Geometry Nodes: Triangulate Node - Add Selection Input

This adds a selection field input to the node, faces that are selected and
meet the minimum vertex count threshold will be triangulated.

Differential Revision: https://developer.blender.org/D13804
This commit is contained in:
Johnny Matthews 2022-01-23 13:27:53 -06:00
parent 38c7378949
commit abf30007ab
Notes: blender-bot 2023-02-14 02:27:51 +01:00
Referenced by commit 4fecf652e2, Fix T100568: triangulate node resets vertices to rest position
Referenced by issue #97571, Motion blur create wierd artifacts on certain frames when renderring animation with cycles
Referenced by issue #95997, [3.1] Crash when entering edit mode
Referenced by issue #95700, GPU subdivision: Referencing object with subdivision surface with Object info node does not work
2 changed files with 55 additions and 24 deletions

View File

@ -48,17 +48,11 @@
#include "MOD_modifiertypes.h"
#include "MOD_ui_common.h"
Mesh *triangulate_mesh(Mesh *mesh,
const int quad_method,
const int ngon_method,
const int min_vertices,
const int flag);
Mesh *triangulate_mesh(Mesh *mesh,
const int quad_method,
const int ngon_method,
const int min_vertices,
const int flag)
static Mesh *triangulate_mesh(Mesh *mesh,
const int quad_method,
const int ngon_method,
const int min_vertices,
const int flag)
{
Mesh *result;
BMesh *bm;

View File

@ -14,24 +14,25 @@
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "BKE_customdata.h"
#include "BKE_mesh.h"
#include "bmesh.h"
#include "bmesh_tools.h"
#include "DNA_mesh_types.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "node_geometry_util.hh"
extern "C" {
Mesh *triangulate_mesh(Mesh *mesh,
const int quad_method,
const int ngon_method,
const int min_vertices,
const int flag);
}
namespace blender::nodes::node_geo_triangulate_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Geometry>(N_("Mesh")).supported_type(GEO_COMPONENT_TYPE_MESH);
b.add_input<decl::Bool>(N_("Selection")).default_value(true).supports_field().hide_value();
b.add_input<decl::Int>(N_("Minimum Vertices")).default_value(4).min(4).max(10000);
b.add_output<decl::Geometry>(N_("Mesh"));
}
@ -48,9 +49,35 @@ static void geo_triangulate_init(bNodeTree *UNUSED(ntree), bNode *node)
node->custom2 = GEO_NODE_TRIANGULATE_NGON_BEAUTY;
}
static Mesh *triangulate_mesh_selection(const Mesh &mesh,
const int quad_method,
const int ngon_method,
const IndexMask selection,
const int min_vertices)
{
CustomData_MeshMasks cd_mask_extra = {
CD_MASK_ORIGINDEX, CD_MASK_ORIGINDEX, 0, CD_MASK_ORIGINDEX};
BMeshCreateParams create_params{0};
BMeshFromMeshParams from_mesh_params{true, 1, 1, 1, cd_mask_extra};
BMesh *bm = BKE_mesh_to_bmesh_ex(&mesh, &create_params, &from_mesh_params);
/* Tag faces to be triangulated from the selection mask. */
BM_mesh_elem_table_ensure(bm, BM_FACE);
for (int i_face : selection) {
BM_elem_flag_set(BM_face_at_index(bm, i_face), BM_ELEM_TAG, true);
}
BM_mesh_triangulate(bm, quad_method, ngon_method, min_vertices, true, NULL, NULL, NULL);
Mesh *result = BKE_mesh_from_bmesh_for_eval_nomain(bm, &cd_mask_extra, &mesh);
BM_mesh_free(bm);
BKE_mesh_normals_tag_dirty(result);
return result;
}
static void node_geo_exec(GeoNodeExecParams params)
{
GeometrySet geometry_set = params.extract_input<GeometrySet>("Mesh");
Field<bool> selection_field = params.extract_input<Field<bool>>("Selection");
const int min_vertices = std::max(params.extract_input<int>("Minimum Vertices"), 4);
GeometryNodeTriangulateQuads quad_method = static_cast<GeometryNodeTriangulateQuads>(
@ -59,12 +86,22 @@ static void node_geo_exec(GeoNodeExecParams params)
params.node().custom2);
geometry_set.modify_geometry_sets([&](GeometrySet &geometry_set) {
/* #triangulate_mesh might modify the input mesh currently. */
Mesh *mesh_in = geometry_set.get_mesh_for_write();
if (mesh_in != nullptr) {
Mesh *mesh_out = triangulate_mesh(mesh_in, quad_method, ngon_method, min_vertices, 0);
geometry_set.replace_mesh(mesh_out);
if (!geometry_set.has_mesh()) {
return;
}
GeometryComponent &component = geometry_set.get_component_for_write<MeshComponent>();
const Mesh &mesh_in = *geometry_set.get_mesh_for_read();
const int domain_size = component.attribute_domain_size(ATTR_DOMAIN_FACE);
GeometryComponentFieldContext context{component, ATTR_DOMAIN_FACE};
FieldEvaluator evaluator{context, domain_size};
evaluator.add(selection_field);
evaluator.evaluate();
const IndexMask selection = evaluator.get_evaluated_as_mask(0);
Mesh *mesh_out = triangulate_mesh_selection(
mesh_in, quad_method, ngon_method, selection, min_vertices);
geometry_set.replace_mesh(mesh_out);
});
params.set_output("Mesh", std::move(geometry_set));