Age | Commit message (Collapse) | Author |
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This is legacy option from fixed-function graphics hardware, where per-vertex
lighting meant this had a significant performance impact.
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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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Some alignment rules from Visual Studion on 32 bit are not taken into
account, this fixes the structs to confirm. We now have static asserts
to catch when such breakage happens in the future.
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While the flags have been deprecated they're currently unused.
Rename for clarity.
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Avoids mixing these in with regular variables in code-completion.
Use char for pad members except for 'void *', to make size clearer.
Removed/shrink a few redundant padding vars which were >= 8 bytes.
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While \file doesn't need an argument, it can't have another doxy
command after it.
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When bmesh was in a branch we had both edit_mesh and edit_btmesh,
now there is no reason to use this odd name.
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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This is often invalid, outdated or misleading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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Prevents clang-format wrapping text before comments.
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Needed for clang-format in some cases, see: T53211
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- Clear deprecated flags for ID's:
Scene, Sequence, World, Object & Mesh.
- Clear deprecated flags for Spaces: outliner, 3D view & image.
- Remove unused `Mesh.drawflag`
- Remove unused `USER_ALLWINCODECS`, `USER_MMB_PASTE`.
- Remove `V3D_SOLID_TEX` & `V3D_ZBUF_SELECT` - used in a few areas.
- Flip `Object.empty_image_visibility_flag`
(avoids do-version on each new flag)
- Rename 'Backside' -> 'Back' in context of drawing - showing 'Back'
makes sense.
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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
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Show-on-cage and show-in-editmode options now work as it did in 2.7x
(but only for deformation).
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Apparently, part of code got lost last minute prior to push.
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This makes the Edit Mesh display settings common to all objects. They can
also be set differently per viewport.
Modifying extra data (seams, sharp edges etc...) will no longer set them
automaticaly visible.
Bumping version because we need to force set all extra draw options for
older files.
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Matches type better, avoiding possible confusion.
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Attempts to substitude CCGDM with an OpenSubdiv based structure
which has less abstraction levels. The missing part in this
substitude is a face pointers which old CCGDM/multires code was
using to stitch faces (averaging boundaries).
Another curial bit missing: "reshaping" of multires CD_MDISPS
to the state of new PBVH grids.
The new code is only available when OpenSubdiv modifier is
enabled (WITH_OPENSUBDIV_MODIFIER=ON) and with debug value of
128. This is so this WIP code is not interfering with current
production machines in the studio.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3685
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This matches 2.7x behavior
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This was used for saving files for Blender 2.6x.
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Allows for more easily finding runtime versions of any struct.
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This flag is copied when converting between DM and Mesh.
This flag is set to true in get_mesh(), to mimick the behaviour of
CDDM_from_mesh_ex. This is necessary for the particle system to work
correctly.
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- BKE_mesh_get_looptri_num -> BKE_mesh_runtime_looptri_len
- BKE_mesh_runtime_recalc_looptri -> BKE_mesh_runtime_looptri_recalc
- BKE_mesh_get_looptri_array -> BKE_mesh_runtime_looptri_ensure
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Because CD_MASK_XXX are signed longlong, so when assigning to unsigned
longlong you get grumpy compiler errors!
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This commit introduces `EditMeshData`. The fields in this struct are
extracted from `EditDerivedBMesh` into their own struct `EditMeshData`,
which can then also be used by the `Mesh` struct. This allows passing
deformed vertices efficiently to the draw routines.
The modifier code constructs a new Mesh instead of writing to ob->data;
even when ob->data is a CoW copy, it can still be used by different
objects and thus shouldn't be modified by a modifier.
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- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
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This includes a few fixes in the MBC_ api.
The idea here is for this to be the only interface the render engines
will deal with for the meshes.
If we need to expose special options for sculpting engine we refactor
this accordingly. But for now we are shaping this in a per-case base.
Note:
* We still need to hook up to the depsgraph to force clear/update of
batch_cache when mesh changes
(I'm waiting for Sergey Sharybin's depsgraph update for this though)
* Also ideally we could/should use BMesh directly instead of
DerivedMesh, but this will do for now.
Note 2:
In the end I renamed the `BKE_mesh_render` functions to `static
mesh_render`. We can re-expose them as BKE_* later once we need it.
Reviewers: merwin
Subscribers: fclem
Differential Revision: https://developer.blender.org/D2476
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Internal selected edges were distracting when painting images.
Also remove unused flag.
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here):
* Add a new calcLoopNormals function to DerivedMesh struct, and implement it for CDDM and CCGDM (subsurf).
EditDerivedBMesh (edit mode DM) only gets a dummy one in this commit.
* Add a tessellated version of CD_LOOPNORMAL layer (CD_TESSLOOPNORMAL), with relevant code to handle it
(tessellation, rna access, etc.).
* Change auto_smooth options of Mesh (angle now in radian internaly, and toggle is now used to enable/disable
split normals in DM creation process). Note BI render code is not touched here, hence its behavior regarding
this option is now incoherent, will be addressed in a separate commit.
Reviewers: campbellbarton
CC: brecht
Differential Revision: https://developer.blender.org/D365
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also fully remove freestyle raycasting_algorithm
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It already had deprecated comment, but now it also uses
compiler flag just to be sure no one uses this guy.
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the mapping functionality.
replace ED_mesh_calc_normals with BKE_mesh_calc_normals().
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editmesh debug info,
- overhang (with axis angle options)
- wall thickness (with min/max distance)
- self-intersections.
access below 'Mesh Display' panel.
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BKE_editmesh_bvh.h
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Option to draw mesh vertex-weights in editmode, available from the 'Mesh Display' panel.
TODO: get this to work when modifiers are applied in solid mode (texface-solidmode is working).
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ME_DRAW_FREESTYLE_FACE.
Problem report from IRIE Shinsuke, many thanks!
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Mesh::cd_flag.
Suggested by Campbell Barton through a review comment of the Freestyle branch.
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Conflicts resolved:
source/blender/editors/mesh/mesh_intern.h
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