Merge branch 'blender-v3.2-release'

This commit is contained in:
Campbell Barton 2022-05-11 16:34:17 +10:00
commit 8e476c414c
1 changed files with 39 additions and 12 deletions

View File

@ -301,11 +301,11 @@ static void attr_create_sculpt_vertex_color(Scene *scene,
template<typename TypeInCycles, typename GetValueAtIndex>
static void fill_generic_attribute(BL::Mesh &b_mesh,
TypeInCycles *data,
const AttributeElement element,
const BL::Attribute::domain_enum b_domain,
const GetValueAtIndex &get_value_at_index)
{
switch (element) {
case ATTR_ELEMENT_CORNER: {
switch (b_domain) {
case BL::Attribute::domain_CORNER: {
for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
const int index = t.index() * 3;
BL::Array<int, 3> loops = t.loops();
@ -315,14 +315,37 @@ static void fill_generic_attribute(BL::Mesh &b_mesh,
}
break;
}
case ATTR_ELEMENT_VERTEX: {
case BL::Attribute::domain_EDGE: {
/* Averge edge attributes at vertices. */
const size_t num_verts = b_mesh.vertices.length();
vector<int> count(num_verts, 0);
for (BL::MeshEdge &e : b_mesh.edges) {
BL::Array<int, 2> vertices = e.vertices();
TypeInCycles value = get_value_at_index(e.index());
data[vertices[0]] += value;
data[vertices[1]] += value;
count[vertices[0]]++;
count[vertices[1]]++;
}
for (size_t i = 0; i < num_verts; i++) {
if (count[i] > 1) {
data[i] /= (float)count[i];
}
}
break;
}
case BL::Attribute::domain_POINT: {
const int num_verts = b_mesh.vertices.length();
for (int i = 0; i < num_verts; i++) {
data[i] = get_value_at_index(i);
}
break;
}
case ATTR_ELEMENT_FACE: {
case BL::Attribute::domain_FACE: {
for (BL::MeshLoopTriangle &t : b_mesh.loop_triangles) {
data[t.index()] = get_value_at_index(t.polygon_index());
}
@ -404,6 +427,9 @@ static void attr_create_generic(Scene *scene,
case BL::Attribute::domain_POINT:
element = ATTR_ELEMENT_VERTEX;
break;
case BL::Attribute::domain_EDGE:
element = ATTR_ELEMENT_VERTEX;
break;
case BL::Attribute::domain_FACE:
element = ATTR_ELEMENT_FACE;
break;
@ -420,15 +446,16 @@ static void attr_create_generic(Scene *scene,
Attribute *attr = attributes.add(name, TypeFloat, element);
float *data = attr->data_float();
fill_generic_attribute(
b_mesh, data, element, [&](int i) { return b_float_attribute.data[i].value(); });
b_mesh, data, b_domain, [&](int i) { return b_float_attribute.data[i].value(); });
break;
}
case BL::Attribute::data_type_BOOLEAN: {
BL::BoolAttribute b_bool_attribute{b_attribute};
Attribute *attr = attributes.add(name, TypeFloat, element);
float *data = attr->data_float();
fill_generic_attribute(
b_mesh, data, element, [&](int i) { return (float)b_bool_attribute.data[i].value(); });
fill_generic_attribute(b_mesh, data, b_domain, [&](int i) {
return (float)b_bool_attribute.data[i].value();
});
break;
}
case BL::Attribute::data_type_INT: {
@ -436,14 +463,14 @@ static void attr_create_generic(Scene *scene,
Attribute *attr = attributes.add(name, TypeFloat, element);
float *data = attr->data_float();
fill_generic_attribute(
b_mesh, data, element, [&](int i) { return (float)b_int_attribute.data[i].value(); });
b_mesh, data, b_domain, [&](int i) { return (float)b_int_attribute.data[i].value(); });
break;
}
case BL::Attribute::data_type_FLOAT_VECTOR: {
BL::FloatVectorAttribute b_vector_attribute{b_attribute};
Attribute *attr = attributes.add(name, TypeVector, element);
float3 *data = attr->data_float3();
fill_generic_attribute(b_mesh, data, element, [&](int i) {
fill_generic_attribute(b_mesh, data, b_domain, [&](int i) {
BL::Array<float, 3> v = b_vector_attribute.data[i].vector();
return make_float3(v[0], v[1], v[2]);
});
@ -453,7 +480,7 @@ static void attr_create_generic(Scene *scene,
BL::FloatColorAttribute b_color_attribute{b_attribute};
Attribute *attr = attributes.add(name, TypeRGBA, element);
float4 *data = attr->data_float4();
fill_generic_attribute(b_mesh, data, element, [&](int i) {
fill_generic_attribute(b_mesh, data, b_domain, [&](int i) {
BL::Array<float, 4> v = b_color_attribute.data[i].color();
return make_float4(v[0], v[1], v[2], v[3]);
});
@ -463,7 +490,7 @@ static void attr_create_generic(Scene *scene,
BL::Float2Attribute b_float2_attribute{b_attribute};
Attribute *attr = attributes.add(name, TypeFloat2, element);
float2 *data = attr->data_float2();
fill_generic_attribute(b_mesh, data, element, [&](int i) {
fill_generic_attribute(b_mesh, data, b_domain, [&](int i) {
BL::Array<float, 2> v = b_float2_attribute.data[i].vector();
return make_float2(v[0], v[1]);
});