diff options
Diffstat (limited to 'source/blender/blenkernel/intern/geometry_component_mesh.cc')
-rw-r--r-- | source/blender/blenkernel/intern/geometry_component_mesh.cc | 119 |
1 files changed, 19 insertions, 100 deletions
diff --git a/source/blender/blenkernel/intern/geometry_component_mesh.cc b/source/blender/blenkernel/intern/geometry_component_mesh.cc index 88a58220b23..11b350ef2be 100644 --- a/source/blender/blenkernel/intern/geometry_component_mesh.cc +++ b/source/blender/blenkernel/intern/geometry_component_mesh.cc @@ -128,111 +128,45 @@ void MeshComponent::ensure_owns_direct_data() namespace blender::bke { -static VArray<float3> mesh_face_normals(const Mesh &mesh, - const Span<MVert> verts, - const Span<MPoly> polys, - const Span<MLoop> loops, - const IndexMask mask) -{ - /* Use existing normals to avoid unnecessarily recalculating them, if possible. */ - if (!(mesh.runtime.cd_dirty_poly & CD_MASK_NORMAL) && - CustomData_has_layer(&mesh.pdata, CD_NORMAL)) { - const void *data = CustomData_get_layer(&mesh.pdata, CD_NORMAL); - - return VArray<float3>::ForSpan({(const float3 *)data, polys.size()}); - } - - auto normal_fn = [verts, polys, loops](const int i) -> float3 { - float3 normal; - const MPoly &poly = polys[i]; - BKE_mesh_calc_poly_normal(&poly, &loops[poly.loopstart], verts.data(), normal); - return normal; - }; - - return VArray<float3>::ForFunc(mask.min_array_size(), normal_fn); -} - -static VArray<float3> mesh_vertex_normals(const Mesh &mesh, - const Span<MVert> verts, - const Span<MPoly> polys, - const Span<MLoop> loops, - const IndexMask mask) -{ - /* Use existing normals to avoid unnecessarily recalculating them, if possible. */ - if (!(mesh.runtime.cd_dirty_vert & CD_MASK_NORMAL) && - CustomData_has_layer(&mesh.vdata, CD_NORMAL)) { - const void *data = CustomData_get_layer(&mesh.pdata, CD_NORMAL); - - return VArray<float3>::ForSpan({(const float3 *)data, mesh.totvert}); - } - - /* If the normals are dirty, they must be recalculated for the output of this node's field - * source. Ideally vertex normals could be calculated lazily on a const mesh, but that's not - * possible at the moment, so we take ownership of the results. Sadly we must also create a copy - * of MVert to use the mesh normals API. This can be improved by adding mutex-protected lazy - * calculation of normals on meshes. - * - * Use mask.min_array_size() to avoid calculating a final chunk of data if possible. */ - Array<MVert> temp_verts(verts); - Array<float3> normals(verts.size()); /* Use full size for accumulation from faces. */ - BKE_mesh_calc_normals_poly_and_vertex(temp_verts.data(), - mask.min_array_size(), - loops.data(), - loops.size(), - polys.data(), - polys.size(), - nullptr, - (float(*)[3])normals.data()); - - return VArray<float3>::ForContainer(std::move(normals)); -} - VArray<float3> mesh_normals_varray(const MeshComponent &mesh_component, const Mesh &mesh, const IndexMask mask, const AttributeDomain domain) { - Span<MVert> verts{mesh.mvert, mesh.totvert}; - Span<MEdge> edges{mesh.medge, mesh.totedge}; - Span<MPoly> polys{mesh.mpoly, mesh.totpoly}; - Span<MLoop> loops{mesh.mloop, mesh.totloop}; - switch (domain) { case ATTR_DOMAIN_FACE: { - return mesh_face_normals(mesh, verts, polys, loops, mask); + return VArray<float3>::ForSpan( + {(float3 *)BKE_mesh_poly_normals_ensure(&mesh), mesh.totpoly}); } case ATTR_DOMAIN_POINT: { - return mesh_vertex_normals(mesh, verts, polys, loops, mask); + return VArray<float3>::ForSpan( + {(float3 *)BKE_mesh_vertex_normals_ensure(&mesh), mesh.totvert}); } case ATTR_DOMAIN_EDGE: { /* In this case, start with vertex normals and convert to the edge domain, since the - * conversion from edges to vertices is very simple. Use the full mask since the edges - * might use the vertex normal from any index. */ - GVArray vert_normals = mesh_vertex_normals( - mesh, verts, polys, loops, IndexRange(verts.size())); - Span<float3> vert_normals_span = vert_normals.get_internal_span().typed<float3>(); + * conversion from edges to vertices is very simple. Use "manual" domain interpolation + * instead of the GeometryComponent API to avoid calculating unnecessary values and to + * allow normalizing the result more simply. */ + Span<float3> vert_normals{(float3 *)BKE_mesh_vertex_normals_ensure(&mesh), mesh.totvert}; Array<float3> edge_normals(mask.min_array_size()); - - /* Use "manual" domain interpolation instead of the GeometryComponent API to avoid - * calculating unnecessary values and to allow normalizing the result much more simply. */ + Span<MEdge> edges{mesh.medge, mesh.totedge}; for (const int i : mask) { const MEdge &edge = edges[i]; edge_normals[i] = math::normalize( - math::interpolate(vert_normals_span[edge.v1], vert_normals_span[edge.v2], 0.5f)); + math::interpolate(vert_normals[edge.v1], vert_normals[edge.v2], 0.5f)); } return VArray<float3>::ForContainer(std::move(edge_normals)); } case ATTR_DOMAIN_CORNER: { /* The normals on corners are just the mesh's face normals, so start with the face normal - * array and copy the face normal for each of its corners. */ - VArray<float3> face_normals = mesh_face_normals( - mesh, verts, polys, loops, IndexRange(polys.size())); - - /* In this case using the mesh component's generic domain interpolation is fine, the data - * will still be normalized, since the face normal is just copied to every corner. */ - return mesh_component.attribute_try_adapt_domain<float3>( - std::move(face_normals), ATTR_DOMAIN_FACE, ATTR_DOMAIN_CORNER); + * array and copy the face normal for each of its corners. In this case using the mesh + * component's generic domain interpolation is fine, the data will still be normalized, + * since the face normal is just copied to every corner. */ + return mesh_component.attribute_try_adapt_domain( + VArray<float3>::ForSpan({(float3 *)BKE_mesh_poly_normals_ensure(&mesh), mesh.totpoly}), + ATTR_DOMAIN_FACE, + ATTR_DOMAIN_CORNER); } default: return {}; @@ -1276,25 +1210,10 @@ class NormalAttributeProvider final : public BuiltinAttributeProvider { { const MeshComponent &mesh_component = static_cast<const MeshComponent &>(component); const Mesh *mesh = mesh_component.get_for_read(); - if (mesh == nullptr) { + if (mesh == nullptr || mesh->totpoly == 0) { return {}; } - - /* Use existing normals if possible. */ - if (!(mesh->runtime.cd_dirty_poly & CD_MASK_NORMAL) && - CustomData_has_layer(&mesh->pdata, CD_NORMAL)) { - const void *data = CustomData_get_layer(&mesh->pdata, CD_NORMAL); - - return VArray<float3>::ForSpan(Span<float3>((const float3 *)data, mesh->totpoly)); - } - - Array<float3> normals(mesh->totpoly); - for (const int i : IndexRange(mesh->totpoly)) { - const MPoly *poly = &mesh->mpoly[i]; - BKE_mesh_calc_poly_normal(poly, &mesh->mloop[poly->loopstart], mesh->mvert, normals[i]); - } - - return VArray<float3>::ForContainer(std::move(normals)); + return VArray<float3>::ForSpan({(float3 *)BKE_mesh_poly_normals_ensure(mesh), mesh->totpoly}); } WriteAttributeLookup try_get_for_write(GeometryComponent &UNUSED(component)) const final |