Changes to CustomData:
Some functions would only return the current active layer, added extra variants that take an index to select the level (modeled after CustomData_get_layer_n.)
Still todo:
* UVs are being interpolated linearly, should probably offer Catmull-Clark subdivision like Subsurf modifier.
* Vertex Colors still don't support multiple customdata layers.
* Editing UV data on levels other than 1 should be disabled in the interface (same for weights)
Crash leaving editmode related to vertex groups. I couldn't reproduce this,
but suspect somehow multiple deformvert layers were created. Added some
extra checks to avoid that now.
Updated Python Mesh API to support UV and Color layers with names.
Similar to vertex group's
renamed a function in customdata.c CustomData_free_layers -> CustomData_free_layers_active and made CustomData_free_layers accept an index, this is needed so python could free layers that arnt active.
Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.
A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.
Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.
Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
added python api stuff to deal with Color and UV/Image layers.
me.activeUvLayer - int
me.activeColorLayer - int
me.totUvLayers - int
me.totColorLayers - int
me.addUvLayer()
me.addColorLayer()
me.removeUvLayer()
me.removeColorLayer()
Variable names may need changing.
These can be created and deleted in the Mesh panel in the same place as
before. There is always one active UV and vertex color layer, that is
edited and displayed.
Important things to do:
- Render engine, material support
- Multires and NMesh now lose non active layers
Also CustomData changes to support muliple layers of the same type, and
changes to layer allocation, updated documentation is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
This commit upgrades the modifier stack to only calculate the data which is
needed, either by modifiers further down the stack or by other functions at
the end of the stack (e.g. drawing functions).
This speeds up modifier stack recalculation, especially where vertex
groups and UV coordinates are concerned. For example, a mesh with an Armature
modifier followed by a Subsurf modifier would previously have required the
Subsurf modifier to interpolate all the vertex groups in the mesh, slowing
down modifier calculations considerably. With this update, vertex group data
is not propagated beyond the Armature modifier, so calculations are faster.
Note that this depends on the order of modifiers in the stack. If the Armature
and Subsurf modifiers were swapped in the above example, the Subsurf modifier
would have to interpolate vertex groups, as they are needed by the Armature
modifier.
Crash using Shape Widget Wizard script, was an error in customdata copy.
The script still throws a python error though, but that seems unrelated
to this crash.
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
now, others can be added later (sticky, shape keys). Beside one small fix
for knife exact vertex group interpolation, is intended to work the same
as before.
Also fixes bug #5200, related to editmode undo and vertex groups. And
corrects the editmode to faceselect mode selection conversion, that was
broken in a previous commit.
the CustomData module from the modifier stack rewrite, but with additions
to make it also usable in edit mode. Some of the datatypes from that
module were move to a DNA header file, they are not saved to file now, but
will be soon.
The only code that wasn't abstracted is the uv collapse / merging code. It
is rather complicated, will look into that in the future.
There should be no user level changes.