44 object_name_ = obj_eval->
id.
name + 2;
45 export_mesh_ =
nullptr;
53 mesh_edges_ = export_mesh_->edges();
54 mesh_faces_ = export_mesh_->faces();
55 mesh_corner_verts_ = export_mesh_->corner_verts();
56 sharp_faces_ = *export_mesh_->
attributes().lookup_or_default<
bool>(
66 this->triangulate_mesh_eval();
69 this->materials.reinitialize(export_mesh_->
totcol);
70 for (
const int i : this->materials.index_range()) {
74 set_world_axes_transform(
86void OBJMesh::set_mesh(
Mesh *mesh)
88 if (owned_export_mesh_) {
91 owned_export_mesh_ =
mesh;
92 export_mesh_ = owned_export_mesh_;
93 mesh_edges_ = mesh->edges();
94 mesh_faces_ = mesh->faces();
95 mesh_corner_verts_ = mesh->corner_verts();
96 sharp_faces_ = *export_mesh_->
attributes().lookup_or_default<
bool>(
102 if (owned_export_mesh_) {
104 owned_export_mesh_ =
nullptr;
106 export_mesh_ =
nullptr;
107 corner_to_uv_index_ = {};
108 uv_coords_.clear_and_shrink();
109 corner_to_normal_index_ = {};
112 if (face_smooth_groups_) {
114 face_smooth_groups_ =
nullptr;
118void OBJMesh::triangulate_mesh_eval()
126 bm_convert_params.calc_vert_normal =
true;
127 bm_convert_params.add_key_index =
false;
128 bm_convert_params.use_shapekey =
false;
132 const int triangulate_min_verts = 4;
138 triangulate_min_verts,
145 this->set_mesh(triangulated);
148void OBJMesh::set_world_axes_transform(
const Object &obj_eval,
151 const float global_scale)
157 const float4x4 &object_to_world = obj_eval.object_to_world();
160 world_and_axes_transform_ =
float4x4(transform);
161 world_and_axes_transform_.
location() = axes_transform * object_to_world.location();
162 world_and_axes_transform_[3][3] = object_to_world[3][3];
165 world_and_axes_transform_;
185 return int(uv_coords_.size());
195 return this->materials.size();
203 return face_smooth_groups_[face_index];
213 export_mesh_->corner_edges(),
223 const VArray<int> material_indices = *attributes.lookup_or_default<
int>(
234 int mat_a = material_indices_span[a];
235 int mat_b = material_indices_span[b];
236 if (mat_a != mat_b) {
237 return mat_a < mat_b;
243bool OBJMesh::is_ith_face_smooth(
const int face_index)
const
245 return !sharp_faces_[face_index];
255 return export_mesh_->id.name + 2;
258void OBJMesh::store_uv_coords_and_indices()
276 uv_to_index.
reserve(export_mesh_->verts_num);
277 uv_coords_.reserve(export_mesh_->verts_num);
279 corner_to_uv_index_.reinitialize(uv_map.
size());
281 for (
int index = 0; index <
int(uv_map.
size()); index++) {
282 float2 uv = uv_map[index];
284 if (uv_index == -1) {
285 uv_index = uv_to_index.
size();
286 uv_to_index.
add(uv, uv_index);
287 uv_coords_.append(uv);
289 corner_to_uv_index_[index] = uv_index;
296 float scale =
powf(10.0, round_digits);
297 return ceilf(scale * f - 0.49999999f) / scale;
309void OBJMesh::store_normal_coords_and_indices()
316 constexpr int round_digits = 4;
319 unique_normals.
reserve(export_mesh_->faces_num);
320 corner_to_normal_index_.reinitialize(export_mesh_->corners_num);
323 const float3x3 transform = world_and_axes_normal_transform_;
324 auto add_normal = [&](
const float3 &normal) {
330 switch (export_mesh_->normals_domain()) {
332 const Span<float3> face_normals = export_mesh_->face_normals();
333 for (
const int face : mesh_faces_.index_range()) {
334 const int index = add_normal(face_normals[face]);
335 corner_to_normal_index_.as_mutable_span().slice(mesh_faces_[face]).fill(index);
340 const Span<float3> vert_normals = export_mesh_->vert_normals();
343 if (verts_no_face.
count == 0) {
344 for (
const int vert : vert_normals.
index_range()) {
345 vert_normal_indices[vert] = add_normal(vert_normals[vert]);
349 for (
const int vert : vert_normals.
index_range()) {
351 vert_normal_indices[vert] = add_normal(vert_normals[vert]);
357 corner_to_normal_index_.as_mutable_span());
361 const Span<float3> corner_normals = export_mesh_->corner_normals();
362 for (
const int corner : corner_normals.
index_range()) {
363 corner_to_normal_index_[corner] = add_normal(corner_normals[corner]);
369 normal_coords_ = unique_normals.
as_span();
372int OBJMesh::tot_deform_groups()
const
377int16_t OBJMesh::get_face_deform_group_index(
const int face_index,
380 BLI_assert(face_index < export_mesh_->faces_num);
387 group_weights.
fill(0);
388 bool found_any_group =
false;
389 for (
const int vert : mesh_corner_verts_.slice(mesh_faces_[face_index])) {
391 for (
int weight_i = 0; weight_i < dv.
totweight; ++weight_i) {
392 const auto group = dv.
dw[weight_i].
def_nr;
393 if (group < group_weights.
size()) {
394 group_weights[group] += dv.
dw[weight_i].
weight;
395 found_any_group =
true;
400 if (!found_any_group) {
404 int16_t max_idx = std::max_element(group_weights.
begin(), group_weights.
end()) -
405 group_weights.
begin();
409const char *OBJMesh::get_face_deform_group_name(
const int16_t def_group_index)
const
412 BLI_findlink(&export_mesh_->vertex_group_names, def_group_index)));
413 return vertex_group.
name;
CustomData interface, see also DNA_customdata_types.h.
const char * CustomData_get_active_layer_name(const CustomData *data, eCustomDataType type)
void BKE_id_free(Main *bmain, void *idv)
General operations, lookup, etc. for materials.
struct Material * BKE_object_material_get_eval(struct Object *ob, short act)
Mesh * BKE_mesh_new_from_object(Depsgraph *depsgraph, Object *object, bool preserve_all_data_layers, bool preserve_origindex)
Mesh * BKE_mesh_from_bmesh_for_eval_nomain(BMesh *bm, const CustomData_MeshMasks *cd_mask_extra, const Mesh *me_settings)
BMesh * BKE_mesh_to_bmesh_ex(const Mesh *mesh, const BMeshCreateParams *create_params, const BMeshFromMeshParams *convert_params)
int * BKE_mesh_calc_smoothgroups(int edges_num, blender::OffsetIndices< int > faces, blender::Span< int > corner_edges, blender::Span< bool > sharp_edges, blender::Span< bool > sharp_faces, int *r_totgroup, bool use_bitflags)
General operations, lookup, etc. for blender objects.
Mesh * BKE_object_get_evaluated_mesh(const Object *object_eval)
Mesh * BKE_object_get_pre_modified_mesh(const Object *object)
void * BLI_findlink(const struct ListBase *listbase, int number) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1)
int BLI_listbase_count(const struct ListBase *listbase) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1)
bool mat3_from_axis_conversion(int src_forward, int src_up, int dst_forward, int dst_up, float r_mat[3][3])
Object * DEG_get_evaluated_object(const Depsgraph *depsgraph, Object *object)
@ MOD_TRIANGULATE_QUAD_SHORTEDGE
@ MOD_TRIANGULATE_NGON_BEAUTY
Object is a sort of wrapper for general info.
void BM_mesh_free(BMesh *bm)
BMesh Free Mesh.
ATTR_WARN_UNUSED_RESULT const BMVert * v
void BM_mesh_triangulate(BMesh *bm, const int quad_method, const int ngon_method, const int min_vertices, const bool tag_only, BMOperator *op, BMOpSlot *slot_facemap_out, BMOpSlot *slot_facemap_double_out)
Span< T > as_span() const
MutableSpan< T > as_mutable_span()
void reinitialize(const int64_t new_size)
bool add(const Key &key, const Value &value)
Value lookup_default(const Key &key, const Value &default_value) const
constexpr int64_t size() const
constexpr void fill(const T &value) const
constexpr T * end() const
constexpr T * begin() const
constexpr int64_t size() const
constexpr IndexRange index_range() const
constexpr bool is_empty() const
constexpr bool is_empty() const
T get_internal_single() const
void reserve(const int64_t n)
Span< Key > as_span() const
int64_t index_of_or_add(const Key &key)
int16_t tot_materials() const
void calc_smooth_groups(bool use_bitflags)
int tot_uv_vertices() const
OBJMesh(Depsgraph *depsgraph, const OBJExportParams &export_params, Object *mesh_object)
int ith_smooth_group(int face_index) const
local_group_size(16, 16) .push_constant(Type b
const Depsgraph * depsgraph
draw_view push_constant(Type::INT, "radiance_src") .push_constant(Type capture_info_buf storage_buf(1, Qualifier::READ, "ObjectBounds", "bounds_buf[]") .push_constant(Type draw_view int
void MEM_freeN(void *vmemh)
void gather(const GVArray &src, const IndexMask &indices, GMutableSpan dst, int64_t grain_size=4096)
void fill_index_range(MutableSpan< T > span, const T start=0)
static float round_float_to_n_digits(const float f, int round_digits)
static float3 round_float3_to_n_digits(const float3 &v, int round_digits)
MatBase< T, NumCol, NumRow > transpose(const MatBase< T, NumRow, NumCol > &mat)
bool is_negative(const MatBase< T, Size, Size > &mat)
CartesianBasis invert(const CartesianBasis &basis)
MatT from_scale(const VecBase< typename MatT::base_type, ScaleDim > &scale)
MatBase< T, NumCol, NumRow > normalize(const MatBase< T, NumCol, NumRow > &a)
MatBase< float, 4, 4 > float4x4
void parallel_sort(RandomAccessIterator begin, RandomAccessIterator end)
MatBase< float, 3, 3 > float3x3
VecBase< float, 3 > float3
bool export_triangulated_mesh
blender::BitVector is_loose_bits