Age | Commit message (Collapse) | Author |
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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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py script
Missing update tagging...
Safe for 2.74.
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Added an utility function which performs vertex split based on the loop
normal so now backing API matches to what's happening in Cycles and BI
in terms of autosplit.
Reviewers: dfelinto, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1174
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The purpose of this change is to add extra possibility to render engines and
export scripts to reduce peak memory footprint during their operation.
This new argument should be used with care since it'll leave mesh in not really
compatible with blender format, but it's ok to be used on temp meshes.
Unfortunately, it's hard to get scene where it'll show huge benefit because
in my tests with cycles peak memory is reached in MEM_printmemlist_stats().
However, in the file with sintel dragon it gives around 1gig of memory benefit
after removing the polys which would allow other heavy to compute stuff such as
hair (or even pointiness calculation) to not be a peak memory usage.
In any case, this change is nice to have IMO, and only means more parts of
scene export code should be optimized memory-wise.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1125
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cleanup_cddata -> clean_customdata
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'.', was a bit too rough.
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This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.
See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.
Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.
Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.
Also, bumping subversion, and fix mess in 2.70 versioning code.
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This is mandatory for incoming custom normal imports from io scripts, because
often geometry here is corrupted, so we need to call mesh.validate() to clean it up.
Issue is, we cannot set custom normals before geometry is clean, so we need to store
temporary plain loop normals in a CD_NORMAL layer, validate, and then set custom normals.
So we need a way to prevent 'temp' lnors to be freed by validate.
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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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- lamp
- camera
- font
- empty & effector
Also fix inconsistency with apply transform
(modified shape-keys for meshes but not curve/lattice)
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curves' splines and texts' letters.
Useful especially for importer addons.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D650
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This simply mimics code used for loopnormals, to enable py scripts to generate and access (temporary)
a tangent 3D vector and bitangent sign for each loop. Together with the split normals, this allow
to recreate a complete tangent space for normal mapping (bitangent = bitangent_sign * cross(normal, tangent)).
Expects all faces to be tri or quads.
Reviewed By: Brecht, campbellbarton
Differential Revision: https://developer.blender.org/D185
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patch by Paolo Acampora with some edits.
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also set_source_files_properties() wasn't working for rna_*_gen.c files,
set dna.c and generated data files with generated property too.
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- make cmake osx use of -ftemplate-depth match scons.
- use array size within sizeof(), more compact.
- replace AT with __func__ where the function is unique enough.
- BLI_box_pack_2D -> 2d to match other functions.
- rename new mesh normal calculation to mesh.calc_normals_split()
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sharp edges in a compatible way.
Many thanks to Campbell and Brecht for reviews.
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wanted/needed, thanks to Campell for notifying me about this!
So now, their generation is controlled by a flag, else previous "simple values" group ids are generated (one per poly region, no need here to reduce the number of used IDs!).
Will update obj exporter too.
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remove MEM_sys_types.h which was a duplicate.
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the mapping functionality.
replace ED_mesh_calc_normals with BKE_mesh_calc_normals().
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shouldnt be NULL.
also remove IDP_AppendArray's return value which wasnt the new item in the array (which is odd/misleading), but wasnt used anywhere either.
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also add py api BMDeformVert.clear()
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Note about long lines: I did not touch to two pieces of code (because I don’t see any way to keep a nicely formated, compact code, with shorter lines):
* The node types definitions into rna_nodetree_types.h
* The vgroup name functions into rna_particle.c
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Addresses:
* C++ comments.
* Spaces after if/for/while/switch statements.
* Spaces around assignment operators.
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- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
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http://markmail.org/message/fp7ozcywxum3ar7n
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Plus a few splits of very long lines…
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tested that correcting invalid meshes works by generating random meshes and checking that only the first call to mesh.validate() makes changes.
found 2 bugs in mesh validation.
- face sorting array wasn't assigned correct indices.
- removing invalid edges used wrong comparison.
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