/* * 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. */ #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "BKE_mesh.h" #include "UI_interface.h" #include "UI_resources.h" #include "node_geometry_util.hh" static bNodeSocketTemplate geo_node_mesh_primitive_grid_in[] = { {SOCK_FLOAT, N_("Size X"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, FLT_MAX, PROP_DISTANCE}, {SOCK_FLOAT, N_("Size Y"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, FLT_MAX, PROP_DISTANCE}, {SOCK_INT, N_("Vertices X"), 3, 0.0f, 0.0f, 0.0f, 2, 1000}, {SOCK_INT, N_("Vertices Y"), 3, 0.0f, 0.0f, 0.0f, 2, 1000}, {-1, ""}, }; static bNodeSocketTemplate geo_node_mesh_primitive_grid_out[] = { {SOCK_GEOMETRY, N_("Geometry")}, {-1, ""}, }; namespace blender::nodes { static void calculate_uvs( Mesh *mesh, Span verts, Span loops, const float size_x, const float size_y) { MeshComponent mesh_component; mesh_component.replace(mesh, GeometryOwnershipType::Editable); OutputAttribute_Typed uv_attribute = mesh_component.attribute_try_get_for_output_only("uv_map", ATTR_DOMAIN_CORNER); MutableSpan uvs = uv_attribute.as_span(); const float dx = (size_x == 0.0f) ? 0.0f : 1.0f / size_x; const float dy = (size_y == 0.0f) ? 0.0f : 1.0f / size_y; for (const int i : loops.index_range()) { const float3 &co = verts[loops[i].v].co; uvs[i].x = (co.x + size_x * 0.5f) * dx; uvs[i].y = (co.y + size_y * 0.5f) * dy; } uv_attribute.save(); } static Mesh *create_grid_mesh(const int verts_x, const int verts_y, const float size_x, const float size_y) { BLI_assert(verts_x > 1 && verts_y > 1); const int edges_x = verts_x - 1; const int edges_y = verts_y - 1; Mesh *mesh = BKE_mesh_new_nomain(verts_x * verts_y, edges_x * verts_y + edges_y * verts_x, 0, edges_x * edges_y * 4, edges_x * edges_y); MutableSpan verts{mesh->mvert, mesh->totvert}; MutableSpan loops{mesh->mloop, mesh->totloop}; MutableSpan edges{mesh->medge, mesh->totedge}; MutableSpan polys{mesh->mpoly, mesh->totpoly}; { const float dx = size_x / edges_x; const float dy = size_y / edges_y; float x = -size_x * 0.5; for (const int x_index : IndexRange(verts_x)) { float y = -size_y * 0.5; for (const int y_index : IndexRange(verts_y)) { const int vert_index = x_index * verts_y + y_index; verts[vert_index].co[0] = x; verts[vert_index].co[1] = y; verts[vert_index].co[2] = 0.0f; y += dy; } x += dx; } } /* Point all vertex normals in the up direction. */ const short up_normal[3] = {0, 0, SHRT_MAX}; for (MVert &vert : verts) { copy_v3_v3_short(vert.no, up_normal); } /* Build the horizontal edges in the X direction. */ const int y_edges_start = 0; int edge_index = 0; for (const int x : IndexRange(verts_x)) { for (const int y : IndexRange(edges_y)) { const int vert_index = x * verts_y + y; MEdge &edge = edges[edge_index++]; edge.v1 = vert_index; edge.v2 = vert_index + 1; edge.flag = ME_EDGEDRAW | ME_EDGERENDER; } } /* Build the vertical edges in the Y direction. */ const int x_edges_start = edge_index; for (const int y : IndexRange(verts_y)) { for (const int x : IndexRange(edges_x)) { const int vert_index = x * verts_y + y; MEdge &edge = edges[edge_index++]; edge.v1 = vert_index; edge.v2 = vert_index + verts_y; edge.flag = ME_EDGEDRAW | ME_EDGERENDER; } } int loop_index = 0; int poly_index = 0; for (const int x : IndexRange(edges_x)) { for (const int y : IndexRange(edges_y)) { MPoly &poly = polys[poly_index++]; poly.loopstart = loop_index; poly.totloop = 4; const int vert_index = x * verts_y + y; MLoop &loop_a = loops[loop_index++]; loop_a.v = vert_index; loop_a.e = x_edges_start + edges_x * y + x; MLoop &loop_b = loops[loop_index++]; loop_b.v = vert_index + verts_y; loop_b.e = y_edges_start + edges_y * (x + 1) + y; MLoop &loop_c = loops[loop_index++]; loop_c.v = vert_index + verts_y + 1; loop_c.e = x_edges_start + edges_x * (y + 1) + x; MLoop &loop_d = loops[loop_index++]; loop_d.v = vert_index + 1; loop_d.e = y_edges_start + edges_y * x + y; } } calculate_uvs(mesh, verts, loops, size_x, size_y); return mesh; } static void geo_node_mesh_primitive_grid_exec(GeoNodeExecParams params) { const float size_x = params.extract_input("Size X"); const float size_y = params.extract_input("Size Y"); const int verts_x = params.extract_input("Vertices X"); const int verts_y = params.extract_input("Vertices Y"); if (verts_x < 2 || verts_y < 2) { params.set_output("Geometry", GeometrySet()); return; } Mesh *mesh = create_grid_mesh(verts_x, verts_y, size_x, size_y); BLI_assert(BKE_mesh_is_valid(mesh)); params.set_output("Geometry", GeometrySet::create_with_mesh(mesh)); } } // namespace blender::nodes void register_node_type_geo_mesh_primitive_grid() { static bNodeType ntype; geo_node_type_base(&ntype, GEO_NODE_MESH_PRIMITIVE_GRID, "Grid", NODE_CLASS_GEOMETRY, 0); node_type_socket_templates( &ntype, geo_node_mesh_primitive_grid_in, geo_node_mesh_primitive_grid_out); ntype.geometry_node_execute = blender::nodes::geo_node_mesh_primitive_grid_exec; nodeRegisterType(&ntype); }