Age | Commit message (Collapse) | Author |
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Differential Revision: https://developer.blender.org/D3719
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Data transfer was not checking if the required geometry existed, thus
causing a segfault when it didn't. This adds the required checks, and
reports errors if geometry is missing.
This also replaces instances of the words "polygon" and "loop" in error
messages with "face" and "corner" respectively, to be consistent with
the rest of the existing UI.
Reviewed By: mont29
Differential Revision: http://developer.blender.org/D2410
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Also renamed BKE_mesh_calc_islands_loop_poly_uv to BKE_mesh_calc_islands_loop_poly_edgeseam,
to avoid confusion...
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freestyle data.
Freestyle edge/face marks are (afaik) our only actual customdata bitflags... Original work
kinda assumed we had no such things. :P
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There is no real elegant solution here, ideally a modifier shall never *modify*
a source DM, but that would imply much better ways to ensure required data
is available in that source DM, which we do not have currently.
So instead, let's use brute force solution for now and always create a local copy
of our source DM, that we can modify to our heart content!
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The final stage of the process (copying/interpolating new dst cddata from src cddata)
was simply broken in normal case, where we need to convert from source to destination
object space.
This patch is a bit verbose, but I cannot see how to avoid it really.
To think this code is in master since over 6 months and it only gets reported now... :/
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shapekey.
Title says pretty much everything, we now have BKE and RNA funcs to get vertex, poly and
loop normals of a given shapekey.
This will be used e.g. in FBX exporter (shapekeys need normal data too).
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1510
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matches best the source one.
This allows to match and transfer data between two meshes with similar shape but complete arbitrary different transform.
Note that the result will be best if the meshes (more precisely, their vertices) are exact copies of each other.
Otherwise, method used can only perform an approximated best match, which means you'll likely get better
results if you 'visually' make them match in 3D space (and use 'Object Transform') instead.
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loops.
Simply check and early return in case we have no source or destination items
(verts/edges/loops/polys) available...
Also, fix an assert in `BKE_mesh_calc_normals_poly()`, when called with no poly.
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Titles says everything, just two notes:
* We have to actually transfer plain *normals*, not 'compressed' clnors,
so had to add pre/post process to transfer to make the conversions.
* Also added interpolation and advanced copy/mixing to CD_NORMAL, for same reasons.
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Issue was, when requesting (building) lnors for a mesh that has
autosmooth disabled, one would expect to simply get vnors as lnors.
Until now, it wasn't the case, which was bad e.g. for normal projections
of loops in recent remap code (projecting along split loop normals
when you would expect projection along vertex normals...).
Also, removed the 'angle' parameter from RNA's `mesh.calc_normals_split`.
This should *always* use mesh settings (both autosmooth and smoothresh),
otherwise once again we'd get inconsistencies in some cases.
Will update fbx and obj addons too.
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Mesh stores its dvert in a specific pointer too, in addition of regular CD layer...
That whole vgroup handling is really breaking apart the 'universality' of CD system. :(
Also added some DAG and WM updates in operators...
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UVSeam, Freestyle marks, etc.
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same file names with ED_object's one.
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