Fix T39781: Autosmooth feature: erroneously showing hidden vertices' normals too when in "vertex per face" display
So, turned out after all we need a foreachmapped helper for loops as well... :/ CDDM and EBDM were reasonably simple, but I fought hours with CCGDM (subsurf) to find only a bad working solution (see D478). So I fallback to a code similar to CDDM one. Probably not nice for performances, but loops and subsurf are not matching well... Reviewers: campbellbarton CC: brecht Differential Revision: https://developer.blender.org/D478
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blender-bot
2023-02-14 10:47:17 +01:00
Referenced by issue #39781, Autosmooth feature: erroneously showing hidden vertices' normals too when in "vertex per face" display
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@ -156,7 +156,7 @@ typedef enum DMDrawFlag {
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typedef enum DMForeachFlag {
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DM_FOREACH_NOP = 0,
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DM_FOREACH_USE_NORMAL = (1 << 0), /* foreachMappedVert, foreachMappedFaceCenter */
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DM_FOREACH_USE_NORMAL = (1 << 0), /* foreachMappedVert, foreachMappedLoop, foreachMappedFaceCenter */
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} DMForeachFlag;
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typedef enum DMDirtyFlag {
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@ -309,6 +309,15 @@ struct DerivedMesh {
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const float v0co[3], const float v1co[3]),
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void *userData);
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/** Iterate over each mapped loop in the derived mesh, calling the given function
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* with the original loop index and the mapped loops's new coordinate and normal.
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*/
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void (*foreachMappedLoop)(DerivedMesh *dm,
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void (*func)(void *userData, int vertex_index, int face_index,
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const float co[3], const float no[3]),
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void *userData,
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DMForeachFlag flag);
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/** Iterate over each mapped face in the derived mesh, calling the
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* given function with the original face and the mapped face's (or
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* faces') center and normal.
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@ -1691,6 +1691,35 @@ static void cdDM_foreachMappedEdge(
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}
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}
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static void cdDM_foreachMappedLoop(
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DerivedMesh *dm,
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void (*func)(void *userData, int vertex_index, int face_index, const float co[3], const float no[3]),
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void *userData,
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DMForeachFlag flag)
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{
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/* We can't use dm->getLoopDataLayout(dm) here, we want to always access dm->loopData, EditDerivedBMesh would
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* return loop data from bmesh itself. */
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const float (*lnors)[3] = (flag & DM_FOREACH_USE_NORMAL) ? DM_get_loop_data_layer(dm, CD_NORMAL) : NULL;
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const MVert *mv = CDDM_get_verts(dm);
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const MLoop *ml = CDDM_get_loops(dm);
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const MPoly *mp = CDDM_get_polys(dm);
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const int *v_index = DM_get_vert_data_layer(dm, CD_ORIGINDEX);
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const int *f_index = DM_get_poly_data_layer(dm, CD_ORIGINDEX);
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int p_idx, i;
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for (p_idx = 0; p_idx < dm->numPolyData; ++p_idx, ++mp) {
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for (i = 0; i < mp->totloop; ++i, ++ml) {
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const int v_idx = v_index ? v_index[ml->v] : ml->v;
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const int f_idx = f_index ? f_index[p_idx] : p_idx;
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const float *no = lnors ? *lnors++ : NULL;
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if (!ELEM(ORIGINDEX_NONE, v_idx, f_idx)) {
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func(userData, v_idx, f_idx, mv[ml->v].co, no);
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}
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}
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}
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}
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static void cdDM_foreachMappedFaceCenter(
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DerivedMesh *dm,
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void (*func)(void *userData, int index, const float cent[3], const float no[3]),
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@ -1831,6 +1860,7 @@ static CDDerivedMesh *cdDM_create(const char *desc)
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dm->foreachMappedVert = cdDM_foreachMappedVert;
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dm->foreachMappedEdge = cdDM_foreachMappedEdge;
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dm->foreachMappedLoop = cdDM_foreachMappedLoop;
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dm->foreachMappedFaceCenter = cdDM_foreachMappedFaceCenter;
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dm->release = cdDM_release;
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@ -378,6 +378,39 @@ static void emDM_drawUVEdges(DerivedMesh *dm)
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glEnd();
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}
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static void emDM_foreachMappedLoop(
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DerivedMesh *dm,
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void (*func)(void *userData, int vertex_index, int face_index, const float co[3], const float no[3]),
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void *userData,
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DMForeachFlag flag)
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{
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/* We can't use dm->getLoopDataLayout(dm) here, we want to always access dm->loopData, EditDerivedBMesh would
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* return loop data from bmesh itself. */
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const float (*lnors)[3] = (flag & DM_FOREACH_USE_NORMAL) ? DM_get_loop_data_layer(dm, CD_NORMAL) : NULL;
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EditDerivedBMesh *bmdm = (EditDerivedBMesh *)dm;
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BMesh *bm = bmdm->em->bm;
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BMFace *efa;
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BMIter iter;
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const float (*vertexCos)[3] = bmdm->vertexCos;
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int f_idx;
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BM_mesh_elem_index_ensure(bm, BM_VERT);
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BM_ITER_MESH_INDEX (efa, &iter, bm, BM_FACES_OF_MESH, f_idx) {
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BMLoop *l_iter, *l_first;
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l_iter = l_first = BM_FACE_FIRST_LOOP(efa);
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do {
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const BMVert *eve = l_iter->v;
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const int v_idx = BM_elem_index_get(eve);
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const float *no = lnors ? *lnors++ : NULL;
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func(userData, v_idx, f_idx, vertexCos ? vertexCos[v_idx] : eve->co, no);
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} while ((l_iter = l_iter->next) != l_first);
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}
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}
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static void emDM_foreachMappedFaceCenter(
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DerivedMesh *dm,
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void (*func)(void *userData, int index, const float co[3], const float no[3]),
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@ -1728,6 +1761,7 @@ DerivedMesh *getEditDerivedBMesh(BMEditMesh *em,
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bmdm->dm.recalcTessellation = emDM_recalcTessellation;
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bmdm->dm.foreachMappedVert = emDM_foreachMappedVert;
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bmdm->dm.foreachMappedLoop = emDM_foreachMappedLoop;
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bmdm->dm.foreachMappedEdge = emDM_foreachMappedEdge;
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bmdm->dm.foreachMappedFaceCenter = emDM_foreachMappedFaceCenter;
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@ -1554,6 +1554,35 @@ static void ccgDM_foreachMappedEdge(
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ccgEdgeIterator_free(ei);
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}
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static void ccgDM_foreachMappedLoop(
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DerivedMesh *dm,
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void (*func)(void *userData, int vertex_index, int face_index, const float co[3], const float no[3]),
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void *userData,
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DMForeachFlag flag)
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{
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/* We can't use dm->getLoopDataLayout(dm) here, we want to always access dm->loopData, EditDerivedBMesh would
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* return loop data from bmesh itself. */
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const float (*lnors)[3] = (flag & DM_FOREACH_USE_NORMAL) ? DM_get_loop_data_layer(dm, CD_NORMAL) : NULL;
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MVert *mv = dm->getVertArray(dm);
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MLoop *ml = dm->getLoopArray(dm);
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MPoly *mp = dm->getPolyArray(dm);
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const int *v_index = dm->getVertDataArray(dm, CD_ORIGINDEX);
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const int *f_index = dm->getPolyDataArray(dm, CD_ORIGINDEX);
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int p_idx, i;
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for (p_idx = 0; p_idx < dm->numPolyData; ++p_idx, ++mp) {
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for (i = 0; i < mp->totloop; ++i, ++ml) {
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const int v_idx = v_index ? v_index[ml->v] : ml->v;
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const int f_idx = f_index ? f_index[p_idx] : p_idx;
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const float *no = lnors ? *lnors++ : NULL;
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if (!ELEM(ORIGINDEX_NONE, v_idx, f_idx)) {
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func(userData, v_idx, f_idx, mv[ml->v].co, no);
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}
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}
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}
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}
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static void ccgDM_drawVerts(DerivedMesh *dm)
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{
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CCGDerivedMesh *ccgdm = (CCGDerivedMesh *) dm;
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@ -3461,6 +3490,7 @@ static CCGDerivedMesh *getCCGDerivedMesh(CCGSubSurf *ss,
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ccgdm->dm.getVertCos = ccgdm_getVertCos;
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ccgdm->dm.foreachMappedVert = ccgDM_foreachMappedVert;
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ccgdm->dm.foreachMappedEdge = ccgDM_foreachMappedEdge;
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ccgdm->dm.foreachMappedLoop = ccgDM_foreachMappedLoop;
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ccgdm->dm.foreachMappedFaceCenter = ccgDM_foreachMappedFaceCenter;
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ccgdm->dm.drawVerts = ccgDM_drawVerts;
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@ -2433,47 +2433,46 @@ static int draw_dm_test_freestyle_face_mark(BMesh *bm, BMFace *efa)
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#endif
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/* Draw loop normals. */
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static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm)
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static void draw_dm_loop_normals__mapFunc(void *userData, int vertex_index, int face_index,
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const float co[3], const float no[3])
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{
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/* XXX Would it be worth adding a dm->foreachMappedLoop func just for this? I doubt it... */
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if (no) {
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const drawDMNormal_userData *data = userData;
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const BMVert *eve = BM_vert_at_index(data->bm, vertex_index);
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const BMFace *efa = BM_face_at_index(data->bm, face_index);
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float vec[3];
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/* We can't use dm->getLoopDataLayout(dm) here, we want to always access dm->loopData, EditDerivedBMesh would
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* return loop data from bmesh itself. */
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float (*lnors)[3] = DM_get_loop_data_layer(dm, CD_NORMAL);
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if (lnors) {
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drawDMNormal_userData data;
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const MLoop *mloops = dm->getLoopArray(dm);
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const MVert *mverts = dm->getVertArray(dm);
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int i, totloops = dm->getNumLoops(dm);
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data.bm = em->bm;
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data.normalsize = scene->toolsettings->normalsize;
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calcDrawDMNormalScale(ob, &data);
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glBegin(GL_LINES);
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for (i = 0; i < totloops; i++, mloops++, lnors++) {
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float no[3];
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const float *co = mverts[mloops->v].co;
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if (!data.uniform_scale) {
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mul_v3_m3v3(no, data.tmat, (float *)lnors);
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normalize_v3(no);
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mul_m3_v3(data.imat, no);
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if (!(BM_elem_flag_test(eve, BM_ELEM_HIDDEN) || BM_elem_flag_test(efa, BM_ELEM_HIDDEN))) {
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if (!data->uniform_scale) {
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mul_v3_m3v3(vec, data->tmat, no);
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normalize_v3(vec);
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mul_m3_v3(data->imat, vec);
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}
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else {
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copy_v3_v3(no, (float *)lnors);
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copy_v3_v3(vec, no);
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}
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mul_v3_fl(no, data.normalsize);
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add_v3_v3(no, co);
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mul_v3_fl(vec, data->normalsize);
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add_v3_v3(vec, co);
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glVertex3fv(co);
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glVertex3fv(no);
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glVertex3fv(vec);
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}
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glEnd();
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}
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}
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static void draw_dm_loop_normals(BMEditMesh *em, Scene *scene, Object *ob, DerivedMesh *dm)
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{
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drawDMNormal_userData data;
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data.bm = em->bm;
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data.normalsize = scene->toolsettings->normalsize;
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calcDrawDMNormalScale(ob, &data);
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glBegin(GL_LINES);
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dm->foreachMappedLoop(dm, draw_dm_loop_normals__mapFunc, &data, DM_FOREACH_USE_NORMAL);
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glEnd();
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}
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/* Draw faces with color set based on selection
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* return 2 for the active face so it renders with stipple enabled */
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static DMDrawOption draw_dm_faces_sel__setDrawOptions(void *userData, int index)
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