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This commit moves the storage of `bDeformGroup` and the active index
to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility
functions are added to allow easy access to the vertex groups given
an object or an ID.
As explained in T88951, the list of vertex group names is currently
stored separately per object, even though vertex group data is stored
on the geometry. This tends to complicate code and cause bugs,
especially as geometry is created procedurally and tied less closely
to an object.
The "Copy Vertex Groups to Linked" operator is removed, since they
are stored on the geometry anyway.
This patch leaves the object-level python API for vertex groups in
place. Creating a geometry-level RNA API can be a separate step;
the changes in this commit are invasive enough as it is.
Note that opening a file saved in 3.0 in an earlier version means
the vertex groups will not be available.
Differential Revision: https://developer.blender.org/D11689
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This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.
Differential Revision: https://developer.blender.org/D11663
Reviewed by Harley Acheson
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Remove redundant headers using
`./source/tools/utils_maintenance/code_clean.py`
Reviewed By: jmonteath
Ref D10364
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Cleanup old tracker task format to the new. e.g: [#34039] to T34039
Ref D8718
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Also order sizeof(..) first to promote other values to size_t.
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Spatial & topology mirror table each used a single function
taking a char as an identifier.
Split these into begin/end/lookup functions.
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- Use 'BKE_object_defgroup' prefix for object functions.
- Rename 'defvert_verify_index' to 'defvert_ensure_index'
since this adds the group if it isn't found.
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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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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Previously B-Bone deformation mapped every vertex to just one
B-Bone segment. This results in abrupt transformation differences
between the sides of each threshold plane, reducing the quality
of B-Bone deformation and making the use of shape keys impractical.
This commit replaces this approach with a linear blend between
the two closest segment transformations, effectively representing
the B-Bone as two weight-blended plain bones for each vertex.
In order to distribute the interpolation more evenly along the
bone, segment matrices for deformation are now computed at points
between the segments and at the ends of the B-Bone. The computation
also uses the true tangents of the Bezier curve for the orientation.
The nodes at the end of the bone require some special handling to
deal with zero-length Bezier handles caused by a zero ease value.
The Copy Transforms constraint now also smoothly interpolates
rotation and scaling along the bone shape when enabled.
The initial version of the patch was submitted by @Sam200.
Differential Revision: https://developer.blender.org/D4635
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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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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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Use BKE_pchan_bbone prefix.
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The function definitions still reside in DerivedMesh.c. Once we're done
porting all the DerivedMesh use to Mesh, we'll move the still-relevant
functions to mesh_runtime.c. This move is now cumbersome due to shared
statically-declared utility functions in DerivedMesh.c
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While the feature is interesting, it's not much from what we can tell.
Retargeting is an important feature but needs
to fit in better with typical animation work-flows.
See: T52809
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The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.
See P655 to apply to branches.
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This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
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Local changes built, but merge-commit needed amending.
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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Functions like that do not have anything to do in BKE really, even less
when actually more used for bones than vgroups!
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Those were forcing to use vgroup name define in bones area, or even
mixing with maxbonename... ugly, and totally avoidable.
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location.
It also fixes another issue (crash) related to symmetric editing.
Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index
as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time...
This patch mostly fixes particle editing mode:
- Adding/removing particles when using generative modifiers (like subsurf) should now work.
- Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work.
- X-axis-mirror-editing particles over ngons does not really work, not sure why currently.
- All this in both 'modes' (with or without using modifier stack for particles).
Tech side:
- Store a deformed-only DM in particle modifier data.
- Rename existing DM to make it clear it's a final one.
- Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches.
- Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM
when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface
from an final DM tessface index).
Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway),
it's more like some urgency bandage. Whole crap needs complete rewrite anyway,
BMesh's polygons make it really hard to work with current system (and looptri would not help much here).
Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too.
Reviewers: psy-fi
Subscribers: dfelinto, eyecandy
Maniphest Tasks: T47038
Differential Revision: https://developer.blender.org/D1685
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Differential Revision: https://developer.blender.org/D1662
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account locked vertex groups.
Simply skip a bone's vgroup when it already exists and is locked.
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BKE_object_deform.
Along with some minor cleanup and simplifications.
Reviewers: campbellbarton
Subscribers: sergey
Differential Revision: https://developer.blender.org/D903
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* int -> bool where possible
* Use const where possible
* Get rid of magic numbers
* Add/tweak a few UI tips
* A few other misc changes.
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The problem was it used copied verts on the opposite side.
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Weight Paint mode)
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D681
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