT: {
+ BL::IntAttribute b_int_attribute{b_attribute};
+ Attribute *attr = attributes.add(name, TypeFloat, element);
+ float *data = attr->data_float();
+ fill_generic_attribute(
+ b_mesh, data, element, [&](int i) { return (float)b_int_attribute.data[i].value(); });
+ break;
+ }
+ case BL::Attribute::data_type_FLOAT_VECTOR: {
+ BL::FloatVectorAttribute b_vector_attribute{b_attribute};
+ Attribute *attr = attributes.add(name, TypeVector, element);
+ float3 *data = attr->data_float3();
+ fill_generic_attribute(b_mesh, data, element, [&](int i) {
+ BL::Array<float, 3> v = b_vector_attribute.data[i].vector();
+ return make_float3(v[0], v[1], v[2]);
+ });
+ break;
+ }
+ case BL::Attribute::data_type_FLOAT_COLOR: {
+ BL::FloatColorAttribute b_color_attribute{b_attribute};
+ Attribute *attr = attributes.add(name, TypeRGBA, element);
+ float4 *data = attr->data_float4();
+ fill_generic_attribute(b_mesh, data, element, [&](int i) {
+ BL::Array<float, 4> v = b_color_attribute.data[i].color();
+ return make_float4(v[0], v[1], v[2], v[3]);
+ });
+ break;
+ }
+ case BL::Attribute::data_type_FLOAT2: {
+ BL::Float2Attribute b_float2_attribute{b_attribute};
+ Attribute *attr = attributes.add(name, TypeFloat2, element);
+ float2 *data = attr->data_float2();
+ fill_generic_attribute(b_mesh, data, element, [&](int i) {
+ BL::Array<float, 2> v = b_float2_attribute.data[i].vector();
+ return make_float2(v[0], v[1]);
+ });
+ break;
+ }
+ default:
+ /* Not supported. */
+ break;
+ }
+ }
+}
+
+/* Create vertex color attributes. */
+static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivision)
+{
+ for (BL::MeshLoopColorLayer &l : b_mesh.vertex_colors) {
+ const bool active_render = l.active_render();
+ AttributeStandard vcol_std = (active_render) ? ATTR_STD_VERTEX_COLOR : ATTR_STD_NONE;
+ ustring vcol_name = ustring(l.name().c_str());
+
+ const bool need_vcol = mesh->need_attribute(scene, vcol_name) ||
+ mesh->need_attribute(scene, vcol_std);
+
+ if (!need_vcol) {
+ continue;
+ }
+
+ Attribute *vcol_attr = NULL;
+
+ if (subdivision) {
+ if (active_render) {
+ vcol_attr = mesh->subd_attributes.add(vcol_std, vcol_name);
+ }
+ else {
+ vcol_attr = mesh->subd_attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
+ }
+
+ uchar4 *cdata = vcol_attr->data_uchar4();
+
+ for (BL::MeshPolygon &p : b_mesh.polygons) {
+ int n = p.loop_total();
+ for (int i = 0; i < n; i++) {
+ float4 color = get_float4(l.data[p.loop_start() + i].color());
+ /* Compress/encode vertex color using the sRGB curve. */
+ *(cdata++) = color_float4_to_uchar4(color);
+ }
+ }
+ }
+ else {
+ if (active_render) {
+ vcol_attr = mesh->attributes.add(vcol_std, vcol_name);
+ }
+ else {
+ vcol_attr = mesh->attributes.add(vcol_name, TypeRGBA, ATTR_ELEMENT_CORNER_BYTE);
+ }
+
+ uchar4 *cdata = vcol_attr->data_uchar4();
+
+ for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
+ int3 li = get_int3(t.loops());
+ float4 c1 = get_float4(l.data[li[0]].color());
+ float4 c2 = get_float4(l.data[li[1]].color());
+ float4 c3 = get_float4(l.data[li[2]].color());
+
+ /* Compress/encode vertex color using the sRGB curve. */
+ cdata[0] = color_float4_to_uchar4(c1);
+ cdata[1] = color_float4_to_uchar4(c2);
+ cdata[2] = color_float4_to_uchar4(c3);
+
+ cdata += 3;
+ }
+ }
+ }
+}
+
+/* Create uv map attributes. */
+static void attr_create_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh)
+{
+ if (b_mesh.uv_layers.length() != 0) {
+ for (BL::MeshUVLoopLayer &l : b_mesh.uv_layers) {
+ const bool active_render = l.active_render();
+ AttributeStandard uv_std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE;
+ ustring uv_name = ustring(l.name().c_str());
+ AttributeStandard tangent_std = (active_render) ? ATTR_STD_UV_TANGENT : ATTR_STD_NONE;
+ ustring tangent_name = ustring((string(l.name().c_str()) + ".tangent").c_str());
+
+ /* Denotes whether UV map was requested directly. */
+ const bool need_uv = mesh->need_attribute(scene, uv_name) ||
+ mesh->need_attribute(scene, uv_std);
+ /* Denotes whether tangent was requested directly. */
+ const bool need_tangent = mesh->need_attribute(scene, tangent_name) ||
+ (active_render && mesh->need_attribute(scene, tangent_std));
+
+ /* UV map */
+ /* NOTE: We create temporary UV layer if its needed for tangent but
+ * wasn't requested by other nodes in shaders.
+ */
+ Attribute *uv_attr = NULL;
+ if (need_uv || need_tangent) {
+ if (active_render) {
+ uv_attr = mesh->attributes.add(uv_std, uv_name);
+ }
+ else {
+ uv_attr = mesh->attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER);
+ }
+
+ float2 *fdata = uv_attr->data_float2();
+
+ for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
+ int3 li = get_int3(t.loops());
+ fdata[0] = get_float2(l.data[li[0]].uv());
+ fdata[1] = get_float2(l.data[li[1]].uv());
+ fdata[2] = get_float2(l.data[li[2]].uv());
+ fdata += 3;
+ }
+ }
+
+ /* UV tangent */
+ if (need_tangent) {
+ AttributeStandard sign_std = (active_render) ? ATTR_STD_UV_TANGENT_SIGN : ATTR_STD_NONE;
+ ustring sign_name = ustring((string(l.name().c_str()) + ".tangent_sign").c_str());
+ bool need_sign = (mesh->need_attribute(scene, sign_name) ||
+ mesh->need_attribute(scene, sign_std));
+ mikk_compute_tangents(b_mesh, l.name().c_str(), mesh, need_sign, active_render);
+ }
+ /* Remove temporarily created UV attribute. */
+ if (!need_uv && uv_attr != NULL) {
+ mesh->attributes.remove(uv_attr);
+ }
+ }
+ }
+ else if (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) {
+ bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN);
+ mikk_compute_tangents(b_mesh, NULL, mesh, need_sign, true);
+ if (!mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
+ mesh->attributes.remove(ATTR_STD_GENERATED);
+ }
+ }
+}
+
+static void attr_create_subd_uv_map(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivide_uvs)
+{
+ if (b_mesh.uv_layers.length() != 0) {
+ BL::Mesh::uv_layers_iterator l;
+ int i = 0;
+
+ for (b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, ++i) {
+ bool active_render = l->active_render();
+ AttributeStandard uv_std = (active_render) ? ATTR_STD_UV : ATTR_STD_NONE;
+ ustring uv_name = ustring(l->name().c_str());
+ AttributeStandard tangent_std = (active_render) ? ATTR_STD_UV_TANGENT : ATTR_STD_NONE;
+ ustring tangent_name = ustring((string(l->name().c_str()) + ".tangent").c_str());
+
+ /* Denotes whether UV map was requested directly. */
+ const bool need_uv = mesh->need_attribute(scene, uv_name) ||
+ mesh->need_attribute(scene, uv_std);
+ /* Denotes whether tangent was requested directly. */
+ const bool need_tangent = mesh->need_attribute(scene, tangent_name) ||
+ (active_render && mesh->need_attribute(scene, tangent_std));
+
+ Attribute *uv_attr = NULL;
+
+ /* UV map */
+ if (need_uv || need_tangent) {
+ if (active_render)
+ uv_attr = mesh->subd_attributes.add(uv_std, uv_name);
+ else
+ uv_attr = mesh->subd_attributes.add(uv_name, TypeFloat2, ATTR_ELEMENT_CORNER);
+
+ if (subdivide_uvs) {
+ uv_attr->flags |= ATTR_SUBDIVIDED;
+ }
+
+ float2 *fdata = uv_attr->data_float2();
+
+ for (BL::MeshPolygon &p : b_mesh.polygons) {
+ int n = p.loop_total();
+ for (int j = 0; j < n; j++) {
+ *(fdata++) = get_float2(l->data[p.loop_start() + j].uv());
+ }
+ }
+ }
+
+ /* UV tangent */
+ if (need_tangent) {
+ AttributeStandard sign_std = (active_render) ? ATTR_STD_UV_TANGENT_SIGN : ATTR_STD_NONE;
+ ustring sign_name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
+ bool need_sign = (mesh->need_attribute(scene, sign_name) ||
+ mesh->need_attribute(scene, sign_std));
+ mikk_compute_tangents(b_mesh, l->name().c_str(), mesh, need_sign, active_render);
+ }
+ /* Remove temporarily created UV attribute. */
+ if (!need_uv && uv_attr != NULL) {
+ mesh->subd_attributes.remove(uv_attr);
+ }
+ }
+ }
+ else if (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)) {
+ bool need_sign = mesh->need_attribute(scene, ATTR_STD_UV_TANGENT_SIGN);
+ mikk_compute_tangents(b_mesh, NULL, mesh, need_sign, true);
+ if (!mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
+ mesh->subd_attributes.remove(ATTR_STD_GENERATED);
+ }
+ }
+}
+
+/* Create vertex pointiness attributes. */
+
+/* Compare vertices by sum of their coordinates. */
+class VertexAverageComparator {
+ public:
+ VertexAverageComparator(const array<float3> &verts) : verts_(verts)
+ {
+ }
+
+ bool operator()(const int &vert_idx_a, const int &vert_idx_b)
+ {
+ const float3 &vert_a = verts_[vert_idx_a];
+ const float3 &vert_b = verts_[vert_idx_b];
+ if (vert_a == vert_b) {
+ /* Special case for doubles, so we ensure ordering. */
+ return vert_idx_a > vert_idx_b;
+ }
+ const float x1 = vert_a.x + vert_a.y + vert_a.z;
+ const float x2 = vert_b.x + vert_b.y + vert_b.z;
+ return x1 < x2;
+ }
+
+ protected:
+ const array<float3> &verts_;
+};
+
+static void attr_create_pointiness(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, bool subdivision)
+{
+ if (!mesh->need_attribute(scene, ATTR_STD_POINTINESS)) {
+ return;
+ }
+ const int num_verts = b_mesh.vertices.length();
+ if (num_verts == 0) {
+ return;
+ }
+ /* STEP 1: Find out duplicated vertices and point duplicates to a single
+ * original vertex.
+ */
+ vector<int> sorted_vert_indeices(num_verts);
+ for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
+ sorted_vert_indeices[vert_index] = vert_index;
+ }
+ VertexAverageComparator compare(mesh->get_verts());
+ sort(sorted_vert_indeices.begin(), sorted_vert_indeices.end(), compare);
+ /* This array stores index of the original vertex for the given vertex
+ * index.
+ */
+ vector<int> vert_orig_index(num_verts);
+ for (int sorted_vert_index = 0; sorted_vert_index < num_verts; ++sorted_vert_index) {
+ const int vert_index = sorted_vert_indeices[sorted_vert_index];
+ const float3 &vert_co = mesh->get_verts()[vert_index];
+ bool found = false;
+ for (int other_sorted_vert_index = sorted_vert_index + 1; other_sorted_vert_index < num_verts;
+ ++other_sorted_vert_index) {
+ const int other_vert_index = sorted_vert_indeices[other_sorted_vert_index];
+ const float3 &other_vert_co = mesh->get_verts()[other_vert_index];
+ /* We are too far away now, we wouldn't have duplicate. */
+ if ((other_vert_co.x + other_vert_co.y + other_vert_co.z) -
+ (vert_co.x + vert_co.y + vert_co.z) >
+ 3 * FLT_EPSILON) {
+ break;
+ }
+ /* Found duplicate. */
+ if (len_squared(other_vert_co - vert_co) < FLT_EPSILON) {
+ found = true;
+ vert_orig_index[vert_index] = other_vert_index;
+ break;
+ }
+ }
+ if (!found) {
+ vert_orig_index[vert_index] = vert_index;
+ }
+ }
+ /* Make sure we always points to the very first orig vertex. */
+ for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
+ int orig_index = vert_orig_index[vert_index];
+ while (orig_index != vert_orig_index[orig_index]) {
+ orig_index = vert_orig_index[orig_index];
+ }
+ vert_orig_index[vert_index] = orig_index;
+ }
+ sorted_vert_indeices.free_memory();
+ /* STEP 2: Calculate vertex normals taking into account their possible
+ * duplicates which gets "welded" together.
+ */
+ vector<float3> vert_normal(num_verts, zero_float3());
+ /* First we accumulate all vertex normals in the original index. */
+ for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
+ const float3 normal = get_float3(b_mesh.vertices[vert_index].normal());
+ const int orig_index = vert_orig_index[vert_index];
+ vert_normal[orig_index] += normal;
+ }
+ /* Then we normalize the accumulated result and flush it to all duplicates
+ * as well.
+ */
+ for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
+ const int orig_index = vert_orig_index[vert_index];
+ vert_normal[vert_index] = normalize(vert_normal[orig_index]);
+ }
+ /* STEP 3: Calculate pointiness using single ring neighborhood. */
+ vector<int> counter(num_verts, 0);
+ vector<float> raw_data(num_verts, 0.0f);
+ vector<float3> edge_accum(num_verts, zero_float3());
+ BL::Mesh::edges_iterator e;
+ EdgeMap visited_edges;
+ int edge_index = 0;
+ memset(&counter[0], 0, sizeof(int) * counter.size());
+ for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++edge_index) {
+ const int v0 = vert_orig_index[b_mesh.edges[edge_index].vertices()[0]],
+ v1 = vert_orig_index[b_mesh.edges[edge_index].vertices()[1]];
+ if (visited_edges.exists(v0, v1)) {
+ continue;
+ }
+ visited_edges.insert(v0, v1);
+ float3 co0 = get_float3(b_mesh.vertices[v0].co()), co1 = get_float3(b_mesh.vertices[v1].co());
+ float3 edge = normalize(co1 - co0);
+ edge_accum[v0] += edge;
+ edge_accum[v1] += -edge;
+ ++counter[v0];
+ ++counter[v1];
+ }
+ for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
+ const int orig_index = vert_orig_index[vert_index];
+ if (orig_index != vert_index) {
+ /* Skip duplicates, they'll be overwritten later on. */
+ continue;
+ }
+ if (counter[vert_index] > 0) {
+ const float3 normal = vert_normal[vert_index];
+ const float angle = safe_acosf(dot(normal, edge_accum[vert_index] / counter[vert_index]));
+ raw_data[vert_index] = angle * M_1_PI_F;
+ }
+ else {
+ raw_data[vert_index] = 0.0f;
+ }
+ }
+ /* STEP 3: Blur vertices to approximate 2 ring neighborhood. */
+ AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes;
+ Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
+ float *data = attr->data_float();
+ memcpy(data, &raw_data[0], sizeof(float) * raw_data.size());
+ memset(&counter[0], 0, sizeof(int) * counter.size());
+ edge_index = 0;
+ visited_edges.clear();
+ for (b_mesh.edges.begin(e); e != b_mesh.edges.end(); ++e, ++edge_index) {
+ const int v0 = vert_orig_index[b_mesh.edges[edge_index].vertices()[0]],
+ v1 = vert_orig_index[b_mesh.edges[edge_index].vertices()[1]];
+ if (visited_edges.exists(v0, v1)) {
+ continue;
+ }
+ visited_edges.insert(v0, v1);
+ data[v0] += raw_data[v1];
+ data[v1] += raw_data[v0];
+ ++counter[v0];
+ ++counter[v1];
+ }
+ for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
+ data[vert_index] /= counter[vert_index] + 1;
+ }
+ /* STEP 4: Copy attribute to the duplicated vertices. */
+ for (int vert_index = 0; vert_index < num_verts; ++vert_index) {
+ const int orig_index = vert_orig_index[vert_index];
+ data[vert_index] = data[orig_index];
+ }
+}
+
+/* The Random Per Island attribute is a random float associated with each
+ * connected component (island) of the mesh. The attribute is computed by
+ * first classifying the vertices into different sets using a Disjoint Set
+ * data structure. Then the index of the root of each vertex (Which is the
+ * representative of the set the vertex belongs to) is hashed and stored.
+ *
+ * We are using a face attribute to avoid interpolation during rendering,
+ * allowing the user to safely hash the output further. Had we used vertex
+ * attribute, the interpolation will introduce very slight variations,
+ * making the output unsafe to hash. */
+static void attr_create_random_per_island(Scene *scene,
+ Mesh *mesh,
+ BL::Mesh &b_mesh,
+ bool subdivision)
+{
+ if (!mesh->need_attribute(scene, ATTR_STD_RANDOM_PER_ISLAND)) {
+ return;
+ }
+
+ int number_of_vertices = b_mesh.vertices.length();
+ if (number_of_vertices == 0) {
+ return;
+ }
+
+ DisjointSet vertices_sets(number_of_vertices);
+
+ for (BL::MeshEdge &e : b_mesh.edges) {
+ vertices_sets.join(e.vertices()[0], e.vertices()[1]);
+ }
+
+ AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes;
+ Attribute *attribute = attributes.add(ATTR_STD_RANDOM_PER_ISLAND);
+ float *data = attribute->data_float();
+
+ if (!subdivision) {
+ for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
+ data[t.index()] = hash_uint_to_float(vertices_sets.find(t.vertices()[0]));
+ }
+ }
+ else {
+ for (BL::MeshPolygon &p : b_mesh.polygons) {
+ data[p.index()] = hash_uint_to_float(vertices_sets.find(p.vertices()[0]));
+ }
+ }
+}
+
+/* Create Mesh */
+
+static void create_mesh(Scene *scene,
+ Mesh *mesh,
+ BL::Mesh &b_mesh,
+ const array<Node *> &used_shaders,
+ const bool need_motion,
+ const float motion_scale,
+ const bool subdivision = false,
+ const bool subdivide_uvs = true)
+{
+ /* count vertices and faces */
+ int numverts = b_mesh.vertices.length();
+ int numfaces = (!subdivision) ? b_mesh.loop_triangles.length() : b_mesh.polygons.length();
+ int numtris = 0;
+ int numcorners = 0;
+ int numngons = 0;
+ bool use_loop_normals = b_mesh.use_auto_smooth() &&
+ (mesh->get_subdivision_type() != Mesh::SUBDIVISION_CATMULL_CLARK);
+
+ /* If no faces, create empty mesh. */
+ if (numfaces == 0) {
+ return;
+ }
+
+ if (!subdivision) {
+ numtris = numfaces;
+ }
+ else {
+ for (BL::MeshPolygon &p : b_mesh.polygons) {
+ numngons += (p.loop_total() == 4) ? 0 : 1;
+ numcorners += p.loop_total();
+ }
+ }
+
+ /* allocate memory */
+ if (subdivision) {
+ mesh->reserve_subd_faces(numfaces, numngons, numcorners);
+ }
+
+ mesh->reserve_mesh(numverts, numtris);
+
+ /* create vertex coordinates and normals */
+ BL::Mesh::vertices_iterator v;
+ for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
+ mesh->add_vertex(get_float3(v->co()));
+
+ AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes;
+ Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL);
+ float3 *N = attr_N->data_float3();
+
+ for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N)
+ *N = get_float3(v->normal());
+ N = attr_N->data_float3();
+
+ /* create generated coordinates from undeformed coordinates */
+ const bool need_default_tangent = (subdivision == false) && (b_mesh.uv_layers.length() == 0) &&
+ (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT));
+ if (mesh->need_attribute(scene, ATTR_STD_GENERATED) || need_default_tangent) {
+ Attribute *attr = attributes.add(ATTR_STD_GENERATED);
+ attr->flags |= ATTR_SUBDIVIDED;
+
+ float3 loc, size;
+ mesh_texture_space(b_mesh, loc, size);
+
+ float3 *generated = attr->data_float3();
+ size_t i = 0;
+
+ for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) {
+ generated[i++] = get_float3(v->undeformed_co()) * size - loc;
+ }
+ }
+
+ /* create faces */
+ if (!subdivision) {
+ for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
+ BL::MeshPolygon p = b_mesh.polygons[t.polygon_index()];
+ int3 vi = get_int3(t.vertices());
+
+ int shader = clamp(p.material_index(), 0, used_shaders.size() - 1);
+ bool smooth = p.use_smooth() || use_loop_normals;
+
+ if (use_loop_normals) {
+ BL::Array<float, 9> loop_normals = t.split_normals();
+ for (int i = 0; i < 3; i++) {
+ N[vi[i]] = make_float3(
+ loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);
+ }
+ }
+
+ /* Create triangles.
+ *
+ * NOTE: Autosmooth is already taken care about.
+ */
+ mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
+ }
+ }
+ else {
+ vector<int> vi;
+
+ for (BL::MeshPolygon &p : b_mesh.polygons) {
+ int n = p.loop_total();
+ int shader = clamp(p.material_index(), 0, used_shaders.size() - 1);
+ bool smooth = p.use_smooth() || use_loop_normals;
+
+ vi.resize(n);
+ for (int i = 0; i < n; i++) {
+ /* NOTE: Autosmooth is already taken care about. */
+ vi[i] = b_mesh.loops[p.loop_start() + i].vertex_index();
+ }
+
+ /* create subd faces */
+ mesh->add_subd_face(&vi[0], n, shader, smooth);
+ }
+ }
+
+ /* Create all needed attributes.
+ * The calculate functions will check whether they're needed or not.
+ */
+ attr_create_pointiness(scene, mesh, b_mesh, subdivision);
+ attr_create_vertex_color(scene, mesh, b_mesh, subdivision);
+ attr_create_sculpt_vertex_color(scene, mesh, b_mesh, subdivision);
+ attr_create_random_per_island(scene, mesh, b_mesh, subdivision);
+ attr_create_generic(scene, mesh, b_mesh, subdivision, need_motion, motion_scale);
+
+ if (subdivision) {
+ attr_create_subd_uv_map(scene, mesh, b_mesh, subdivide_uvs);
+ }
+ else {
+ attr_create_uv_map(scene, mesh, b_mesh);
+ }
+
+ /* For volume objects, create a matrix to transform from object space to
+ * mesh texture space. this does not work with deformations but that can
+ * probably only be done well with a volume grid mapping of coordinates. */
+ if (mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) {
+ Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM);
+ Transform *tfm = attr->data_transform();
+
+ float3 loc, size;
+ mesh_texture_space(b_mesh, loc, size);
+
+ *tfm = transform_translate(-loc) * transform_scale(size);
+ }
+}
+
+static void create_subd_mesh(Scene *scene,
+ Mesh *mesh,
+ BObjectInfo &b_ob_info,
+ BL::Mesh &b_mesh,
+ const array<Node *> &used_shaders,
+ const bool need_motion,
+ const float motion_scale,
+ float dicing_rate,
+ int max_subdivisions)
+{
+ BL::Object b_ob = b_ob_info.real_object;
+
+ BL::SubsurfModifier subsurf_mod(b_ob.modifiers[b_ob.modifiers.length() - 1]);
+ bool subdivide_uvs = subsurf_mod.uv_smooth() != BL::SubsurfModifier::uv_smooth_NONE;
+
+ create_mesh(scene, mesh, b_mesh, used_shaders, need_motion, motion_scale, true, subdivide_uvs);
+
+ /* export creases */
+ size_t num_creases = 0;
+
+ for (BL::MeshEdge &e : b_mesh.edges) {
+ if (e.crease() != 0.0f) {
+ num_creases++;
+ }
+ }
+
+ mesh->reserve_subd_creases(num_creases);
+
+ for (BL::MeshEdge &e : b_mesh.edges) {
+ if (e.crease() != 0.0f) {
+ mesh->add_crease(e.vertices()[0], e.vertices()[1], e.crease());
+ }
+ }
+
+ /* set subd params */
+ PointerRNA cobj = RNA_pointer_get(&b_ob.ptr, "cycles");
+ float subd_dicing_rate = max(0.1f, RNA_float_get(&cobj, "dicing_rate") * dicing_rate);
+
+ mesh->set_subd_dicing_rate(subd_dicing_rate);
+ mesh->set_subd_max_level(max_subdivisions);
+ mesh->set_subd_objecttoworld(get_transform(b_ob.matrix_world()));
+}
+
+/* Sync */
+
+/* Check whether some of "built-in" motion-related attributes are needed to be exported (includes
+ * things like velocity from cache modifier, fluid simulation).
+ *
+ * NOTE: This code is run prior to object motion blur initialization. so can not access properties
+ * set by `sync_object_motion_init()`. */
+static bool mesh_need_motion_attribute(BObjectInfo &b_ob_info, Scene *scene)
+{
+ const Scene::MotionType need_motion = scene->need_motion();
+ if (need_motion == Scene::MOTION_NONE) {
+ /* Simple case: neither motion pass nor motion blur is needed, no need in the motion related
+ * attributes. */
+ return false;
+ }
+
+ if (need_motion == Scene::MOTION_BLUR) {
+ /* A bit tricky and implicit case:
+ * - Motion blur is enabled in the scene, which implies specific number of time steps for
+ * objects.
+ * - If the object has motion blur disabled on it, it will have 0 time steps.
+ * - Motion attribute expects non-zero time steps.
+ *
+ * Avoid adding motion attributes if the motion blur will enforce 0 motion steps. */
+ PointerRNA cobject = RNA_pointer_get(&b_ob_info.real_object.ptr, "cycles");
+ const bool use_motion = get_boolean(cobject, "use_motion_blur");
+ if (!use_motion) {
+ return false;
+ }
+ }
+
+ /* Motion pass which implies 3 motion steps, or motion blur which is not disabled on object
+ * level. */
+ return true;
+}
+
+void BlenderSync::sync_mesh(BL::Depsgraph b_depsgraph, BObjectInfo &b_ob_info, Mesh *mesh)
+{
+ /* make a copy of the shaders as the caller in the main thread still need them for syncing the
+ * attributes */
+ array<Node *> used_shaders = mesh->get_used_shaders();
+
+ Mesh new_mesh;
+ new_mesh.set_used_shaders(used_shaders);
+
+ if (view_layer.use_surfaces) {
+ /* Adaptive subdivision setup. Not for baking since that requires
+ * exact mapping to the Blender mesh. */
+ if (!scene->bake_manager->get_baking()) {
+ new_mesh.set_subdivision_type(
+ object_subdivision_type(b_ob_info.real_object, preview, experimental));
+ }
+
+ /* For some reason, meshes do not need this... */
+ bool need_undeformed = new_mesh.need_attribute(scene, ATTR_STD_GENERATED);
+ BL::Mesh b_mesh = object_to_mesh(
+ b_data, b_ob_info, b_depsgraph, need_undeformed, new_mesh.get_subdivision_type());
+
+ if (b_mesh) {
+ /* Motion blur attribute is relative to seconds, we need it relative to frames. */
+ const bool need_motion = mesh_need_motion_attribute(b_ob_info, scene);
+ const float motion_scale = (need_motion) ?
+ scene->motion_shutter_time() /
+ (b_scene.render().fps() / b_scene.render().fps_base()) :
+ 0.0f;
+
+ /* Sync mesh itself. */
+ if (new_mesh.get_subdivision_type() != Mesh::SUBDIVISION_NONE)
+ create_subd_mesh(scene,
+ &new_mesh,
+ b_ob_info,
+ b_mesh,
+ new_mesh.get_used_shaders(),
+ need_motion,
+ motion_scale,
+ dicing_rate,
+ max_subdivisions);
+ else
+ create_mesh(scene,
+ &new_mesh,
+ b_mesh,
+ new_mesh.get_used_shaders(),
+ need_motion,
+ motion_scale,
+ false);
+
+ free_object_to_mesh(b_data, b_ob_info, b_mesh);
+ }
+ }
+
+ /* update original sockets */
+
+ mesh->clear_non_sockets();
+
+ for (const SocketType &socket : new_mesh.type->inputs) {
+ /* Those sockets are updated in sync_object, so do not modify them. */
+ if (socket.name == "use_motion_blur" || socket.name == "motion_steps" ||
+ socket.name == "used_shaders") {
+ continue;
+ }
+ mesh->set_value(socket, new_mesh, socket);
+ }
+
+ mesh->attributes.update(std::move(new_mesh.attributes));
+ mesh->subd_attributes.update(std::move(new_mesh.subd_attributes));
+
+ mesh->set_num_subd_faces(new_mesh.get_num_subd_faces());
+
+ /* tag update */
+ bool rebuild = (mesh->triangles_is_modified()) || (mesh->subd_num_corners_is_modified()) ||
+ (mesh->subd_shader_is_modified()) || (mesh->subd_smooth_is_modified()) ||
+ (mesh->subd_ptex_offset_is_modified()) ||
+ (mesh->subd_start_corner_is_modified()) ||
+ (mesh->subd_face_corners_is_modified());
+
+ mesh->tag_update(scene, rebuild);
+}
+
+void BlenderSync::sync_mesh_motion(BL::Depsgraph b_depsgraph,
+ BObjectInfo &b_ob_info,
+ Mesh *mesh,
+ int motion_step)
+{
+ /* Skip if no vertices were exported. */
+ size_t numverts = mesh->get_verts().size();
+ if (numverts == 0) {
+ return;
+ }
+
+ /* Skip objects without deforming modifiers. this is not totally reliable,
+ * would need a more extensive check to see which objects are animated. */
+ BL::Mesh b_mesh(PointerRNA_NULL);
+ if (ccl::BKE_object_is_deform_modified(b_ob_info, b_scene, preview)) {
+ /* get derived mesh */
+ b_mesh = object_to_mesh(b_data, b_ob_info, b_depsgraph, false, Mesh::SUBDIVISION_NONE);
+ }
+
+ const std::string ob_name = b_ob_info.real_object.name();
+
+ /* TODO(sergey): Perform preliminary check for number of vertices. */
+ if (b_mesh) {
+ /* Export deformed coordinates. */
+ /* Find attributes. */
+ Attribute *attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
+ Attribute *attr_mN = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
+ Attribute *attr_N = mesh->attributes.find(ATTR_STD_VERTEX_NORMAL);
+ bool new_attribute = false;
+ /* Add new attributes if they don't exist already. */
+ if (!attr_mP) {
+ attr_mP = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION);
+ if (attr_N)
+ attr_mN = mesh->attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
+
+ new_attribute = true;
+ }
+ /* Load vertex data from mesh. */
+ float3 *mP = attr_mP->data_float3() + motion_step * numverts;
+ float3 *mN = (attr_mN) ? attr_mN->data_float3() + motion_step * numverts : NULL;
+ /* NOTE: We don't copy more that existing amount of vertices to prevent
+ * possible memory corruption.
+ */
+ BL::Mesh::vertices_iterator v;
+ int i = 0;
+ for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end() && i < numverts; ++v, ++i) {
+ mP[i] = get_float3(v->co());
+ if (mN)
+ mN[i] = get_float3(v->normal());
+ }
+ if (new_attribute) {
+ /* In case of new attribute, we verify if there really was any motion. */
+ if (b_mesh.vertices.length() != numverts ||
+ memcmp(mP, &mesh->get_verts()[0], sizeof(float3) * numverts) == 0) {
+ /* no motion, remove attributes again */
+ if (b_mesh.vertices.length() != numverts) {
+ VLOG(1) << "Topology differs, disabling motion blur for object " << ob_name;
+ }
+ else {
+ VLOG(1) << "No actual deformation motion for object " << ob_name;
+ }
+ mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION);
+ if (attr_mN)
+ mesh->attributes.remove(ATTR_STD_MOTION_VERTEX_NORMAL);
+ }
+ else if (motion_step > 0) {
+ VLOG(1) << "Filling deformation motion for object " << ob_name;
+ /* motion, fill up previous steps that we might have skipped because
+ * they had no motion, but we need them anyway now */
+ float3 *P = &mesh->get_verts()[0];
+ float3 *N = (attr_N) ? attr_N->data_float3() : NULL;
+ for (int step = 0; step < motion_step; step++) {
+ memcpy(attr_mP->data_float3() + step * numverts, P, sizeof(float3) * numverts);
+ if (attr_mN)
+ memcpy(attr_mN->data_float3() + step * numverts, N, sizeof(float3) * numverts);
+ }
+ }
+ }
+ else {
+ if (b_mesh.vertices.length() != numverts) {
+ VLOG(1) << "Topology differs, discarding motion blur for object " << ob_name << " at time "
+ << motion_step;
+ memcpy(mP, &mesh->get_verts()[0], sizeof(float3) * numverts);
+ if (mN != NULL) {
+ memcpy(mN, attr_N->data_float3(), sizeof(float3) * numverts);
+ }
+ }
+ }
+
+ free_object_to_mesh(b_data, b_ob_info, b_mesh);
+ return;
+ }
+
+ /* No deformation on this frame, copy coordinates if other frames did have it. */
+ mesh->copy_center_to_motion_step(motion_step);
+}
+
+CCL_NAMESPACE_END