I know this is not so much nice to have this guys hanging
around in a general Object datablock and ideally they better
be wrapped around into a structure like DerivedMesh or
something like this. But this is pure runtime only stuff and
we could re-wrap them around later.
Main purpose of this is making curves more thread safe,
so no separate threads will ever start freeing the same path
or the same bevel list.
It also makes sense because path and bevel shall include
deformation coming from modifiers which are applying on
pre-tesselation point and different objects could have
different set of modifiers. This used to be really confusing
in the past and now data which depends on object is stored
in an object, making things clear for understanding even.
This doesn't make curve code fully thread-safe due to
pre-tesselation modifiers still modifies actual nurbs and
lock is still needed in makeDispListsCurveTypes, but this
change makes usage of paths safe for threading.
Once modifiers will stop modifying actual nurbs, curves
will be fully safe for threading.
Actually, this commit also contains wrapping runtime curve
members into own structure
This allows easier assignment on file loading, keeps curve-
specific runtime data grouped and saves couple of bytes in
Object for non-curve types.
--
svn merge -r57938:57939 ^/branches/soc-2013-depsgraph_mt
svn merge -r57957:57958^/branches/soc-2013-depsgraph_mt
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.
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
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.
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
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.
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.
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!