This reverts commit 5aa19be912 and b4a721af69.
Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
- the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`.
- the parameter `snap_to_flag` was moved to outside `SnapObjectParams`.
- the member `use_object_edit` was renamed to `use_object_edit_cage`.
- added the arg `params` in `ED_transform_snap_object_project_ray`.
- simplifications in the loop of the function `snapObjectsRay`.
Take advantage of the efficiency provided by the snap_context.
Also fixes errors:
- volume snap fails based on view angle (T48394).
- multiple instances of dupli-objects break volume calculation.
Pass distance argument so its possible to limit the range we get all hits from.
Other changes:
- Use boundbox test before calling callback, avoids redundant calls.
- Remove meaningless return value.
- Add doc string, explaining purpose of this function.
Separate the creation of trees from EditMesh from the creation of trees from DerivedMesh.
This was meant to simplify the API, but didn't work out so well.
`bvhtree_from_mesh_*` actually is working as `bvhtree_from_derivedmesh_*`.
This is inconsistent with the trees created from EditMesh. Since for create them does not use the DerivedMesh.
In such cases the dm is being used only to cache the tree in the struct DerivedMesh. What is immediately released once
bvhtree is being used in functions that change(tag) the DM cleaning the cache.
- Use a filter function so users of SnapObjectContext can define how edit-mesh elements are handled.
- Remove em_evil.
- bvhtree of EditMesh is now really cached in the snap functions.
- Code becomes organized and easier to maintain.
This is an important patch for future improvements in snapping functions.
This introduces a snap-context that can be re-used for casting rays into the scene
(by operators such as walk-mode, ruler and transform code).
This can be used to cache data between calls too.
Same causes as when snapping to faces, so same solution: in case of ortho view,
offset start of ray to be just slightly outside of the target's bbox, to avoid
too much far away start point that generate floating point computation instability
in BVH raycasting.
Note that this lead to some refactoring, to avoid duplicating too much of code.
For now, edge snapping seems to behave OK (uses different logic), so not touched.
Based on patch by Germano Cavalcante (@mano-wii), thanks!
In some cases transform modes would use the custom-data pointer,
other times the transform conversion functions would.
However with some combinations (bone mirror + bend for eg),
both conversion & transform mode would use this pointer causing a crash.
Fix this by having 2 custom-data pointers:
one for the mode, another for the data-type.
This also simplifies time-slide which was conditionally mixing mode/type data in the one array.
Checking for 'Closest' here isn't needed since
TransSnap.snapTarget callback is already ensuring the selected target is the closest.
Also don't reuse the pre-calculated distance,
since its only valid to do this when there are no snap points
and this isn't a significant gain to avoid the extra calculation - run once per update.
We cannot use FLT_MAX as initi distance for raycast...
Renamed TRANSFORM_DIST_MAX_RAY to BVH_RAYCAST_DIST_MAX, moved it into BLI_kdopbvh,
and use in RNA raycast callbacks (and all other places using that API).
This was getting very hard to follow,
- mixing input/output args.
- mixing arg order between functions.
- arg names (mode, snap_mode) rename to (snap_to, snap_select)
Added a helper that ensures a bbox has some non-NULL dimension along all its axes.
Also, fixed some (rather unlikely) NULL dereference cases (though it should not in this context,
`BKE_object_boundbox_get()` can return NULL).
Was performing ray-tri intersection checks on all faces.
Note, this isn't using isect_ray_tri_threshold_v3
which was used to prevent ray-casts slipping through between faces.
Instead we'll move to using watertight intersections by default.