Age | Commit message (Collapse) | Author |
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Needed for clang-format in some cases, see: T53211
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Move the bevel hardening code all into bmesh_bevel.c.
Based on user feedback, rewrote the bevel hardening algorithm
to be more what users want.
Based on user feedback, changed the UI, removing some
not-useful options. Now hardening normals while beveling
is enabled by a simple checkbox.
Now setting face strength gives options for which faces
get their face strength set.
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We had two different ways of doing it, SurfaceDeform and LaplacianDeform
would do it through a special modifier stack evaluation triggered from
binding operator, while MeshDeform would do it through a regular
depsgraph update/eval (also triggered from its binding op).
This enforces the later to search back for orig modifier data inside
modifier code (to apply binding on that one, and not on useless CoW
one).
Besides the question of safety about modifying orig data from threaded
despgraph (that was *probably* OK, but think it's bad idea in general),
it's much better to have a common way of doing that kind of things.
For now it remains rather dodgy, but at least it's reasonably consistent
and safe now.
This commit also fixes a potential memleak from binding process of
MeshDeform, and does some general cleanup a bit.
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D3966 by @kioku w/ edits.
This adds bisect and flip options to mirror modifier.
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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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D3834 by @Allosteric
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Allow raycasting in two directions and culling front or back faces.
Also implement a new Invert Cull option in both constraint and
modifier that can be used to aim for faces aligned with the project
axis direction when raycasting both ways.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3737
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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
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Differential Revision: https://developer.blender.org/D3719
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Currently no functional changes, just exposes all settings which we need
for OpenSubdiv, similar to what Subsurf modifier is doing already.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3602
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For users it defines how accurate vertex positions are in terms
of limit surface (as in, how close the vertices locations to the
condition when they are calculated for an infinitely subdivided
mesh).
This affects things like:
- Irregular vertices (joint of 3 or more edges)
- Crease
Keep quality value low for performance.
NOTE: Going higher does not necessarily mean real improvement
in quality, ideal case might be reached well before maximum
quality of 10. Quality of 3 is a good starting point.
Internally quality is translated directly to adaptive subdivision
level.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3599
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There are following reasons to do so:
- The plan is to replace it with some sort of object or viewport option,
so we can apply OpenSubdiv subdivisions on top of modifier stack and
keep modifier stack purely CPU side.
This will solve issues when adding some relation in scene will force
modifier to be evaluated on CPU.
- With new upcoming OpenSubdiv based CPU modifier implementation we can
cache topology similar to what GPU side was doing, which will already
be reasonably faster.
- OpenSubdiv GPU does not work since the OpenGL version bump, and is
to be rewritten with all the adaptive refine options kept in mind.
Since OpenSubdiv GPU was already broken and was only causing object
to become invisible, there is no reason to keep having that option in
the modifier.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3598
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This replaces old single toggle option to subdivide UVs with
an enum which can have more options. The usecase for this is
to be compatible with other software. But we also might choose
different subdivision type as default in the future.
DNA and underlying code supports all possible options, but
only the ones which are compatible with old subdivision code
are currently exposes.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3575
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The code is ifdef-ed for now, since there is more work needed
to be done before we can officially switch to it.
Uses new subdiv module.
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The approach of setting 'refresh' flags on the modifier, and performing
the associated actions when the modifier is being evaluated, is a bad
one. Instead, we use the separation of the original and the evaluated
copy to 'refresh' certain things (because they simply aren't set at all
on the original). Other actions are now done directly with BKE_ocean_xxx
functions on the original data, intead of during evaluation.
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The flags were set and cleared correctly, but nothing was actually reading
them.
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The flag was only used in readfile.c, and resulted in a delayed call to
BKE_ocean_add(); this call is now immediately made instead as it's not
very expensive.
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The only uses were setting it to NULL and asserting it is NULL.
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Added it as extension to harden. Tried out different methods to fix normals,
Though as with width and segments changes shape, orientation of new polys
a non-smooth method of fix was not possible. Current method aggregates
vertex normals into a smooth fan without affecting edge shading.
Still need to fix the crease at new vertex edges
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The selected face strength (Weak/Medium/High) can be used by the WN Modifier
to determine influence of current face in
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Conflicts:
source/blender/modifiers/intern/MOD_normal_edit.c
source/blender/windowmanager/intern/wm_files.c
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this is actually adding option to add buggy behavior, but.. NPR often
expects buggy behaviors, and its one of the main targets for normal editing.
So think it's reasonable to add that option (disabled by default of
course).
Note that am not really happy with UI, but:
* Not sure where to put it, it's kind of own self-contained area option.
* Don't to make it too much visible, using this should be the exception!
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Uses 2 different params: mode and strength. There are still some
hiccups with how 2.8 interacts with normals. Will resolve as
support gets better
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The problem was that the particle system modifier was reading ob->derivedDeform
during modifier stack evaluation. Due to the mesh -> DM conversion this was no
longer set leading to wrong results.
In fact we don't really need the deformed mesh, just the original mesh topology
for face/poly index remapping. So the solution is to use that instead.
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This fix applying the following modifiers:
* Boolean (working already)
* Array
* Mesh Deform
* Surface Deform
* Vertex Weight Proximity
This function was to return evaluated mesh. So it should get the evaluated
object at all times. So in this case it makes more sense to simply pass the
depsgraph (or in this case the ModifierEvalContext that contains both the
depsgraph and the flag.
Solution discussed with Bastien Montagne.
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The modifier is still quite slow; this could be due to caches being written
to a CoW datablock instead of the original one. More investigation is
needed.
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There are a few places where DerivedMesh is still used, most notably
when calling the (not yet ported) cloth simulation. There is also still
the use of Object.derivedDeform and Object.derivedFinal. Those places are
marked with a TODO.
Some functions in the editors module were copied to accept Mesh. Those
already had 'mesh' in the name; the copies are suffixed with '__real_mesh'
for easy renaming later when the DM-based functionality is removed.
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The modifier performed the 'bind' operation not in the bind operator,
but delayed in the mesh evaluation. This saved the result in a CoW copy
instead of in the actual modifier data. The binding operator now follows
the same approach as Mesh Deform: it forces the modifiers to run on the
real (non-CoW) data, making it possible for the modifier to store the
binding data.
This commit also ports the usage of DerivedMesh to Mesh.
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