modifier stack: lazy initialize normals

many modifiers were calculating normals, when those normals were ignored by the next modifier.
now flag normals as dirty and recalculate for modifiers that set use `dependsOnNormals()` callback.

Quick test on mesh with 12 modifiers (mostly build type), calculated normals 6 times, now it only runs once - so this will give some speedup too.
This commit is contained in:
2013-05-30 17:36:43 +00:00
parent 1be2936298
commit 09e11ad6ef
23 changed files with 149 additions and 77 deletions

View File

@@ -565,11 +565,7 @@ static DerivedMesh *arrayModifier_doArray(ArrayModifierData *amd,
if ((amd->offset_type & MOD_ARR_OFF_OBJ) && (amd->offset_ob)) {
/* Update normals in case offset object has rotation. */
/* BMESH_TODO: check if normal recalc needed under any other
* conditions? */
CDDM_calc_normals(result);
result->dirty |= DM_DIRTY_NORMALS;
}
BM_mesh_free(bm);
@@ -591,9 +587,6 @@ static DerivedMesh *applyModifier(ModifierData *md, Object *ob,
result = arrayModifier_doArray(amd, md->scene, ob, dm, 0);
//if (result != dm)
// CDDM_calc_normals_mapping(result);
return result;
}