From 7575dbaf2a8a5c3df9ab1fbe0b2001319617392c Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 31 Jul 2015 15:39:52 +1000 Subject: Docs: MLoopTri info and example usage --- source/blender/makesdna/DNA_meshdata_types.h | 86 +++++++++++++++++++++++++++- 1 file changed, 85 insertions(+), 1 deletion(-) (limited to 'source/blender/makesdna/DNA_meshdata_types.h') diff --git a/source/blender/makesdna/DNA_meshdata_types.h b/source/blender/makesdna/DNA_meshdata_types.h index 39f1c0d705f..b78cd65e913 100644 --- a/source/blender/makesdna/DNA_meshdata_types.h +++ b/source/blender/makesdna/DNA_meshdata_types.h @@ -89,7 +89,91 @@ typedef struct MLoop { unsigned int e; /* edge index */ } MLoop; -/* runtime only */ +/** + * #MLoopTri's are lightweight triangulation data, for functionality that doesn't support ngons (#MPoly). + * This is cache data created from (#MPoly, #MLoop & #MVert arrays). + * There is no attempt to maintain this data's validity over time, any changes to the underlying mesh + * invalidate the #MLoopTri array, which will need to be re-calculated. + * + * Users normally access this via #DerivedMesh.getLoopTriArray. + * In rare cases its calculated directly, with #BKE_mesh_recalc_looptri. + * + * Typical usage includes: + * - OpenGL drawing. + * - #BVHTree creation. + * - Physics/collision detection. + * + * Storing loop indices (instead of vertex indices) allows us to + * directly access UV's, vertex-colors as well as vertices. + * The index of the source polygon is stored as well, giving access to materials and polygon normals. + * + * \note This data is runtime only, never written to disk. + * + * Usage examples: + * \code{.c} + * // access original material. + * short mat_nr = mpoly[lt->poly].mat_nr; + * + * // access vertex locations. + * float *vtri_co[3] = { + * mvert[mloop[lt->tri[0]].v].co, + * mvert[mloop[lt->tri[1]].v].co, + * mvert[mloop[lt->tri[2]].v].co, + * }; + * + * // access UV coordinates (works for all loop data, vertex colors... etc). + * float *uvtri_co[3] = { + * mloopuv[lt->tri[0]].uv, + * mloopuv[lt->tri[1]].uv, + * mloopuv[lt->tri[2]].uv, + * }; + * \endcode + * + * #MLoopTri's are allocated in an array, where each polygon's #MLoopTri's are stored contiguously, + * the number of triangles for each polygon is guaranteed to be (#MPoly.totloop - 2), + * even for degenerate geometry. See #ME_POLY_TRI_TOT macro. + * + * It's also possible to perform a reverse lookup (find all #MLoopTri's for any given #MPoly). + * + * \code{.c} + * // loop over all looptri's for a given polygon: i + * MPoly *mp = &mpoly[i]; + * MLoopTri *lt = &looptri[poly_to_tri_count(i, mp->loopstart)]; + * int j, lt_tot = ME_POLY_TRI_TOT(mp); + * + * for (j = 0; j < lt_tot; j++, lt++) { + * unsigned int vtri[3] = { + * mloop[lt->tri[0]].v, + * mloop[lt->tri[1]].v, + * mloop[lt->tri[2]].v, + * }; + * printf("tri %u %u %u\n", vtri[0], vtri[1], vtri[2]); + * }; + * \endcode + * + * It may also be useful to check whether or not two vertices of a triangle form an edge in the underlying mesh. + * + * This can be done by checking the edge of the referenced loop (#MLoop.e), + * the winding of the #MLoopTri and the #MLoop's will always match, + * however the order of vertices in the edge is undefined. + * + * \code{.c} + * // print real edges from an MLoopTri: lt + * int j, j_next; + * for (j = 2, j_next = 0; j_next < 3; j = j_next++) { + * MEdge *ed = &medge[mloop[lt->tri[j]].e]; + * unsigned int tri_edge[2] = {mloop[lt->tri[j]].v, mloop[lt->tri[j_next]].v}; + * + * if (ELEM(ed->v1, tri_edge[0], tri_edge[1]) && + * ELEM(ed->v2, tri_edge[0], tri_edge[1])) + * { + * printf("real edge found %u %u\n", tri_edge[0], tri_edge[1]); + * } + * } + * \endcode + * + * \note A #MLoopTri may be in the middle of an ngon and not reference **any** edges. + */ # # typedef struct MLoopTri { -- cgit v1.2.3