/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor(s): Geoffrey Bantle, Levi Schooley. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef __BMESH_H__ #define __BMESH_H__ /** \file blender/bmesh/bmesh.h * \ingroup bmesh * * \addtogroup bmesh BMesh * * \brief BMesh is a non-manifold boundary representation designed to replace the current, limited EditMesh structure, * solving many of the design limitations and maintenance issues of EditMesh. * * * \section bm_structure The Structure * * BMesh stores topology in four main element structures: * * - Faces - BMFace * - Loops - BMLoop, (stores per-face-vertex data, UV's, vertex-colors, etc) * - Edges - BMEdge * - Verts - BMVert * * * \subsection bm_header_flags Header Flags * Each element (vertex/edge/face/loop) in a mesh has an associated bit-field called "header flags". * * BMHeader flags should never be read or written to by bmesh operators (see Operators below). * * Access to header flags is done with BM_elem_flag_*() functions. * * * \subsection bm_faces Faces * * Faces in BMesh are stored as a circular linked list of loops. Loops store per-face-vertex data * (amongst other things outlined later in this document), and define the face boundary. * * * \subsection bm_loop The Loop * * Loops define the boundary loop of a face. Each loop logically corresponds to an edge, * which is defined by the loop and next loop's vertices. * * Loops store several handy pointers: * * - BMLoop#v - pointer to the vertex associated with this loop. * - BMLoop#e - pointer to the edge associated with this loop. * - BMLoop#f - pointer to the face associated with this loop. * * * \subsection bm_two_side_face 2-Sided Faces * * There are some situations where you need 2-sided faces (e.g. a face of two vertices). * This is supported by BMesh, but note that such faces should only be used as intermediary steps, * and should not end up in the final mesh. * * * \subsection bm_edges_and_verts Edges and Vertices * * Edges and Vertices in BMesh are much like their counterparts in EditMesh, * except for some members private to the BMesh api. * * \note There can be more than one edge between two vertices in bmesh, * though the rest of blender (e.g. DerivedMesh, CDDM, CCGSubSurf, etc) does not support this. * * * \subsection bm_queries Queries * * The following topological queries are available: * * - Edges/Faces/Loops around a vertex. * - Faces around an edge. * - Loops around an edge. * * These are accessible through the iterator api, which is covered later in this document * * See source/blender/bmesh/bmesh_queries.h for more misc. queries. * * * \section bm_api The BMesh API * * One of the goals of the BMesh API is to make it easy and natural to produce highly maintainable code. * Code duplication, etc are avoided where possible. * * * \subsection bm_iter_api Iterator API * * Most topological queries in BMesh go through an iterator API (see Queries above). * These are defined in bmesh_iterators.h. If you can, please use the #BM_ITER macro in bmesh_iterators.h * * * \subsection bm_walker_api Walker API * * Topological queries that require a stack (e.g. recursive queries) go through the Walker API, * which is defined in bmesh_walkers.h. Currently the "walkers" are hard-coded into the API, * though a mechanism for plugging in new walkers needs to be added at some point. * * Most topological queries should go through these two APIs; * there are additional functions you can use for topological iteration, but their meant for internal bmesh code. * * Note that the walker API supports delimiter flags, to allow the caller to flag elements not to walk past. * * * \subsection bm_ops Operators * * Operators are an integral part of BMesh. Unlike regular blender operators, * BMesh operators bmo's are designed to be nested (e.g. call other operators). * * Each operator has a number of input/output "slots" which are used to pass settings & data into/out of the operator * (and allows for chaining operators together). * * These slots are identified by name, using strings. * * Access to slots is done with BMO_slot_*() functions. * * * \subsection bm_tool_flags Tool Flags * * The BMesh API provides a set of flags for faces, edges and vertices, which are private to an operator. * These flags may be used by the client operator code as needed * (a common example is flagging elements for use in another operator). * Each call to an operator allocates it's own set of tool flags when it's executed, * avoiding flag conflicts between operators. * * These flags should not be confused with header flags, which are used to store persistent flags * (e.g. selection, hide status, etc). * * Access to tool flags is done with BMO_elem_flag_*() functions. * * \warning Operators are never allowed to read or write to header flags. * They act entirely on the data inside their input slots. * For example an operator should not check the selected state of an element, * there are some exceptions to this - some operators check of a face is smooth. * * * \subsection bm_slot_types Slot Types * * The following slot types are available: * * - integer - #BMO_OP_SLOT_INT * - boolean - #BMO_OP_SLOT_BOOL * - float - #BMO_OP_SLOT_FLT * - pointer - #BMO_OP_SLOT_PNT * - element buffer - #BMO_OP_SLOT_ELEMENT_BUF - a list of verts/edges/faces * - map - BMO_OP_SLOT_MAPPING - simple hash map * * * \subsection bm_slot_iter Slot Iterators * * Access to element buffers or maps must go through the slot iterator api, defined in bmesh_operators.h. * Use #BMO_ITER where ever possible. * * * \subsection bm_elem_buf Element Buffers * * The element buffer slot type is used to feed elements (verts/edges/faces) to operators. * Internally they are stored as pointer arrays (which happily has not caused any problems so far). * Many operators take in a buffer of elements, process it, * then spit out a new one; this allows operators to be chained together. * * \note Element buffers may have elements of different types within the same buffer (this is supported by the API. * * * \section bm_fname Function Naming Conventions * * These conventions should be used throughout the bmesh module. * * - BM_xxx() - High level BMesh API function for use anywhere. * - bmesh_xxx() - Low level API function. * - bm_xxx() - 'static' functions, not apart of the API at all, but use prefix since they operate on BMesh data. * - BMO_xxx() - High level operator API function for use anywhere. * - bmo_xxx() - Low level / internal operator API functions. * - _bm_xxx() - Functions which are called via macros only. * * \section bm_todo BMesh TODO's * * There may be a better place for this section, but adding here for now. * * \subsection bm_todo_api API * * - make crease and bevel weight optional, they come for free in meshes but are allocated layers * in the bmesh data structure. * * * \subsection bm_todo_tools Tools * * Probably most of these will be bmesh operators. * * - make ngons flat. * - make ngons into tris/quads (ngon poke?), many methods could be used here (triangulate/fan/quad-fan). * - solidify (precise mode), keeps even wall thickness, re-creates outlines of offset faces with plane-plane * intersections. * - split vert (we already have in our API, just no tool) * - bridge (add option to bridge between different edge loop counts, option to remove selected face regions) * - flip selected region (invert all faces about the plane defined by the selected region outline) * - interactive dissolve (like the knife tool but draw over edges to dissolve) * * * \subsection bm_todo_optimize Optimizations * * - skip normal calc when its not needed (when calling chain of operators & for modifiers, flag as dirty) * - skip BMO flag allocation, its not needed in many cases, this is fairly redundant to calc by default. * - ability to call BMO's with option not to create return data (will save some time) * - binary diff UNDO, currently this uses huge amount of ram when all shapes are stored for each undo step for eg. * - use two differnt iterator types for BMO map/buffer types. * - avoid string lookups for BMO slot lookups _especially_ when used in loops, this is very crappy. * * * \subsection bm_todo_tools_enhance Tool Enhancements * * - face inset interpolate loop data from face (currently copies - but this stretches UV's in an ugly way) * - vert slide UV correction (like we have for edge slide) * - fill-face edge net - produce consistent normals, currently it won't, fix should be to fill in edge-net node * connected with previous one - since they already check for normals of adjacent edge-faces before creating. */ #ifdef __cplusplus extern "C" { #endif #include "DNA_listBase.h" /* selection history uses */ #include "DNA_customdata_types.h" /* BMesh struct in bmesh_class.h uses */ #include #include #include #include "bmesh_class.h" /* include the rest of the API */ #include "intern/bmesh_operator_api.h" #include "intern/bmesh_error.h" #include "intern/bmesh_core.h" #include "intern/bmesh_construct.h" #include "intern/bmesh_edgeloop.h" #include "intern/bmesh_interp.h" #include "intern/bmesh_iterators.h" #include "intern/bmesh_log.h" #include "intern/bmesh_marking.h" #include "intern/bmesh_mesh.h" #include "intern/bmesh_mesh_conv.h" #include "intern/bmesh_mesh_validate.h" #include "intern/bmesh_mods.h" #include "intern/bmesh_operators.h" #include "intern/bmesh_polygon.h" #include "intern/bmesh_queries.h" #include "intern/bmesh_walkers.h" #include "intern/bmesh_inline.h" #ifdef __cplusplus } #endif #endif /* __BMESH_H__ */