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source/blender/blenkernel/intern/pbvh_uv_islands.hh
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| /** | /** | ||||
| * MeshData contains input geometry data converted in a list of primitives, edges and vertices for | * MeshData contains input geometry data converted in a list of primitives, edges and vertices for | ||||
| * quick access for both local space and uv space. | * quick access for both local space and uv space. | ||||
| */ | */ | ||||
| struct MeshData { | struct MeshData { | ||||
| public: | public: | ||||
| const Span<MLoopTri> looptris; | const Span<MLoopTri> looptris; | ||||
| const int64_t verts_num; | const int64_t verts_num; | ||||
| const Span<MLoop> loops; | const Span<int> corner_verts; | ||||
| const Span<float2> uv_map; | const Span<float2> uv_map; | ||||
| const Span<float3> vertex_positions; | const Span<float3> vertex_positions; | ||||
| VertToEdgeMap vert_to_edge_map; | VertToEdgeMap vert_to_edge_map; | ||||
| Vector<MeshEdge> edges; | Vector<MeshEdge> edges; | ||||
| EdgeToPrimitiveMap edge_to_primitive_map; | EdgeToPrimitiveMap edge_to_primitive_map; | ||||
| TriangleToEdgeMap primitive_to_edge_map; | TriangleToEdgeMap primitive_to_edge_map; | ||||
| /** | /** | ||||
| * UV island each primitive belongs to. This is used to speed up the initial uv island | * UV island each primitive belongs to. This is used to speed up the initial uv island | ||||
| * extraction and should not be used afterwards. | * extraction and should not be used afterwards. | ||||
| */ | */ | ||||
| Array<int> uv_island_ids; | Array<int> uv_island_ids; | ||||
| /** Total number of found uv islands. */ | /** Total number of found uv islands. */ | ||||
| int64_t uv_island_len; | int64_t uv_island_len; | ||||
| public: | public: | ||||
| explicit MeshData(Span<MLoopTri> looptris, | explicit MeshData(Span<MLoopTri> looptris, | ||||
| Span<MLoop> loops, | const Span<int> corner_verts, | ||||
| const int verts_num, | const int verts_num, | ||||
| const Span<float2> uv_map, | const Span<float2> uv_map, | ||||
| const Span<float3> vertex_positions); | const Span<float3> vertex_positions); | ||||
| }; | }; | ||||
| struct UVVertex { | struct UVVertex { | ||||
| int vertex; | int vertex; | ||||
| /* Position in uv space. */ | /* Position in uv space. */ | ||||
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