Age | Commit message (Collapse) | Author |
|
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
|
|
|
|
|
|
This commit fixes most of the issues we currently have in the voxel remesher. Mesh volume is preserved when doing multiple iterations, so the sculpt won't shrink and smooth each time you run the remesher. Mesh topology is much better, fixing most issues related to mask extraction and other topology based operations.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D5863
|
|
This operator extracts the paint mask to a new mesh object. It can extract the paint mask creating a boundary loop in the geometry, making it ready for adding a subdivision surface modifier.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5384
|
|
|
|
|
|
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
|
|
While \file doesn't need an argument, it can't have another doxy
command after it.
|
|
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
|
|
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This is often invalid, outdated or misleading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.
|
|
Done using:
source/tools/utils_maintenance/c_sort_blocks.py
|
|
Hit normal originates from tesselated triangles and isn't the
actual normal used for shading of flat faces. Thus, it is better
to use the actual polygon normals when available.
|
|
Fix T58237: Exporters: Curve Modifier not applied when "apply modifiers" are selected.
Fix T58856: Python: "to_mesh" broken in 2.8.
...And many other cases... ;)
Thing is, we need target IDs to always be evaluated ones (at least I
cannot see any case where having orig ones is desired effect here).
Depsgraph/Cow system ensures us that when modifiers are evaluated by it,
but they can also be called outside of this context, e.g. when doing
binding, or object conversion...
So we need to ensure in modifiers code that we actually are always
working with eval data for those targets.
Note that I did not touch to physics modifiers, those are a bit touchy
and rather not 'fix' something there until proven broken!
|
|
This modifier only uses mesh to get vgroup, which is only needed in case
modified object is indeed a mesh! Building a mesh from curve here is not
only useless and time-consuming, it will also easily fail the assert
about same number of vertices!
Note that surface_project and subsurf option also need more work at some
point, but this is probably not that urgent for now.
Also, use MOD_get_vgroup() helper in modifier code itself and pass
resulting MDeformVert & index to BKE_shrinkwrap's `shrinkwrapModifier_deform()`,
this is simpler and avoids duplicating vgroup handling code.
Related to T57972.
|
|
|
|
|
|
The Nearest Surface Point shrink method, while fast, is neither
smooth nor continuous: as the source point moves, the projected
point can both stop and jump. This causes distortions in the
deformation of the shrinkwrap modifier, and the motion of an
animated object with a shrinkwrap constraint.
This patch implements a new mode, which, instead of using the simple
nearest point search, iteratively solves an equation for each triangle
to find a point which has its interpolated normal point to or from the
original vertex. Non-manifold boundary edges are treated as infinitely
thin cylinders that cast normals in all perpendicular directions.
Since this is useful for the constraint, and having multiple
objects with constraints targeting the same guide mesh is a quite
reasonable use case, rather than calculating the mesh boundary edge
data over and over again, it is precomputed and cached in the mesh.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3836
|
|
- Use smooth normals to displace in Above Surface mode.
- Add an option to align an axis to the normal in the constraint.
I've seen people request the alignment feature, and it seems useful.
For the actual aligning I use the damped track logic.
In order to conveniently keep mesh data needed for normal
computation together, a new data structure is introduced.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3762
|
|
In addition to the original map to surface and Keep Above Surface,
add modes that only affect vertices that are inside or outside
the object. This is inspired by the Limit Distance constraint,
and can be useful for crude collision detection in rigs.
The inside/outside test works based on face normals and may not be
completely reliable near 90 degree or sharper angles in the target.
Reviewers: campbellbarton, mont29
Differential Revision: https://developer.blender.org/D3717
|
|
|
|
|
|
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.
|
|
Now only subsurf still needs some DM...
|
|
Partial only, complete depends on BVHTree helper updates, and subsurf
updates.
|
|
bvhtree_from_mesh_get`.
The value of epsilon was never used to create this bvhtree because whenever we activate this constraint, a bvhtree with parameter epsilon 0.0 was created and cached.
|
|
D1839 from @Orgold
|
|
|
|
|
|
Note this func needs some love, but this will be for later (should never have been in shrinkwrap code!).
|
|
|
|
Summary:
Made objects update happening from multiple threads. It is a task-based
scheduling system which uses current dependency graph for spawning new
tasks. This means threading happens on object level, but the system is
flexible enough for higher granularity.
Technical details:
- Uses task scheduler which was recently committed to trunk
(that one which Brecht ported from Cycles).
- Added two utility functions to dependency graph:
* DAG_threaded_update_begin, which is called to initialize threaded
objects update. It will also schedule root DAG node to the queue,
hence starting evaluation process.
Initialization will calculate how much parents are to be evaluation
before current DAG node can be scheduled. This value is used by task
threads for faster detecting which nodes might be scheduled.
* DAG_threaded_update_handle_node_updated which is called from task
thread function when node was fully handled.
This function decreases num_pending_parents of node children and
schedules children with zero valency.
As it might have become clear, task thread receives DAG nodes and
decides which callback to call for it.
Currently only BKE_object_handle_update is called for object nodes.
In the future it'll call node->callback() from Ali's new DAG.
- This required adding some workarounds to the render pipeline.
Mainly to stop using get_object_dm() from modifiers' apply callback.
Such a call was only a workaround for dependency graph glitch when
rendering scene with, say, boolean modifiers before displaying
this scene.
Such change moves workaround from one place to another, so overall
hackentropy remains the same.
- Added paradigm of EvaluaitonContext. Currently it's more like just a
more reliable replacement for G.is_rendering which fails in some
circumstances.
Future idea of this context is to also store all the local data needed
for objects evaluation such as local time, Copy-on-Write data and so.
There're two types of EvaluationContext:
* Context used for viewport updated and owned by Main. In the future
this context might be easily moved to Window or Screen to allo
per-window/per-screen local time.
* Context used by render engines to evaluate objects for render purposes.
Render engine is an owner of this context.
This context is passed to all object update routines.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: lukastoenne
Differential Revision: https://developer.blender.org/D94
|
|
- ability to change the space the axis is projected in (so you can choose worldspace or -space, was always local-space before).
- support projecting on a negative axis, without this some very simple clamping is not possible if the direction happened not to be positive.
- add distance limit (same as modifier), without this single meshes surrounding an object would make the constraint impossible to use in some cases (it would snap to the wrong side).
note: this removes the ability to project on multiple axes at once but this option only added up directions and didnt project on multiple axes as you might expect.
|
|
|
|
|
|
|
|
|
|
|
|
without the underscores these clogged up the namespace for autocompleation which was annoying.
|
|
http://markmail.org/message/fp7ozcywxum3ar7n
|
|
|
|
|
|
|
|
|
|
loop and increasing memory usage.
Modifiers should never call mesh_get_derived_final or similar, only
use ob->derivedFinal if it exists, if the dependencies are set correct
and there are no cycles, it will be there.
|
|
- swapped in less verbose math functons
- modifier include cleanup
|
|
|
|
|
|
-r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
|
|
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
|