Commit Graph

831 Commits

Author SHA1 Message Date
afb200f217 calculate polygon normals for BKE_mesh_recalc_tessellation() inline rather then using scanfills function. 2013-06-24 18:13:33 +00:00
f35264706a Construct orco UV layer for curve when applying constructive modifier
Also construct orco uv layer when converting curve to a mesh.

This makes it possible to preserve automatically generated coordinates
("use uv for mapping" option) when using constructive modifiers or
converting curve to the mesh.

With cycles nothing special is needed to preserve texture mapping
after such operations, in blender internal you'll need to change
texture mapping from Generated to UV.

This feature is useful on it's own and also would help in potential
switch 3d viewport to always use DM to draw objects, which would
help making drawing more thread-safe.
2013-06-20 13:27:48 +00:00
c15802f7d3 display active vertex in weight paint mode. also correct NULL free. 2013-06-15 11:02:36 +00:00
a8beff3c5e added basic utility functions for working with mselect (selected mesh elements) 2013-06-15 09:42:58 +00:00
05ad8c2dc9 expose smooth group calculation to python as Mesh.calc_smooth_groups() 2013-06-14 09:59:09 +00:00
1fe21f29ec utility function for calculating smooth groups from sharp edges: BKE_mesh_calc_smoothgroups 2013-06-14 08:28:27 +00:00
cd33e7f1b4 utility function BKE_mesh_edge_poly_map_create(), currently unused. 2013-06-14 07:15:38 +00:00
f7a06295b9 code cleanup: reduce pointer indirection for mesh-map creation functions. 2013-06-14 06:34:37 +00:00
0435560b24 code cleanup: make_edges_mdata() reduce some sign conversion, pointer indirection. 2013-06-14 06:15:30 +00:00
31e667c10e solidify: dont add poly-normal layer to the derived mesh, since this is no longer a convention. 2013-06-12 09:35:02 +00:00
dfad9b0c09 fix [#35555] Collada: export destroys mesh in some cases
add arguments to calculate normals when converting to bmesh:
  BM_mesh_bm_from_me, DM_to_bmesh

This gives some speedup to undo (which didnt need to re-calculate vertex normals), and array modifier which doesnt need to calculate face normals at all
2013-06-02 23:20:49 +00:00
d7f51f83f6 remove CD_MASK_NORMAL from CD_MASK_DERIVEDMESH, bmesh merge included this but its not needed.
Now add asserts to make sure this layer is only added once the modifier stack has been calculated.
this saves normal layer being calculated whenver vertex normals need updating.
2013-05-30 18:09:19 +00:00
ef4db04da8 code cleanup: lots of calls to BKE_mesh_calc_normals_mapping were not using the mapping functionality.
replace ED_mesh_calc_normals with BKE_mesh_calc_normals().
2013-05-28 14:23:07 +00:00
0559630c7e fix for missing normalize with recent optimizations. 2013-05-28 12:00:36 +00:00
dfdb2eb9a8 fix own error in r56649, caused normal calculation to fail, reported as [#35448], also quiet float/double warning. 2013-05-24 06:50:15 +00:00
4392fc6f1d Optimize BKE_mesh_calc_normals(), gives approx 25% speedup.
- no need to allocate polygon normal array.
- no need to use BLI_array_ functions (realloc's).
- reduce some of the looping.
2013-05-10 10:07:01 +00:00
76b1e8bc09 code clenup: rename BKE_mesh_poly_calc_angles -> BKE_mesh_calc_poly_angles 2013-05-08 12:56:51 +00:00
89c8de1f48 add matrix multiply for projection that outputs 2d values. 2013-05-08 12:55:36 +00:00
6b1b20ef0d code cleanup: BKE_mesh_nurbs_displist_to_mdata(), use const bool for
'conv_polys'
2013-05-08 12:53:52 +00:00
62087935ec Fix #35209: cycles generated texture coordinates did not stick to deforming meshes. 2013-05-05 05:56:41 +00:00
2b640a2519 fix for own commit r56204, wasnt checking edges exist before adding. 2013-04-27 01:16:38 +00:00
319036f2d5 fix [#35026] Curve build modifier 2013-04-22 12:00:37 +00:00
4df0c46f83 Make freestyle use local Main for temporary objects
This means main database is no longer pollutes with
temporary scene and objects needed for freestyle
render.

Actually, there're few of separated temporary mains
now. Ideally it's better to use single one, but it's
not so much trivial to pass it to all classes. Not
so big deal actually.

Required some changes to blender kernel, to make it
possible to add object to a given main, also to
check on mesh materials for objects in given main.
This is all straightforward changes.

As an additional, solved issue with main database
being infinitely polluted with text blocks created
by create_lineset_handler function.

This fixes:
- #35003: Freestyle crashes if user expands objects in FRS1_Scene
- #35012: ctrl+f12 rendering crashes when using Freestyle
2013-04-18 08:58:21 +00:00
37e73aa368 code cleanup: use BKE naming conventions for functions in BKE_editmesh.h and BKE_editmesh_bvh.h 2013-04-16 05:59:48 +00:00
6da961775f code cleanup: rename BKE_tessmesh -> BKE_editmesh, rename EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere). 2013-04-13 20:31:52 +00:00
9244cbef14 surpport converting boundary edges to curves with BKE_mesh_to_curve(). alt+c convert. 2013-04-08 00:25:44 +00:00
64d161de87 style cleanup:
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-26 07:29:01 +00:00
e7c15beaf6 code cleanup: use booleans for mesh and selection code. 2013-03-19 23:17:44 +00:00
3dababa7ec code cleanup: name mesh functions more consistently, also use bools for mesh args. 2013-03-17 19:55:10 +00:00
7ec47aa864 code cleanup: shadowing 2013-03-16 14:33:32 +00:00
a0351fd97e object converting curve/mball to a mesh would give invalid selection state (edges selected but nothing else).
add arg to BKE_mesh_calc_edges() so selecting newly created edges is optional.
2013-03-16 01:19:03 +00:00
0807c976f4 code cleanup: rename BKE_mesh_to_curve_ex --> BKE_mesh_to_curve_nurblist,
also correct odd indentation.
2013-03-15 10:48:48 +00:00
7626101dc9 split up BKE_mesh_to_curve() into 2 functions, adding BKE_mesh_to_curve_ex() which doesn't do object type conversion. 2013-03-14 18:44:32 +00:00
a0dbd88311 converting a mesh to a curve was unnecessarily using tessface's.
use mpolys instead and simplify checks for wire edges.

Also rename BKE_mesh_from_curve() --> BKE_mesh_to_curve() since this function converts a mesh into a curve.
2013-03-14 18:35:21 +00:00
1810913f81 fix for bmesh regression similar to last revision r54920. only effected loading old blend files without edge data. 2013-02-28 04:18:01 +00:00
10305de3ac Fix "Origin to Center of Mass" not working well with ngons
Now we do simple triangulation and calculate signed area of triangles to
account for concave polygons.

This only works correct for planar polygons but gives better results
overall.
2013-02-14 17:35:46 +00:00
296444e1dc style cleanup: some warnigs & spelling. 2013-02-06 14:02:19 +00:00
fdfa5910b5 Fix #34040: Moving Normal Node with enabled Cycles Material Preview crashes
Issue was caused by couple of circumstances:

- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview

All this leads to threading conflict between preview render and undo
system.

Solved it in  way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.

This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:

- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
  but adds temporary mesh to specified Main.

So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.

Viewport render shall not be an issue because object sync happens from
main thread in this case.

It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.

Thanks to Brecht for review!
2013-02-05 12:46:15 +00:00
518bfbb1c9 style cleanup 2013-02-02 04:58:03 +00:00
296f91c4cc add 'deform - integrate' option to mesh-cache,
This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.

In practice this is most useful for using corrective shape-keys with mesh-cache.
2013-01-24 04:02:30 +00:00
b27854bd47 use booleans for bmesh api. 2013-01-14 16:42:43 +00:00
c93e127e7a code cleanup: style and replace (float)sin, (float)cos with sinf, cosf 2013-01-12 14:28:23 +00:00
b39090bb5a Fix #33752: UV Orco coordinates were wrong for Cycles (and other external
render engines). Replaced generating orco_index by filling the UV loop data
directly which is easier and all that needed to be done anyway.
2013-01-10 17:37:17 +00:00
ceb9701507 don't store bevel weights or edge crease customdata layers in editmode unless they are needed.
configurable in 'Geometry Data' panel, will be added when running crease edges transform for example.
2013-01-10 04:43:31 +00:00
7730ddb3d6 code cleanup:
- free_dverts -> BKE_defvert_array_free
- copy_dverts -> BKE_defvert_array_copy

also move the functions from BKE_mesh into BKE_deform
2012-12-28 09:06:48 +00:00
f0c1bc830c add option to BLI_scanfill_calc() - BLI_SCANFILL_CALC_HOLES, gives some speedup for BMesh ngons which never have holes and ensures predictable triangle count (totvert - 2), which is needed for pre-calculating array size. 2012-12-27 06:39:27 +00:00
4c5093ad48 flush selection from vertex paint and weight paint modes when exiting, this isnt fool-proof, will need more work. 2012-12-22 14:20:27 +00:00
634be5992d flush selection when switching weight paint vertex/face selection modes. 2012-12-22 13:42:06 +00:00
2abb727ced function for flushing polygon -> vert,edge selection (in object mode), currently unused. 2012-12-22 08:13:44 +00:00
2a5cabb039 code cleanup and minor changes
- use DummyRNA_NULL_items to replace empty enums.
- replace calloc with malloc in copy_dverts since its copied over after.
- add wmGesture->userdata, so operators that use gestures have somewhere to store their own data (not used yet).
2012-12-22 01:08:42 +00:00