/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2001-2002 NaN Holding BV. All rights reserved. */ /** \file * \ingroup DNA */ #pragma once #include "DNA_ID.h" #include "DNA_customdata_types.h" #include "DNA_defs.h" #ifdef __cplusplus extern "C" { #endif struct AnimData; struct BVHCache; struct Ipo; struct Key; struct MCol; struct MEdge; struct MFace; struct MLoop; struct MLoopCol; struct MLoopTri; struct MLoopUV; struct MPoly; struct MVert; struct Material; struct Mesh; struct SubdivCCG; # # typedef struct EditMeshData { /** when set, \a vertexNos, polyNos are lazy initialized */ const float (*vertexCos)[3]; /** lazy initialize (when \a vertexCos is set) */ float const (*vertexNos)[3]; float const (*polyNos)[3]; /** also lazy init but don't depend on \a vertexCos */ const float (*polyCos)[3]; } EditMeshData; /** * \warning Typical access is done via * #BKE_mesh_runtime_looptri_ensure, #BKE_mesh_runtime_looptri_len. */ struct MLoopTri_Store { DNA_DEFINE_CXX_METHODS(MLoopTri_Store) /* WARNING! swapping between array (ready-to-be-used data) and array_wip * (where data is actually computed) * shall always be protected by same lock as one used for looptris computing. */ struct MLoopTri *array, *array_wip; int len; int len_alloc; }; /** Runtime data, not saved in files. */ typedef struct Mesh_Runtime { DNA_DEFINE_CXX_METHODS(Mesh_Runtime) /* Evaluated mesh for objects which do not have effective modifiers. * This mesh is used as a result of modifier stack evaluation. * Since modifier stack evaluation is threaded on object level we need some synchronization. */ struct Mesh *mesh_eval; void *eval_mutex; /* A separate mutex is needed for normal calculation, because sometimes * the normals are needed while #eval_mutex is already locked. */ void *normals_mutex; /** Needed to ensure some thread-safety during render data pre-processing. */ void *render_mutex; /** Lazily initialized SoA data from the #edit_mesh field in #Mesh. */ struct EditMeshData *edit_data; /** * Data used to efficiently draw the mesh in the viewport, especially useful when * the same mesh is used in many objects or instances. See `draw_cache_impl_mesh.c`. */ void *batch_cache; /** Cache for derived triangulation of the mesh. */ struct MLoopTri_Store looptris; /** Cache for BVH trees generated for the mesh. Defined in 'BKE_bvhutil.c' */ struct BVHCache *bvh_cache; /** Cache of non-manifold boundary data for Shrinkwrap Target Project. */ struct ShrinkwrapBoundaryData *shrinkwrap_data; /** Needed in case we need to lazily initialize the mesh. */ CustomData_MeshMasks cd_mask_extra; struct SubdivCCG *subdiv_ccg; int subdiv_ccg_tot_level; /** Set by modifier stack if only deformed from original. */ char deformed_only; /** * Copied from edit-mesh (hint, draw with edit-mesh data when true). * * Modifiers that edit the mesh data in-place must set this to false * (most #eModifierTypeType_NonGeometrical modifiers). Otherwise the edit-mesh * data will be used for drawing, missing changes from modifiers. See T79517. */ char is_original; /** #eMeshWrapperType and others. */ char wrapper_type; /** * A type mask from wrapper_type, * in case there are differences in finalizing logic between types. */ char wrapper_type_finalize; int subsurf_resolution; /** * Settings for lazily evaluating the subdivision on the CPU if needed. These are * set in the modifier when GPU subdivision can be performed. */ char subsurf_apply_render; char subsurf_use_optimal_display; /** * Caches for lazily computed vertex and polygon normals. These are stored here rather than in * #CustomData because they can be calculated on a const mesh, and adding custom data layers on a * const mesh is not thread-safe. */ char vert_normals_dirty; char poly_normals_dirty; float (*vert_normals)[3]; float (*poly_normals)[3]; /** * A #BLI_bitmap containing tags for the center vertices of subdivided polygons, set by the * subdivision surface modifier and used by drawing code instead of polygon center face dots. */ uint32_t *subsurf_face_dot_tags; } Mesh_Runtime; typedef struct Mesh { DNA_DEFINE_CXX_METHODS(Mesh) ID id; /** Animation data (must be immediately after id for utilities to use it). */ struct AnimData *adt; /** Old animation system, deprecated for 2.5. */ struct Ipo *ipo DNA_DEPRECATED; struct Key *key; /** * An array of materials, with length #totcol. These can be overridden by material slots * on #Object. Indices in #MPoly.mat_nr control which material is used for every face. */ struct Material **mat; /** * Array of vertices. Edges and faces are defined by indices into this array. * \note This pointer is for convenient access to the #CD_MVERT layer in #vdata. */ struct MVert *mvert; /** * Array of edges, containing vertex indices. For simple triangle or quad meshes, edges could be * calculated from the #MPoly and #MLoop arrays, however, edges need to be stored explicitly to * edge domain attributes and to support loose edges that aren't connected to faces. * \note This pointer is for convenient access to the #CD_MEDGE layer in #edata. */ struct MEdge *medge; /** * Face topology storage of the size and offset of each face's section of the #mloop face corner * array. Also stores various flags and the `material_index` attribute. * \note This pointer is for convenient access to the #CD_MPOLY layer in #pdata. */ struct MPoly *mpoly; /** * The vertex and edge index at each face corner. * \note This pointer is for convenient access to the #CD_MLOOP layer in #ldata. */ struct MLoop *mloop; /** The number of vertices (#MVert) in the mesh, and the size of #vdata. */ int totvert; /** The number of edges (#MEdge) in the mesh, and the size of #edata. */ int totedge; /** The number of polygons/faces (#MPoly) in the mesh, and the size of #pdata. */ int totpoly; /** The number of face corners (#MLoop) in the mesh, and the size of #ldata. */ int totloop; CustomData vdata, edata, pdata, ldata; /** "Vertex group" vertices. */ struct MDeformVert *dvert; /** * List of vertex group (#bDeformGroup) names and flags only. Actual weights are stored in dvert. * \note This pointer is for convenient access to the #CD_MDEFORMVERT layer in #vdata. */ ListBase vertex_group_names; /** The active index in the #vertex_group_names list. */ int vertex_group_active_index; /** * The index of the active attribute in the UI. The attribute list is a combination of the * generic type attributes from vertex, edge, face, and corner custom data. */ int attributes_active_index; /** * 2D vector data used for UVs. "UV" data can also be stored as generic attributes in #ldata. * \note This pointer is for convenient access to the #CD_MLOOPUV layer in #ldata. */ struct MLoopUV *mloopuv; /** * The active vertex corner color layer, if it exists. Also called "Vertex Color" in Blender's * UI, even though it is stored per face corner. * \note This pointer is for convenient access to the #CD_MLOOPCOL layer in #ldata. */ struct MLoopCol *mloopcol; /** * Runtime storage of the edit mode mesh. If it exists, it generally has the most up-to-date * information about the mesh. * \note When the object is available, the preferred access method is #BKE_editmesh_from_object. */ struct BMEditMesh *edit_mesh; /** * This array represents the selection order when the user manually picks elements in edit-mode, * some tools take advantage of this information. All elements in this array are expected to be * selected, see #BKE_mesh_mselect_validate which ensures this. For procedurally created meshes, * this is generally empty (selections are stored as boolean attributes in the corresponding * custom data). */ struct MSelect *mselect; /** The length of the #mselect array. */ int totselect; /** * In most cases the last selected element (see #mselect) represents the active element. * For faces we make an exception and store the active face separately so it can be active * even when no faces are selected. This is done to prevent flickering in the material properties * and UV Editor which base the content they display on the current material which is controlled * by the active face. * * \note This is mainly stored for use in edit-mode. */ int act_face; /** * An optional mesh owned elsewhere (by #Main) that can be used to override * the texture space #loc and #size. * \note Vertex indices should be aligned for this to work usefully. */ struct Mesh *texcomesh; /** Texture space location and size, used for procedural coordinates when rendering. */ float loc[3]; float size[3]; char texflag; /** Various flags used when editing the mesh. */ char editflag; /** Mostly more flags used when editing or displaying the mesh. */ short flag; /** * The angle for auto smooth in radians. `M_PI` (180 degrees) causes all edges to be smooth. */ float smoothresh; /** * Flag for choosing whether or not so store bevel weight and crease as custom data layers in the * edit mesh (they are always stored in #MVert and #MEdge currently). In the future, this data * may be stored as generic named attributes (see T89054 and T93602). */ char cd_flag; /** * User-defined symmetry flag (#eMeshSymmetryType) that causes editing operations to maintain * symmetrical geometry. Supported by operations such as transform and weight-painting. */ char symmetry; /** The length of the #mat array. */ short totcol; /** Choice between different remesh methods in the UI. */ char remesh_mode; char subdiv DNA_DEPRECATED; char subdivr DNA_DEPRECATED; char subsurftype DNA_DEPRECATED; /** * Deprecated. Store of runtime data for tessellation face UVs and texture. * * \note This would be marked deprecated, however the particles still use this at run-time * for placing particles on the mesh (something which should be eventually upgraded). */ struct MTFace *mtface; /** Deprecated, use mtface. */ struct TFace *tface DNA_DEPRECATED; /* Deprecated. Array of colors for the tessellated faces, must be number of tessellated * faces * 4 in length. This is stored in #fdata, and deprecated. */ struct MCol *mcol; /** * Deprecated face storage (quads & triangles only); * faces are now pointed to by #Mesh.mpoly and #Mesh.mloop. * * \note This would be marked deprecated, however the particles still use this at run-time * for placing particles on the mesh (something which should be eventually upgraded). */ struct MFace *mface; /* Deprecated storage of old faces (only triangles or quads). */ CustomData fdata; /* Deprecated size of #fdata. */ int totface; /** Per-mesh settings for voxel remesh. */ float remesh_voxel_size; float remesh_voxel_adaptivity; int face_sets_color_seed; /* Stores the initial Face Set to be rendered white. This way the overlay can be enabled by * default and Face Sets can be used without affecting the color of the mesh. */ int face_sets_color_default; char _pad1[4]; void *_pad2; Mesh_Runtime runtime; } Mesh; /* deprecated by MTFace, only here for file reading */ #ifdef DNA_DEPRECATED_ALLOW typedef struct TFace { DNA_DEFINE_CXX_METHODS(TFace) /** The faces image for the active UVLayer. */ void *tpage; float uv[4][2]; unsigned int col[4]; char flag, transp; short mode, tile, unwrap; } TFace; #endif /* **************** MESH ********************* */ /** #Mesh_Runtime.wrapper_type */ typedef enum eMeshWrapperType { /** Use mesh data (#Mesh.mvert, #Mesh.medge, #Mesh.mloop, #Mesh.mpoly). */ ME_WRAPPER_TYPE_MDATA = 0, /** Use edit-mesh data (#Mesh.edit_mesh, #Mesh_Runtime.edit_data). */ ME_WRAPPER_TYPE_BMESH = 1, /** Use subdivision mesh data (#Mesh_Runtime.mesh_eval). */ ME_WRAPPER_TYPE_SUBD = 2, } eMeshWrapperType; /** #Mesh.texflag */ enum { ME_AUTOSPACE = 1, ME_AUTOSPACE_EVALUATED = 2, }; /** #Mesh.editflag */ enum { ME_EDIT_MIRROR_VERTEX_GROUPS = 1 << 0, ME_EDIT_MIRROR_Y = 1 << 1, /* unused so far */ ME_EDIT_MIRROR_Z = 1 << 2, /* unused so far */ ME_EDIT_PAINT_FACE_SEL = 1 << 3, ME_EDIT_MIRROR_TOPO = 1 << 4, ME_EDIT_PAINT_VERT_SEL = 1 << 5, }; /* Helper macro to see if vertex group X mirror is on. */ #define ME_USING_MIRROR_X_VERTEX_GROUPS(_me) \ (((_me)->editflag & ME_EDIT_MIRROR_VERTEX_GROUPS) && ((_me)->symmetry & ME_SYMMETRY_X)) /* We can't have both flags enabled at once, * flags defined in DNA_scene_types.h */ #define ME_EDIT_PAINT_SEL_MODE(_me) \ (((_me)->editflag & ME_EDIT_PAINT_FACE_SEL) ? SCE_SELECT_FACE : \ ((_me)->editflag & ME_EDIT_PAINT_VERT_SEL) ? SCE_SELECT_VERTEX : \ 0) /** #Mesh.flag */ enum { ME_FLAG_UNUSED_0 = 1 << 0, /* cleared */ ME_FLAG_UNUSED_1 = 1 << 1, /* cleared */ ME_FLAG_DEPRECATED_2 = 1 << 2, /* deprecated */ ME_FLAG_UNUSED_3 = 1 << 3, /* cleared */ ME_FLAG_UNUSED_4 = 1 << 4, /* cleared */ ME_AUTOSMOOTH = 1 << 5, ME_FLAG_UNUSED_6 = 1 << 6, /* cleared */ ME_FLAG_UNUSED_7 = 1 << 7, /* cleared */ ME_REMESH_REPROJECT_VERTEX_COLORS = 1 << 8, ME_DS_EXPAND = 1 << 9, ME_SCULPT_DYNAMIC_TOPOLOGY = 1 << 10, ME_FLAG_UNUSED_8 = 1 << 11, /* cleared */ ME_REMESH_REPROJECT_PAINT_MASK = 1 << 12, ME_REMESH_FIX_POLES = 1 << 13, ME_REMESH_REPROJECT_VOLUME = 1 << 14, ME_REMESH_REPROJECT_SCULPT_FACE_SETS = 1 << 15, }; /** #Mesh.cd_flag */ enum { ME_CDFLAG_VERT_BWEIGHT = 1 << 0, ME_CDFLAG_EDGE_BWEIGHT = 1 << 1, ME_CDFLAG_EDGE_CREASE = 1 << 2, ME_CDFLAG_VERT_CREASE = 1 << 3, }; /** #Mesh.remesh_mode */ enum { REMESH_VOXEL = 0, REMESH_QUAD = 1, }; /** #SubsurfModifierData.subdivType */ enum { ME_CC_SUBSURF = 0, ME_SIMPLE_SUBSURF = 1, }; /** #Mesh.symmetry */ typedef enum eMeshSymmetryType { ME_SYMMETRY_X = 1 << 0, ME_SYMMETRY_Y = 1 << 1, ME_SYMMETRY_Z = 1 << 2, } eMeshSymmetryType; #define MESH_MAX_VERTS 2000000000L #ifdef __cplusplus } #endif