static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, const vector<Shader *> &used_shaders, bool subdivision = false, bool subdivide_uvs = true) { /* count vertices and faces */ int numverts = b_mesh.vertices.length(); int numfaces = (!subdivision) ? b_mesh.loop_triangles.length() : b_mesh.polygons.length(); int numtris = 0; int numcorners = 0; int numngons = 0; bool use_loop_normals = b_mesh.use_auto_smooth() && (mesh->subdivision_type != Mesh::SUBDIVISION_CATMULL_CLARK); /* If no faces, create empty mesh. */ if (numfaces == 0) { return; } if (!subdivision) { numtris = numfaces; } else { BL::Mesh::polygons_iterator p; for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { numngons += (p->loop_total() == 4) ? 0 : 1; numcorners += p->loop_total(); } } /* allocate memory */ mesh->reserve_mesh(numverts, numtris); mesh->reserve_subd_faces(numfaces, numngons, numcorners); /* create vertex coordinates and normals */ BL::Mesh::vertices_iterator v; for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) mesh->add_vertex(get_float3(v->co())); AttributeSet &attributes = (subdivision) ? mesh->subd_attributes : mesh->attributes; Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL); float3 *N = attr_N->data_float3(); for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N) *N = get_float3(v->normal()); N = attr_N->data_float3(); /* create generated coordinates from undeformed coordinates */ const bool need_default_tangent = (subdivision == false) && (b_mesh.uv_layers.length() == 0) && (mesh->need_attribute(scene, ATTR_STD_UV_TANGENT)); if (mesh->need_attribute(scene, ATTR_STD_GENERATED) || need_default_tangent) { Attribute *attr = attributes.add(ATTR_STD_GENERATED); attr->flags |= ATTR_SUBDIVIDED; float3 loc, size; mesh_texture_space(b_mesh, loc, size); float3 *generated = attr->data_float3(); size_t i = 0; for (b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) { generated[i++] = get_float3(v->undeformed_co()) * size - loc; } } /* create faces */ if (!subdivision) { BL::Mesh::loop_triangles_iterator t; for (b_mesh.loop_triangles.begin(t); t != b_mesh.loop_triangles.end(); ++t) { BL::MeshPolygon p = b_mesh.polygons[t->polygon_index()]; int3 vi = get_int3(t->vertices()); int shader = clamp(p.material_index(), 0, used_shaders.size() - 1); bool smooth = p.use_smooth() || use_loop_normals; if (use_loop_normals) { BL::Array<float, 9> loop_normals = t->split_normals(); for (int i = 0; i < 3; i++) { N[vi[i]] = make_float3( loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]); } } /* Create triangles. * * NOTE: Autosmooth is already taken care about. */ mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth); } } else { BL::Mesh::polygons_iterator p; vector<int> vi; for (b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { int n = p->loop_total(); int shader = clamp(p->material_index(), 0, used_shaders.size() - 1); bool smooth = p->use_smooth() || use_loop_normals; vi.resize(n); for (int i = 0; i < n; i++) { /* NOTE: Autosmooth is already taken care about. */ vi[i] = b_mesh.loops[p->loop_start() + i].vertex_index(); } /* create subd faces */ mesh->add_subd_face(&vi[0], n, shader, smooth); } } /* Create all needed attributes. * The calculate functions will check whether they're needed or not. */ attr_create_pointiness(scene, mesh, b_mesh, subdivision); attr_create_vertex_color(scene, mesh, b_mesh, subdivision); if (subdivision) { attr_create_subd_uv_map(scene, mesh, b_mesh, subdivide_uvs); } else { attr_create_uv_map(scene, mesh, b_mesh); } /* for volume objects, create a matrix to transform from object space to * mesh texture space. this does not work with deformations but that can * probably only be done well with a volume grid mapping of coordinates */ if (mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) { Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM); Transform *tfm = attr->data_transform(); float3 loc, size; mesh_texture_space(b_mesh, loc, size); *tfm = transform_translate(-loc) * transform_scale(size); } }
static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders) { /* create vertices */ BL::Mesh::vertices_iterator v; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) mesh->verts.push_back(get_float3(v->co())); /* create vertex normals */ Attribute *attr_N = mesh->attributes.add(Attribute::STD_VERTEX_NORMAL); float3 *N = attr_N->data_float3(); for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N) *N= get_float3(v->normal()); /* create faces */ BL::Mesh::faces_iterator f; vector<int> nverts; for(b_mesh.faces.begin(f); f != b_mesh.faces.end(); ++f) { int4 vi = get_int4(f->vertices_raw()); int n = (vi[3] == 0)? 3: 4; int mi = clamp(f->material_index(), 0, used_shaders.size()-1); int shader = used_shaders[mi]; bool smooth = f->use_smooth(); mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth); if(n == 4) mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth); nverts.push_back(n); } /* create generated coordinates. todo: we should actually get the orco coordinates from modifiers, for now we use texspace loc/size which is available in the api. */ if(mesh_need_attribute(scene, mesh, Attribute::STD_GENERATED)) { Attribute *attr = mesh->attributes.add(Attribute::STD_GENERATED); float3 loc = get_float3(b_mesh.texspace_location()); float3 size = get_float3(b_mesh.texspace_size()); if(size.x != 0.0f) size.x = 0.5f/size.x; if(size.y != 0.0f) size.y = 0.5f/size.y; if(size.z != 0.0f) size.z = 0.5f/size.z; loc = loc*size - make_float3(0.5f, 0.5f, 0.5f); float3 *fdata = attr->data_float3(); BL::Mesh::vertices_iterator v; size_t i = 0; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) fdata[i++] = get_float3(v->co())*size - loc; } /* create vertex color attributes */ { BL::Mesh::vertex_colors_iterator l; for(b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) { if(!mesh_need_attribute(scene, mesh, ustring(l->name().c_str()))) continue; Attribute *attr = mesh->attributes.add( ustring(l->name().c_str()), TypeDesc::TypeColor, Attribute::CORNER); BL::MeshColorLayer::data_iterator c; float3 *fdata = attr->data_float3(); size_t i = 0; for(l->data.begin(c); c != l->data.end(); ++c, ++i) { fdata[0] = color_srgb_to_scene_linear(get_float3(c->color1())); fdata[1] = color_srgb_to_scene_linear(get_float3(c->color2())); fdata[2] = color_srgb_to_scene_linear(get_float3(c->color3())); if(nverts[i] == 4) { fdata[3] = fdata[0]; fdata[4] = fdata[2]; fdata[5] = color_srgb_to_scene_linear(get_float3(c->color4())); fdata += 6; } else fdata += 3; } } } /* create uv map attributes */ { BL::Mesh::uv_textures_iterator l; for(b_mesh.uv_textures.begin(l); l != b_mesh.uv_textures.end(); ++l) { Attribute::Standard std = (l->active_render())? Attribute::STD_UV: Attribute::STD_NONE; ustring name = ustring(l->name().c_str()); if(!(mesh_need_attribute(scene, mesh, name) || mesh_need_attribute(scene, mesh, std))) continue; Attribute *attr; if(l->active_render()) attr = mesh->attributes.add(std, name); else attr = mesh->attributes.add(name, TypeDesc::TypePoint, Attribute::CORNER); BL::MeshTextureFaceLayer::data_iterator t; float3 *fdata = attr->data_float3(); size_t i = 0; for(l->data.begin(t); t != l->data.end(); ++t, ++i) { fdata[0] = get_float3(t->uv1()); fdata[1] = get_float3(t->uv2()); fdata[2] = get_float3(t->uv3()); fdata += 3; if(nverts[i] == 4) { fdata[0] = get_float3(t->uv1()); fdata[1] = get_float3(t->uv3()); fdata[2] = get_float3(t->uv4()); fdata += 3; } } } } }
static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<uint>& used_shaders) { /* count vertices and faces */ int numverts = b_mesh.vertices.length(); int numfaces = b_mesh.tessfaces.length(); int numtris = 0; bool use_loop_normals = b_mesh.use_auto_smooth(); BL::Mesh::vertices_iterator v; BL::Mesh::tessfaces_iterator f; for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) { int4 vi = get_int4(f->vertices_raw()); numtris += (vi[3] == 0)? 1: 2; } /* reserve memory */ mesh->reserve(numverts, numtris, 0, 0); /* create vertex coordinates and normals */ int i = 0; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++i) mesh->verts[i] = get_float3(v->co()); Attribute *attr_N = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL); float3 *N = attr_N->data_float3(); for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N) *N = get_float3(v->normal()); N = attr_N->data_float3(); /* create generated coordinates from undeformed coordinates */ if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) { Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED); float3 loc, size; mesh_texture_space(b_mesh, loc, size); float3 *generated = attr->data_float3(); size_t i = 0; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) generated[i++] = get_float3(v->undeformed_co())*size - loc; } /* create faces */ vector<int> nverts(numfaces); int fi = 0, ti = 0; for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) { int4 vi = get_int4(f->vertices_raw()); int n = (vi[3] == 0)? 3: 4; int mi = clamp(f->material_index(), 0, used_shaders.size()-1); int shader = used_shaders[mi]; bool smooth = f->use_smooth(); /* split vertices if normal is different * * note all vertex attributes must have been set here so we can split * and copy attributes in split_vertex without remapping later */ if(use_loop_normals) { BL::Array<float, 12> loop_normals = f->split_normals(); for(int i = 0; i < n; i++) { float3 loop_N = make_float3(loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]); if(N[vi[i]] != loop_N) { int new_vi = mesh->split_vertex(vi[i]); /* set new normal and vertex index */ N = attr_N->data_float3(); N[new_vi] = loop_N; vi[i] = new_vi; } } } /* create triangles */ if(n == 4) { if(is_zero(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) || is_zero(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]]))) { mesh->set_triangle(ti++, vi[0], vi[1], vi[3], shader, smooth); mesh->set_triangle(ti++, vi[2], vi[3], vi[1], shader, smooth); } else { mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth); mesh->set_triangle(ti++, vi[0], vi[2], vi[3], shader, smooth); } } else mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth); nverts[fi] = n; } /* create vertex color attributes */ { BL::Mesh::tessface_vertex_colors_iterator l; for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l) { if(!mesh->need_attribute(scene, ustring(l->name().c_str()))) continue; Attribute *attr = mesh->attributes.add( ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER); BL::MeshColorLayer::data_iterator c; float3 *fdata = attr->data_float3(); size_t i = 0; for(l->data.begin(c); c != l->data.end(); ++c, ++i) { fdata[0] = color_srgb_to_scene_linear(get_float3(c->color1())); fdata[1] = color_srgb_to_scene_linear(get_float3(c->color2())); fdata[2] = color_srgb_to_scene_linear(get_float3(c->color3())); if(nverts[i] == 4) { fdata[3] = fdata[0]; fdata[4] = fdata[2]; fdata[5] = color_srgb_to_scene_linear(get_float3(c->color4())); fdata += 6; } else fdata += 3; } } } /* create uv map attributes */ { BL::Mesh::tessface_uv_textures_iterator l; for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) { bool active_render = l->active_render(); AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE; ustring name = ustring(l->name().c_str()); /* UV map */ if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) { Attribute *attr; if(active_render) attr = mesh->attributes.add(std, name); else attr = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER); BL::MeshTextureFaceLayer::data_iterator t; float3 *fdata = attr->data_float3(); size_t i = 0; for(l->data.begin(t); t != l->data.end(); ++t, ++i) { fdata[0] = get_float3(t->uv1()); fdata[1] = get_float3(t->uv2()); fdata[2] = get_float3(t->uv3()); fdata += 3; if(nverts[i] == 4) { fdata[0] = get_float3(t->uv1()); fdata[1] = get_float3(t->uv3()); fdata[2] = get_float3(t->uv4()); fdata += 3; } } } /* UV tangent */ std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE; name = ustring((string(l->name().c_str()) + ".tangent").c_str()); if(mesh->need_attribute(scene, name) || (active_render && mesh->need_attribute(scene, std))) { std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE; name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str()); bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)); mikk_compute_tangents(b_mesh, *l, mesh, nverts, need_sign, active_render); } } } /* for volume objects, create a matrix to transform from object space to * mesh texture space. this does not work with deformations but that can * probably only be done well with a volume grid mapping of coordinates */ if(mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) { Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM); Transform *tfm = attr->data_transform(); float3 loc, size; mesh_texture_space(b_mesh, loc, size); *tfm = transform_translate(-loc)*transform_scale(size); } }
static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh& b_mesh, const vector<uint>& used_shaders) { /* count vertices and faces */ int numverts = b_mesh.vertices.length(); int numfaces = b_mesh.tessfaces.length(); int numtris = 0; bool use_loop_normals = b_mesh.use_auto_smooth(); BL::Mesh::vertices_iterator v; BL::Mesh::tessfaces_iterator f; for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) { int4 vi = get_int4(f->vertices_raw()); numtris += (vi[3] == 0)? 1: 2; } /* reserve memory */ mesh->reserve(numverts, numtris, 0, 0); /* create vertex coordinates and normals */ int i = 0; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++i) mesh->verts[i] = get_float3(v->co()); Attribute *attr_N = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL); float3 *N = attr_N->data_float3(); for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N) *N = get_float3(v->normal()); N = attr_N->data_float3(); /* create generated coordinates from undeformed coordinates */ if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) { Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED); float3 loc, size; mesh_texture_space(b_mesh, loc, size); float3 *generated = attr->data_float3(); size_t i = 0; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) generated[i++] = get_float3(v->undeformed_co())*size - loc; } /* Create needed vertex attributes. */ attr_create_pointiness(scene, mesh, b_mesh); /* create faces */ vector<int> nverts(numfaces); vector<int> face_flags(numfaces, FACE_FLAG_NONE); int fi = 0, ti = 0; for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) { int4 vi = get_int4(f->vertices_raw()); int n = (vi[3] == 0)? 3: 4; int mi = clamp(f->material_index(), 0, used_shaders.size()-1); int shader = used_shaders[mi]; bool smooth = f->use_smooth() || use_loop_normals; /* split vertices if normal is different * * note all vertex attributes must have been set here so we can split * and copy attributes in split_vertex without remapping later */ if(use_loop_normals) { BL::Array<float, 12> loop_normals = f->split_normals(); for(int i = 0; i < n; i++) { float3 loop_N = make_float3(loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]); if(N[vi[i]] != loop_N) { int new_vi = mesh->split_vertex(vi[i]); /* set new normal and vertex index */ N = attr_N->data_float3(); N[new_vi] = loop_N; vi[i] = new_vi; } } } /* create triangles */ if(n == 4) { if(is_zero(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) || is_zero(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]]))) { mesh->set_triangle(ti++, vi[0], vi[1], vi[3], shader, smooth); mesh->set_triangle(ti++, vi[2], vi[3], vi[1], shader, smooth); face_flags[fi] |= FACE_FLAG_DIVIDE_24; } else { mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth); mesh->set_triangle(ti++, vi[0], vi[2], vi[3], shader, smooth); face_flags[fi] |= FACE_FLAG_DIVIDE_13; } } else mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth); nverts[fi] = n; } /* Create all needed attributes. * The calculate functions will check whether they're needed or not. */ attr_create_vertex_color(scene, mesh, b_mesh, nverts, face_flags); attr_create_uv_map(scene, mesh, b_mesh, nverts, face_flags); /* for volume objects, create a matrix to transform from object space to * mesh texture space. this does not work with deformations but that can * probably only be done well with a volume grid mapping of coordinates */ if(mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) { Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM); Transform *tfm = attr->data_transform(); float3 loc, size; mesh_texture_space(b_mesh, loc, size); *tfm = transform_translate(-loc)*transform_scale(size); } }
static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh& b_mesh, const vector<Shader*>& used_shaders, bool subdivision=false, bool subdivide_uvs=true) { /* count vertices and faces */ int numverts = b_mesh.vertices.length(); int numfaces = (!subdivision) ? b_mesh.tessfaces.length() : b_mesh.polygons.length(); int numtris = 0; int numcorners = 0; int numngons = 0; bool use_loop_normals = b_mesh.use_auto_smooth() && (mesh->subdivision_type != Mesh::SUBDIVISION_CATMULL_CLARK); BL::Mesh::vertices_iterator v; BL::Mesh::tessfaces_iterator f; BL::Mesh::polygons_iterator p; if(!subdivision) { for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) { int4 vi = get_int4(f->vertices_raw()); numtris += (vi[3] == 0)? 1: 2; } } else { for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { numngons += (p->loop_total() == 4)? 0: 1; numcorners += p->loop_total(); } } /* allocate memory */ mesh->reserve_mesh(numverts, numtris); mesh->reserve_subd_faces(numfaces, numngons, numcorners); /* create vertex coordinates and normals */ for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) mesh->add_vertex(get_float3(v->co())); AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes; Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL); float3 *N = attr_N->data_float3(); for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N) *N = get_float3(v->normal()); N = attr_N->data_float3(); /* create generated coordinates from undeformed coordinates */ if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) { Attribute *attr = attributes.add(ATTR_STD_GENERATED); attr->flags |= ATTR_SUBDIVIDED; float3 loc, size; mesh_texture_space(b_mesh, loc, size); float3 *generated = attr->data_float3(); size_t i = 0; for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v) generated[i++] = get_float3(v->undeformed_co())*size - loc; } /* Create needed vertex attributes. */ attr_create_pointiness(scene, mesh, b_mesh, subdivision); /* create faces */ vector<int> nverts(numfaces); vector<int> face_flags(numfaces, FACE_FLAG_NONE); int fi = 0; if(!subdivision) { for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) { int4 vi = get_int4(f->vertices_raw()); int n = (vi[3] == 0)? 3: 4; int shader = clamp(f->material_index(), 0, used_shaders.size()-1); bool smooth = f->use_smooth() || use_loop_normals; /* split vertices if normal is different * * note all vertex attributes must have been set here so we can split * and copy attributes in split_vertex without remapping later */ if(use_loop_normals) { BL::Array<float, 12> loop_normals = f->split_normals(); for(int i = 0; i < n; i++) { float3 loop_N = make_float3(loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]); if(N[vi[i]] != loop_N) { int new_vi = mesh->split_vertex(vi[i]); /* set new normal and vertex index */ N = attr_N->data_float3(); N[new_vi] = loop_N; vi[i] = new_vi; } } } /* create triangles */ if(n == 4) { if(is_zero(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) || is_zero(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]]))) { mesh->add_triangle(vi[0], vi[1], vi[3], shader, smooth); mesh->add_triangle(vi[2], vi[3], vi[1], shader, smooth); face_flags[fi] |= FACE_FLAG_DIVIDE_24; } else { mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth); mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth); face_flags[fi] |= FACE_FLAG_DIVIDE_13; } } else { mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth); } nverts[fi] = n; } } else { vector<int> vi; for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) { int n = p->loop_total(); int shader = clamp(p->material_index(), 0, used_shaders.size()-1); bool smooth = p->use_smooth() || use_loop_normals; vi.reserve(n); for(int i = 0; i < n; i++) { vi[i] = b_mesh.loops[p->loop_start() + i].vertex_index(); /* split vertices if normal is different * * note all vertex attributes must have been set here so we can split * and copy attributes in split_vertex without remapping later */ if(use_loop_normals) { float3 loop_N = get_float3(b_mesh.loops[p->loop_start() + i].normal()); if(N[vi[i]] != loop_N) { int new_vi = mesh->split_vertex(vi[i]); /* set new normal and vertex index */ N = attr_N->data_float3(); N[new_vi] = loop_N; vi[i] = new_vi; } } } /* create subd faces */ mesh->add_subd_face(&vi[0], n, shader, smooth); } } /* Create all needed attributes. * The calculate functions will check whether they're needed or not. */ attr_create_vertex_color(scene, mesh, b_mesh, nverts, face_flags, subdivision); attr_create_uv_map(scene, mesh, b_mesh, nverts, face_flags, subdivision, subdivide_uvs); /* for volume objects, create a matrix to transform from object space to * mesh texture space. this does not work with deformations but that can * probably only be done well with a volume grid mapping of coordinates */ if(mesh->need_attribute(scene, ATTR_STD_GENERATED_TRANSFORM)) { Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED_TRANSFORM); Transform *tfm = attr->data_transform(); float3 loc, size; mesh_texture_space(b_mesh, loc, size); *tfm = transform_translate(-loc)*transform_scale(size); } }