Commit Graph

83 Commits

Author SHA1 Message Date
ae1c1cd8c0 Refactor Mesh split_faces() code to use loop normal spaces.
Finding which loop should share its vertex with which others is not easy
with regular Mesh data (mostly due to lack of advanced topology info, as
opposed with BMesh case).

Custom loop normals computing already does that - and can return 'loop
normal spaces', which among other things contain definitions of 'smooth
fans' of loops around vertices.

Using those makes it easy to find vertices (and then edges) that needs
splitting.

This commit also adds support of non-autosmooth meshes, where we want to
split out flat faces from smooth ones.
2017-02-22 09:40:46 +01:00
1dbaf0dbcc Add mid_v3_v3_array function and remove redundant functions
Other than implementing a `mid_v3_v3_array` function, this removes
`cent_tri_v3` and `cent_quad_v3` in favor of `mid_v3_v3v3v3` and
`mid_v3_v3v3v3v3` respectively.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2459
2017-01-10 19:58:34 -02:00
4ee08e9533 Atomics: Make naming more obvious about which value is being returned 2016-11-15 12:16:26 +01:00
15f2a51232 Solve threading conflict when calculating smooth normals
It was possible to have synchronization issues whe naccumulating smooth
normal to a vertex, causing shading artifacts during playback.

Bug found by Dalai, thanks!
2016-11-02 15:10:40 +01:00
2f5db2e45b Fix T48986: Incorrect normals or tangents when using custom split normals.
(Re)-setting custom normals could cause some unwanted splitting of some of them, leading
to slightly different tangent space. Simply enlarged slightly the threshold detecting
similar normals as identical ones for now, afarid this is the kind of issue that cannot
get a full complete solution for until we drop floats...
2016-08-02 16:08:00 +02:00
f08018f928 Fix (unreported) EditNormal modifier: broken 'flip poly' feature.
Newly computed custom normals were forgotten during poly flipping, leading
to wrong custom normals being assigned to wrong loop...

Dead simple, but was tough to track down this one!
2016-06-07 13:07:01 +02:00
5abae51a6e Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support).

The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.

Previously only the active UV layer was used to calculate tangents.
2016-04-26 20:43:29 +10:00
743739f9dc Cleanup: style/spelling 2016-04-01 10:02:59 +11:00
a686aa3477 Support mdisps for Mesh.flip_normals() 2016-03-14 15:34:03 +11:00
b9ae96dc12 Cleanup: move MDisps flipping to own function 2016-03-14 15:33:54 +11:00
0024768f88 Cleanup: style/spelling 2016-03-14 13:21:13 +11:00
877f441628 BKE_mesh: add polygon flipping tools.
Those new functions invert the winding of polygons, effectively inverting their normals.

A helper was also added to allow swapping two items in customdata layers.

Being able to invert normals outside of BMesh area is very important in several places,
like IO scripts or customnormals modifiers...

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D1814
2016-02-28 15:29:56 +01:00
05dbc470ad Cleanup: warnings & style 2016-01-28 17:23:12 +11:00
a1d7f67d81 cleanup: spelling / typos
no functional changes
2016-01-28 00:30:50 -05:00
d9ccc0c957 mesh_evaluate.c: OMP -> BLI_task, and some more parallelization.
Only concerns poly normals computing, have usual 10% speedup of affected code for OMP -> BLI_task switching.

Also parallelized the 'weighted accum' part (used when computing both polys and vertices normals,
when using modifiers e.g.), which gives nice 325% speedup (from 66ms to 20ms for a 500k poly monkey
with simple deform modifier e.g.). ;)
2016-01-26 14:01:32 +01:00
32be51dc66 Cleanup: warnings (msvc)
Part of patch D1670 by @LazyDodo
2015-12-21 13:02:38 +11:00
cdd727b7ce Add functions to compute normals (verts, polys and loops ones) for a given 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
2015-10-12 20:12:55 +02:00
745510844b Cleanup: hide clnors warning prints behind G.debug, those can get annoyingly verbose... 2015-09-15 12:03:58 +02:00
dbe1829183 Fix T46114: paint face-mask hide clears sharp flag 2015-09-15 05:55:42 +10:00
09e40a4956 Cleanup: spelling 2015-09-14 02:22:22 +10:00
ac51e2f326 Fix T46015: normals_split_custom_set_from_vertices doesn't work with zero vectors
This was simply broken for vertex case (indexing loop normals with vert indices...).

Turns out to be rather verbose to replace on-the-fly zero normals by default ones correctly,
and do not want to make a full copy of the given custom normals array, so now this one is
editied in place (replacing zero vectors by correct default normals). Don't think this
could be a serious issue anyway.
2015-09-04 22:41:10 +02:00
e5e65b1099 Fix T45984: Setting custom normals properly requires multiple calls to normals_split_custom_set()
The detection of needed sharp edges (based on given loop normals) would not fully work
on first run in case we started with a complete smooth cyclic loop fan (edge between
first and last loop of the fan would not get checked).
2015-09-03 12:20:50 +02:00
487d2cb4f3 Displace Modifier: add an option to displace along (averaged) custom normals, instead of vertex normals.
User suggestion/request from 'boby'.
2015-08-12 18:21:41 +02:00
7853cb3c5a Remove redundant addition in BKE_mesh_calc_volume 2015-08-05 20:26:52 +10:00
2ec00ea0c1 Move tangents and baking to looptris:
Notes:

* Code in rendering and in game engine will still convert
tangents to a tessface representation. Added code that
takes care of tangent layer only, might be removed
when BGE and rendering goes full mlooptri mode.

* Baking should work discovered some dead code while
I was working on the patch, also tangents are broken
when baking from multires (also in master), but those
are separate issues that can be fixed later.

This should fix T45491 as well
2015-07-30 14:43:58 +02:00
e58d788340 Cleanup: style
Also 'com' as abbreviation for center-of-mass is a bit confusing, rename to 'center'.
2015-07-20 05:30:08 +10:00
23a4f547e7 Convert rigidbody conversion to looptri.
Patch D1417 by Martin Felke, with minor edits thanks!
2015-07-19 19:10:41 +02:00
37017d149e Let's use proper helpers for debug-only vars... 2015-07-17 12:19:57 +02:00
4052384be3 Make strict flags happy in release builds 2015-07-17 09:54:21 +02:00
595a491e63 Add tessellation data to DerivedMesh (LoopTri)
This stores loop indices into the loop array giving easier acess
to data such as vertex-colors and UV's,
removing the need to store an MFace duplicate of custom-data.

This doesn't yet move all internal code from MFace to LoopTri just yet.

Only applies to:
- opengl drawing
- sculpting (pbvh)
- vertex/weight paint

Thanks to @psy-fi for review, fixes and improvements to drawing!
2015-07-17 03:55:14 +10:00
2cffd6649b Match face tessellation order in edimode
add a negated version of axis_dominant_v3_to_m3
2015-07-14 22:29:31 +10:00
f3d5af4172 Cleanup: use const for mesh functions 2015-07-11 04:39:27 +10:00
5af1daa2dc Fix for recent error, ngons now flipped correctly 2015-07-07 20:29:13 +10:00
28d712b238 Remove redundant face-flipping check 2015-07-06 19:21:19 +10:00
b07be730b2 Fix error calculating bmesh normals
edge vector stack was left un-cleared.
2015-06-03 18:10:43 +10:00
5d30c23c35 doxygen: corrections/updates
Also add depsgraph & physics
2015-05-20 14:12:22 +10:00
8ad37b0d22 Fix T44359: mesh_normals_loop_custom_set() would not behave correctly with zero-normals.
Zero-normals here are used as a shortcut to say 'use auto-computed values'.
So we have to do so in pre-process steps!
2015-04-13 15:44:09 +02:00
d97b97460c Fix T44138: Crash in DataTransfer modifier when selecting a source with no loops.
Simply check and early return in case we have no source or destination items
(verts/edges/loops/polys) available...

Also, fix an assert in `BKE_mesh_calc_normals_poly()`, when called with no poly.
2015-03-26 09:20:37 +01:00
9542cf041a Fix an incorrect assert in lnor code.
There is one case where we do can have only two edges for two loops...
2015-03-16 10:38:45 +01:00
0d766aa532 Some minor fixes from latest coverity scan, nothing crucial here. 2015-02-08 16:26:45 +01:00
a42553f986 Fix T43579: FBX Export shading issue (Broken normals?)
Error in custom split normals work, non-autosmooth normals != vertex normals!
Loops from flat faces shall take normal of their face, not their vertex.

Tsst...
2015-02-06 20:14:18 +01:00
138c9dba9b Add Custom Loop Normals.
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.
2015-02-05 14:32:57 +01:00
81f97692ae cleanup: style/spelling 2015-02-02 23:29:53 +11:00
0af11a1742 Make use/computation of lnors consistant.
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.
2015-01-19 15:51:20 +01:00
3debcc8b51 Math Lib: improve area calculation
- area_quad_v3 now works correctly with concave quads.
- add area_squared_*** functions, to use when comparing to avoid a sqrt().
2015-01-13 19:10:15 +11:00
ff42afb6c5 Math Lib: rename barycentric_transform -> transform_point_by_tri_v3
also add transform_point_by_seg_v3
2014-08-13 14:55:45 +10:00
a3fac84c73 Cleanup: indentation 2014-08-05 13:36:35 +10:00
c04f301fc3 Replace BLI_SMALLSTACK_FREE with fake user (quiet warnings in msvc) 2014-07-12 16:48:52 +10:00
db1ab7b150 Fix potential bug in loop normals code.
Even if we cannot use computed lnor, we still have to empty the fan stack of lnors!
2014-07-11 19:52:43 +02:00
4633e655dc Fix T41019: Calculate Mass does not calculate actual volume.
This was a ToDo item, for mesh-based rigid body shapes (trimesh, convex)
the operator was simply using the bounding box volume, which can grossly
overestimate the volume and mass.

Calculating the actual volume of a mesh is not so difficult after all,
see e.g.
http://research.microsoft.com/en-us/um/people/chazhang/publications/icip01_ChaZhang.pdf

This patch also allows calculating the center-of-mass in the same way.
This is currently unused, because the rigid body system assumes the CoM
to be the same as the geometric object center. This is fine most of the
time, adding such user settings for "center-of-mass offset" would also
add quite a bit of complexity in user space, but it could be necessary
at some point. A number of other physical properties could be calculated
using the same principle, e.g. the moment of inertia.
2014-07-11 12:16:32 +02:00