- Use 'BKE_object_material_*', 'BKE_id_material_*' prefix
for functions that operate on Object and ID types.
- Use '_len' suffix for length (matching BLI naming).
- Use '_p' suffix for functions that return a pointer to values
where the value would typically be returned.
Functions renamed:
- BKE_object_material_resize was BKE_material_resize_object
- BKE_object_material_remap was BKE_material_remap_object
- BKE_object_material_remap_calc was BKE_material_remap_object_calc
- BKE_object_material_array_p was BKE_object_material_array
- BKE_object_material_len_p was BKE_object_material_num
- BKE_id_material_array_p was BKE_id_material_array
- BKE_id_material_len_p was BKE_id_material_num
- BKE_id_material_resize was BKE_material_resize_id
- BKE_id_material_append was BKE_material_append_id
- BKE_id_material_pop was BKE_material_pop_id
- BKE_id_material_clear was BKE_material_clear_id
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This is often invalid, outdated or misleading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.
Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.
We are using both the numpad /, as well as the regular /.
Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
(probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.
The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).
- `BKE_object_scale_to_mat3` was used to get the worldspace scale,
without taking constraints, parenting etc into account.
- Don't pass object's into BMesh API, (prefer matrices instead).
- Avoid matrix invert for each edge-angle calculation.
- Avoid 2x matrix multiplies when looping over edge pairs.
This makes the operator to work 100% with worldspace similarity:
* SIMFACE_PERIMETER
* SIMFACE_AREA
* SIMEDGE_FACE_ANGLE
Note from revisor (Dalai Felinto):
I'm not sure we want to pass Object * to the bmesh api, though I
personally don't see why not. Either way I group the patches together so
we can more easily roll them back if needs be.
Maniphest Tasks: T56948
Differential Revision: D3908, D3899, D3896
Implemented the following methods:
* SIMCURHAND_TYPE
* SIMCURHAND_RADIUS
* SIMCURHAND_WEIGHT
* SIMCURHAND_DIRECTION
Limits:
* DIRECTION does not support surfaces, because `BKE_nurb_bpoint_calc_normal`
does not work with Nurbs of type `CU_CARDINAL`. This also didn't work prior
to this patch, so we wait until surfaces are properly supported in EditMode.
* Also DIRECTION should take scaling into consideration. We need our own
versions of BKE_nurb_bpoint_calc_normal/bezt.
* Threshold default is too large. Not sure if it's better to change the default
or scale the threshold in code.
Differential Revision: https://developer.blender.org/D3846
Changes from committer (Dalai Felinto):
* Moved nurb_bpoint_direction_worldspace_get/bezt to functions.
* Comments hinting at the mode (direction) that require scaling to be
taken into account - to be addressed by patch creator in a future
patch.
I'm storing the name of the vertex groups in a gset. This way
we can select vertex groups with the same name across different
objects.
Also this is the last select similar mode that needs porting o/
Unlike 2.79 I am not using the comparison type to get coplanar planes that are above/below the plane.
That seems arbritary at best, and a bit of a challenge to get it right.
Also, I'm doing some shenanigans to use a single tree to store the face direction and the distance.
Here in my tests it is working fine though.
Note: Not doing worldspace comparison for now. We would need to create new
BM_face_calc_area and BM_face_calc_perimeter equivalent functions for that.
Not sure if it is worth the trouble.
Note: Unlike 2.79 we are not comparing face->mat_nr, but the material itself.
On top og that, if the material slot is empty we are just ignoring this face.
I'm not sure why we may want to sample both a sharp and an unsharp edges at the
same time, maybe to see if the selected edges all have the same values?
Either way, implemented as in 2.79. I also believe we may have a faster way to
select all the edges, but let's file this under optimizations to be done later.
I'm not sure why the original implementation was only checking for equal
comparison but I'm doing the same here. It is a one line change if we
want to support LT/GT anyways.
Also "technically" we should compare the angles in the worldspace, since
different scales will result in different angles. Added as a TODO but
honestly I think this is overkill.
I'm using kdtree here but there is nothing preventing us from using a simple
float linked list with a sorting and finding "nearest" equivalents.
At least we are benefitting from bisecting as oppose to the original solution.
Also we need epsilon for the float comparisons.