Age | Commit message (Collapse) | Author |
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This reverts commit 9e9fbb39d7f9e0a63c71fbc96237ace62fae0db6.
Adding back object+pose bone selection support removes the need for this fix.
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Previously in 2.79 we were using a specialized drawing using derivedMesh.
Now the subsurf modifier tag each center vertex as facedot and let the
DRWManager pick it up.
Some modifiers (deforming ones) do not clear the tag so we can use this
technique even if there is deforming modifiers after subsurf modifiers.
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This saves memory and evaluation time for simple static meshes with e.g. a
subdivision surface modifier. If no CD_ORCO layer exists then we assume the
actual vertex coordinates are equal to the original undeformed coordinates.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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A regression since 64c8d72ef1ad.
The solution is to force modifier evaluation for an evaluated
object, and let it to copy binding data back to original when
is being evaluated for binding.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4642
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The general idea of this change is to have a runtime data pointer
in the ModifierData, so it can be preserved through copy-on-write
updates by the dependency graph.
This is where subdivision surface modifier can store its topology
cache, so it is not getting trashed on every copy-on-write which
is happening when moving a vertex.
Similar mechanism should be used by multiresolution, dynamic paint
and some other modifiers which cache evaluated data.
This fixes T61746.
Thing to keep in mind, that there are more reports about slow
subdivision surface in the tracker, but that boils down to the
fact that those have a lot of extraordinary vertices, and hence
a lot slower to evaluated topology.
Other thing is, this speeds up oeprations which doesn't change
topology (i.e. moving vertices).
Reviewers: brecht
Reviewed By: brecht
Maniphest Tasks: T61746
Differential Revision: https://developer.blender.org/D4541
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We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
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While \file doesn't need an argument, it can't have another doxy
command after it.
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`BKE_modifier_get_evaluated_mesh_from_evaluated_object()` used by
modifiers needing access to other objects' geometry probably skipped out
of the radar when cage and final evaluated meshes were added to
BMEditMesh? In any case, we do not need to duplicate (and then free!) a
temp mesh from editdata anymore, and we can even add instead a parameter
to get cage instead of final. Also makes modifiers code a bit simpler.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Comment or remove unused defines.
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Was only used by subsurf in the past years, it is unlikely
other modifiers will every need this any time soon.
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Rename modifier_deformVerts_ensure_normals &
modifier_applyModifier_ensure_normals with wrappers that match 2.7x
convention.
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Rename DerivedMesh modifier functions to make room for mesh versions.
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Differential Revision: https://developer.blender.org/D3719
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The main goal of this patch is to cleanup the interface of every modifier. More specifically the interface of modifiers should be DerivedMesh-free.
Internally some modifiers still use DerivedMesh. However I think it is better when the wrappers are in the modifiers so that higher level functions can use the simplified interface.
This patch removes the applyModifier_DM and applyModifierEM_DM functions. In a previous patch (rB3614d9d) the other functions that used DerivedMesh have been removed.
Reviewers: brecht
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Specifically the deformVerts_DM, deformMatrices_DM, deformVertsEM_DM and deformMatricesEM_DM functions are not used anymore.
Reviewer: brecht
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This will allow modifiers to decide whether to copy or share caches between
ModifierData copies.
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This is first commit in series of changes to get rid of md->scene.
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Conflicts:
source/blender/editors/space_view3d/drawobject.c
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Conflicts:
intern/cycles/blender/blender_curves.cpp
source/blender/blenkernel/BKE_particle.h
source/blender/blenkernel/intern/modifier.c
source/blender/blenkernel/intern/object_update.c
source/blender/blenkernel/intern/particle_system.c
source/blender/editors/object/object_modifier.c
source/blender/editors/physics/physics_fluid.c
source/blender/makesrna/intern/rna_particle.c
source/blender/modifiers/intern/MOD_particlesystem.c
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Modifiers stack only get COW/evaluated IDs, so no need to go auery again
DEG for those. Further more, now unified handling of EditBMesh case (was
done on case-by-case basis in a few modifiers, not all for some reason).
We are still missing the ability to get final and cage deformed meshes
when in Edit mode though, this is to be defined/implemented in depsgraph.
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This fix applying the following modifiers:
* Boolean (working already)
* Array
* Mesh Deform
* Surface Deform
* Vertex Weight Proximity
This function was to return evaluated mesh. So it should get the evaluated
object at all times. So in this case it makes more sense to simply pass the
depsgraph (or in this case the ModifierEvalContext that contains both the
depsgraph and the flag.
Solution discussed with Bastien Montagne.
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Same as `modwrap_deformVerts` and `modwrap_applyModifier` but for `Mesh`.
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Bone selection overlay is only available in pose mode.
and when active overrules the selection buffer.
This is currently `tricked` by switching the draw engines, but this is
an exception. Not sure how to solve this in a better way.
After this is solved we can look at how to localize the dim effect to only the objects connected to the active armatures. Currently it dims the whole screen (including background).
@campbellbarton I added you as reviewer as it you have done a lot in the DRW_draw_select_loop
Reviewers: campbellbarton, fclem
Reviewed By: fclem
Subscribers: campbellbarton
Tags: #bf_blender_2.8, #code_quest
Maniphest Tasks: T54983
Differential Revision: https://developer.blender.org/D3241
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Because some modifiers' actual code is in BKE... Also renamed to more
BKE-valid name BKE_modifier_get_evaluated_mesh_from_object.
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This also changes signature of modifier copy callback, first (source)
parameter is now a const, which is saner anyway!
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The contents of the ModifierEvalContext struct are constant while iterating
over the modifier stack. The struct thus should be only created once, outside
any loop over the modifiers.
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