Commit Graph

297 Commits

Author SHA1 Message Date
211d7ff3cf Fix T81288:Select Linked fails with multi-object edit mode
Changing options after using select-linked didn't work
when the object being selected wasn't the active object.
2020-10-13 16:59:38 +11:00
afb43b881c Sculpt: Face Set Extract Operator
This implements a Face Set Extract operator, which is similar to mask
extract. This operator uses a picker to select and Face Set in the mesh
and extract the geometry directly to a new object.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D8599
2020-09-03 17:26:12 +02:00
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

This patch has been generated by P1561 followed by `make format`.

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
ea5fe7abc1 UV: path selection support
This adds support for path selection for vertex edge & face selection
modes, matching mesh editing behavior, useful with the UV rip tool.

Region select & edge tagging are currently not supported,
although they could be added eventually.
2020-07-09 18:43:23 +10:00
f7bbc7cdbb Sculpt Vertex Colors: Initial implementation
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.

This commit includes:
  - SCULPT_UNDO_COLOR for undo support in sculpt mode
  - SCULPT_UPDATE_COLOR and PBVH flags and rendering
  - Sculpt Color API functions
  - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
  - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
  - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
  - Remesher reprojection in the Voxel Remehser
  - Paint Brush and Smear Brush with color smoothing in alt-smooth mode
  - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
  - Color Filter
  - Color picker (uses S shortcut, replaces smooth)
  - Color selector in the top bar

Reviewed By: brecht

Maniphest Tasks: T72866

Differential Revision: https://developer.blender.org/D5975
2020-06-23 16:28:50 +02:00
17193f6c76 UI: rename 'smoothen' to 'smooth'
Other smooth operators use term 'smooth'.
2020-04-07 15:12:18 +10:00
470fe59f7e Sculpt: Mask Slice
This operator is similar to Mask Extract, but it deletes the masked points on the original mesh and fills the holes. This can be useful for quickly trimming or splitting an object.
This is not meant to be the main trimming tool of sculpt mode. I plan to have a set of trimming tools based on geometry booleans (trim box, lasso, line, bisect...) but in some cases doing a mask selection is more convenient.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6160
2019-11-21 18:27:30 +01:00
cfb3011e52 Sculpt: Mask Extract operator
This operator extracts the paint mask to a new mesh object. It can extract the paint mask creating a boundary loop in the geometry, making it ready for adding a subdivision surface modifier.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5384
2019-09-10 15:19:48 +02:00
d8baafd693 Edit Mesh: Poly build tool improvements
This commit changes the functionality of the Poly build tool to make it more suitable for retopology tasks:
  - Click and drag from a boundary edge extrudes a new quad
  - Click and drag on vertices tweaks the position
  - Ctrl + click adds geometry. There is a geometry preview in the gizmo. It also can automatically convert triangles to quads.
  - Shift + click deletes mesh elements (faces or vertices)
  - Updated preselection code. Different mesh elements take priority depending on the selected action.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D5573
2019-08-27 16:24:16 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
9ca6fc41ae Bevel: Make modal keymap instead of hardcoded.
Also added keys for toggling harden normals,
and cycling through miter types.
Still to do: add some shortcuts for affecting the
spread value for arc miters.
2019-02-10 16:08:25 -05:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
c0f88ed8a8 Cleanup: sort forward declarations of enum & struct
Done using:
  source/tools/utils_maintenance/c_sort_blocks.py
2019-01-28 21:17:58 +11:00
bcf0c71433 Cleanup: remove non-existing function declarations 2018-12-31 00:58:54 +11:00
d3a75c48fd Cleanup: move extrude gizmo to transform module
Since this is no longer mesh only, move out of mesh,
rename next.
2018-11-21 09:20:19 +11:00
6b51e15973 Cleanup: split extrude gizmo into own file 2018-10-02 17:34:27 +10:00
e16e17486b Gizmo: use spin widgets by default
- Now the spin tool has a persistent gizmo.
- Uses scene orientation, with additional view orientation.
- Uses the cursor center, ignoring the pivot since the
  selection center is rarely useful.
- Disable most of the redo gizmo's for now since they overlap,
  only allow adjusting the angle.

  Note: mixing new action with adjusting previous is confusing,
  we'll want to have design guidelines regarding this.
2018-09-18 13:44:41 +10:00
2ca7d14814 Cleanup: spin redo naming changes 2018-09-18 09:58:27 +10:00
03bccd0010 Cleanup: move editmesh spin gizmo into own file
To mix both initial spin and redo ends up being more involved,
move into own file.
2018-09-18 09:51:12 +10:00
Dalai Felinto
b4d23818c8 Remove MESH_OT_drop_named_image
This was never ported to work with Cycles, so it is basically useless in 2.8.
It can always be brought back in the future.
2018-08-20 20:58:20 -03:00
4e6bcd10e5 Merge branch 'blender2.8' into soc-2018-bevel 2018-07-21 19:29:15 +05:30
5ebebcfbff WM: rename manipulator to gizmo internally 2018-07-14 23:49:00 +02:00
31e43d021f Merge branch 'blender2.8' into soc-2018-bevel 2018-07-02 23:31:19 +05:30
b076b3853c Merge branch 'master' into blender2.8 2018-07-02 12:03:56 +02:00
b88e51dd55 Cleanup: use bool for poll functions 2018-07-02 11:51:31 +02:00
1255129932 Merge branch 'blender2.8' into soc-2018-bevel 2018-06-11 21:03:07 +05:30
bfe1d0e0dc Merge branch 'master' into blender2.8 2018-06-01 18:26:42 +02:00
75fc1c3507 Cleanup: trailing whitespace (comment blocks)
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-06-01 18:19:39 +02:00
5d2d36b068 Applied soc-2017-normal-tools 2018-05-25 22:24:24 +05:30
3f3326af1c EditMesh: add cube interactive tool
Initial add-cube tool which uses the scale cage to resize.

The 3D cursor is currently used to project the cursor onto.

We'll likely have more orientation options in the future.
2018-05-10 20:31:10 +02:00
eefaec4114 Extrude Widget: Add orientation to topbar
Add extrude operator that's intended to work on the current selection
and be activated as a tool.
2018-05-07 21:40:51 +02:00
31f8d05432 Merge branch 'master' into blender2.8 2018-05-03 08:31:38 +02:00
0d6ddd0a1d Cleanup: split out extrude spin/screw
Since these will have their own manipulators,
its more convenient to keep them separate.
2018-05-03 08:20:29 +02:00
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
cd3c31b2c0 Tool System: experimental low-poly construction
Tool for creating polygons, exact usage may change based on feedback.

LMB to add faces at boundaries (tris from edges, quads from verts).
- Ctrl splits edges
- Alt to dissolve edges/verts.

Works well with vertex snap & auto-merge.

This uses selection hover but isn't intended to introduce more widely
pre-selection highlighting, at least it will be restricted to this tool.
2017-10-26 18:40:27 +11:00
8bb69b6157 BMesh: add decimate edit-mode tool
Support applying decimate to the mesh selection.
2016-07-08 23:38:52 +10:00
193b38cc47 Remove select-next-loop operator
Taken from original bmesh-branch but doesn't give useful results
(misses selection flushing).
2016-01-04 15:03:18 +11:00
c6e8353462 Fix possible invalid-index use /w link/path select 2015-12-28 21:26:02 +11:00
d020b4ca91 BMesh: extract int/bmesh element access funcs.
Support getting an vert/edge/face from a single index, useful for operator redo.
2015-12-27 18:05:34 +11:00
d70e0b6654 BMesh: Boolean as an edit-mode tool
Works much the same as intersect operator,
expose as a new operator since for users its quite different.

Access from face menu.

Internally, this adds boolean args to BM_mesh_intersect function.
2015-12-11 17:54:42 +11:00
d8e994b35f BMesh: edge-offset feature (Ctrl+Shift+R)
Ability to quickly add 2x edge loops  on either side of selected loops.
2015-06-15 11:03:13 +10:00
41564a402e BMesh: flatten faces operator 2015-06-11 21:54:06 +10:00
944e0bd7b5 Cleanup: rename clear_skin & clear_mask operators to skin_clear and mask_clear.
So that they match all other op names around - and sensible logic as well.
2015-05-03 15:18:27 +02:00
3a808270df Fix T44589: No way to add a skin data layer manualy.
There are several ways to end up with an object with skin modifier, but no
skin data on the geometry. So we need an operator to add it by hands.

Also tweaked a bit UI of this modifier.
2015-05-03 15:09:48 +02:00
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
b1dbda143d BMesh: Connect path, use select order
Could connect a pair of verts previously,
now connect all vertices along the path, running a second time closes the loop.

Can also be used for without faces to connect edges between selected points.
2015-02-16 09:44:30 +11:00
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