Age | Commit message (Collapse) | Author |
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Two new normal-based automasking modes.
The first mode, "brush", compares vertex normals with the initial
normal at the beginning of the brush stroke.
The second, "view", compares vertex normals with the view normal.
If "occlusion" is on then rays will be shot from each vertex to test
if it is occluded by other geometry (note: this can be very slow).\
Only geometry inside the sculpt mesh is considered.
Each mode has an associated angular limit and a falloff.
Reviewed by: Julien Kaspar and Jeroen Bakker
Differential Revision: https://developer.blender.org/D15297
Ref D15297
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SCULPT_undo_push_begin no longer takes an explicit
name. Instead it takes a wmOperator pointer and uses
op->type->name for the name. This is necassary for
the redo panel to work and should fix the entire class
of bugs related to misspelled undo push names.
Cases where the calling operator is not registered
may use SCULPT_undo_push_begin_ex if desired; it
takes a name string as before.
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- Avoid ambiguity which caused these values to be confused, use `mval`
for region relative mouse coordinates, otherwise `event_xy`.
- Pass region relative coordinates to sample_detail_dyntopo &
sample_detail_voxel as there is no reason to use screen-space values.
- Rename invalid use of mval for screen-space coordinates.
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This patch contains an initial pixel extractor for PBVH and an initial paint brush implementation.
PBVH is an accelleration structure blender uses internally to speed up 3d painting operations.
At this moment it is extensively used by sculpt, vertex painting and weight painting.
For the 3d texturing brush we will be using the PBVH for texture painting.
Currently PBVH is organized to work on geometry (vertices, polygons and triangles).
For texture painting this should be extended it to use pixels.
{F12995467}
Screen recording has been done on a Mac Mini with a 6 core 3.3 GHZ Intel processor.
# Scope
This patch only contains an extending uv seams to fix uv seams. This is not actually we want, but was easy to add
to make the brush usable.
Pixels are places in the PBVH_Leaf nodes. We want to introduce a special node for pixels, but that will be done
in a separate patch to keep the code review small. This reduces the painting performance when using
low and medium poly assets.
In workbench textures aren't forced to be shown. For now use Material/Rendered view.
# Rasterization process
The rasterization process will generate the pixel information for a leaf node. In the future those
leaf nodes will be split up into multiple leaf nodes to increase the performance when there
isn't enough geometry. For this patch this was left out of scope.
In order to do so every polygon should be uniquely assigned to a leaf node.
For each leaf node
for each polygon
If polygon not assigned
assign polygon to node.
Polygons are to complicated to be used directly we have to split the polygons into triangles.
For each leaf node
for each polygon
extract triangles from polygon.
The list of triangles can be stored inside the leaf node. The list of polygons aren't needed anymore.
Each triangle has:
poly_index.
vert_indices
delta barycentric coordinate between x steps.
Each triangle is rasterized in rows. Sequential pixels (in uv space) are stored in a single structure.
image position
barycentric coordinate of the first pixel
number of pixels
triangle index inside the leaf node.
During the performed experiments we used a fairly simple rasterization process by
finding the UV bounds of an triangle and calculate the barycentric coordinates per
pixel inside the bounds. Even for complex models and huge images this process is
normally finished within 0.5 second. It could be that we want to change this algorithm
to reduce hickups when nodes are initialized during a stroke.
Reviewed By: brecht
Maniphest Tasks: T96710
Differential Revision: https://developer.blender.org/D14504
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
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Ref T92709
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This just avoids the crash, the annotation tool still doesn't work.
Larger changes will be needed to resolve this, see T85532.
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This implements a Face Set Extract operator, which is similar to mask
extract. This operator uses a picker to select and Face Set in the mesh
and extract the geometry directly to a new object.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8599
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This was a TODO in the code. Previously the Face Set datalayer was
deleted and recreated with a constant ID of 0. Now the datalayer is
preserved and set to the SculptSession after slicing the mask and a new
ID is calculated for the new faces that the slicing operation produced,
so they can be easily isolated for further tweaking.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8583
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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
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The idea is to push both base mesh geometry and PBVH coordinates
so it is possible to undo everything without loosing data which was
not flushed from sculpt session to base mesh.
It is possible do memory optimization to avoid push custom data
layers which are not touched by operator, but before doing that
better to ensure this is a correct and working approach.
Differential Revision: https://developer.blender.org/D7381
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The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
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The sculpt mode transform tool applies the sculpt pivot transformation to all vertices, taking XYZ symmetry into account.
This commit also includes an operator to set the pivot point initial position.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5717
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The voxel remesher introduces a new workflow for sculpting without any of the limitations of Dyntopo (no geometry errors or performance penalty when blocking shapes). It is also useful for simulations and 3D printing.
This commit includes:
- Voxel remesh operator, voxel size mesh property and general remesh flags.
- Paint mask reprojection.
- Geometry undo/redo for sculpt mode. This should support remesh operations as well as future tools that modify the topology of the sculpt in a single step, like trimming tools or mesh insert brushes.
- UI changes in the sculpt topbar and the mesh properties pannel.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5407
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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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This removes `VIEW3D_OT_select_or_deselect_all`, adding a
deselect_all option to the `VIEW3D_OT_select` operator.
- Add utility functions to simplify de-selecting all.
- Return true from selection functions when they change the selection
to avoid redundant updates.
- Use arrays of bases when passing objects between selection utility
functions since some users require bases.
- Fix logical error in box selection that updated all objects after
the first hit.
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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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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Add tool options to control how select operates (add/sub/set/and/xor).
Note: edit mode armature select still needs to support all options,
this is complicated by how it handles partial end-point selection.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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- Undo that changes modes currently asserts,
since undo is now screen data.
Most likely we will change how object mode and workspaces work
since it's not practical/maintainable at the moment.
- Removed view_layer from particle settings
(wasn't needed and complicated undo).
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- Use a single undo history for all operations.
- UndoType's are registered and poll the context to check if they
should be used when performing an undo push.
- Mode switching is used to ensure the state is correct before
undo data is restored.
- Some undo types accumulate changes (image & text editing)
others store the state multiple times (with de-duplication).
This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`.
- Each undo step stores ID datablocks they use with utilities to help
manage restoring correct ID's.
Needed since global undo is now mixed with other modes undo.
- Currently performs each undo step when going up/down history
Previously this wasn't done, making history fail in some cases.
This can be optimized to skip some combinations of undo steps.
grease-pencil is an exception which has not been updated
since it integrates undo into the draw-session.
See D3113
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Part of T49042.
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can be reused by other paint systems too.
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did that anyway, just kept the result in an intermediate variable)
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also rename some functions to match our convention
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Undoing nodes that do not belong to the current object will cause the
saved bmesh log entry to be reverted instead. This entry can belong to
another object though.
This is easy to fix by enforcing name matching (this was borrowed by
edit mode but can definitely be improved) between current object name
and undo node name and deleting older entries.
However there are complications. Deleting dyntopo entries in this way
can leave a brush stroke as first dyntopo log entry. This can present
issues if we attempt to delete that entry since it's deleted mesh
elements may now have had their ids (which would still be valid at the
time) cleaned up. This can result in crashing if we attempt to resculpt
on the mesh. To fix this I have disabled releasing the deleted entries.
This entanglement between bm_log and undo is quite volatile but I hope
the system works better now.
Also minor cleanup, fix unneeded check warning
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Sculpt mode drawing fails after deleting a subsurf modifier
in sculpt mode and undoing.
This was quite difficult to spot. Main cause was that mesh data was not
synchronized properly between undo and sculpt code because we generated
a pbvh on derivedmesh invalidation without really refreshing the rest of
the data. This could result in undo and drawing operating on different
data.
To solve this and avoid bad level calls I had to move quite some code
around. Crazyspace is now moved to blenkernel, as did some sculpt calls
that make sure sculpt data are properly refreshed.
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history operator (Ctrl + Alt + Z).
This will only show paint operations now while in an image paint mode.
The caveat is that user can delete previous paint operations too (even
on images not on the canvas currently) so it needs some care. This is
consistent with regular undo behaviour though.
Sculpting also suffers from lack of Undo history support, this will be
added in a separate commit.
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sculpted object if last sculpt stroke ends outside the mesh.
Code here used the last true location which is invalid in that case,
just reuse the average stroke location instead.
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an undo if we are in image paint mode and use the paint undo stack. Also added missing GPU update.:
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masking, like lasso selection.
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Made it so average coordinate of previous stroke is used as
a viewport rotation center when Rotate Around Selection is
enabled in user preferences.
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is a multi-res modifier).
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DO_MIN/MAX re-reading same value from array 4 times when it can do once (use minf rather then MIN2, same for maxf)
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