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node_geo_mesh_primitive_grid.cc

node_geo_mesh_primitive_grid.cc

/*
* 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_material.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, 1, 1000},
{SOCK_INT, N_("Vertices Y"), 3, 0.0f, 0.0f, 0.0f, 1, 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<MVert> verts, Span<MLoop> loops, const float size_x, const float size_y)
{
MeshComponent mesh_component;
mesh_component.replace(mesh, GeometryOwnershipType::Editable);
OutputAttribute_Typed<float2> uv_attribute =
mesh_component.attribute_try_get_for_output_only<float2>("uv_map", ATTR_DOMAIN_CORNER);
MutableSpan<float2> 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 > 0 && verts_y > 0);
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<MVert> verts{mesh->mvert, mesh->totvert};
MutableSpan<MLoop> loops{mesh->mloop, mesh->totloop};
MutableSpan<MEdge> edges{mesh->medge, mesh->totedge};
MutableSpan<MPoly> polys{mesh->mpoly, mesh->totpoly};
const float dx = edges_x == 0 ? 0.0f : size_x / edges_x;
const float dy = edges_y == 0 ? 0.0f : size_y / edges_y;
const float x_shift = edges_x / 2.0f;
const float y_shift = edges_y / 2.0f;
for (const int x_index : IndexRange(verts_x)) {
for (const int y_index : IndexRange(verts_y)) {
const int vert_index = x_index * verts_y + y_index;
verts[vert_index].co[0] = (x_index - x_shift) * dx;
verts[vert_index].co[1] = (y_index - y_shift) * dy;
verts[vert_index].co[2] = 0.0f;
}
}
/* 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);
}
const short edge_flag = (edges_x == 0 || edges_y == 0) ? ME_LOOSEEDGE :
ME_EDGEDRAW | ME_EDGERENDER;
/* 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 = edge_flag;
}
}
/* 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 = edge_flag;
}
}
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<float>("Size X");
const float size_y = params.extract_input<float>("Size Y");
const int verts_x = params.extract_input<int>("Vertices X");
const int verts_y = params.extract_input<int>("Vertices Y");
if (verts_x < 1 || verts_y < 1) {
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));
BKE_id_material_eval_ensure_default_slot(&mesh->id);
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);
}

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