* Exploded faces that were meant to be hidden were still created with invalid vertices (0,0,0,0).
* In normal cases this went unnoticed, but for example edge split modifier crashed when it encountered these faces.
The problem was in fact in recent BLI_edgehash changes: a typo in the new macro EDGE_ORD made v0 > v1, instead of v0 < v1. This caused the bug in explode modifier, which (ab)uses that ordering feature a bit…
duplicate of BKE_curframe() which just takes two extra args.
For the few calls in the physics engine where CFRA+1 instead of CFRA
was being used, I've added a new BKE_nextframe() call, which will
calculate for CFRA+1 instead of CFRA in much the same way that
bsystem_time() would end up doing things (which means including
subframe steps).
* Explode modifier was flagged as "nonconstructive", so the "apply as shape" option was shown. And yes I know exploding things probably isn't usually considered as very constructive, but.. :P
* This is basically a total rewrite of the edge split algorithm. The old one didn't handle tris at all and quads were cut wrong in some cases too with the addition of not handling uv coordinates at all.
* This new algorithm uses a flag system to categorize different splits and the identical but rotated cases in a similar way to how marching cubes indexes different cases.
* It cuts quads and tris and creates proper uv's for the new faces too.
* I also renamed the option to "edge cut" to differentiate if from the edge split modifier and added an option to override a uv-channel in the exploded mesh with particle age as x-coordinate so that the shrapnel can be faded out nicely etc.
most local modifier,GPU,ImBuf and Interface functions are now static.
also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
Used a crazyspace approach (like in edit mode), but only modifiers with
deformMatricies are allowed atm (currently shapekeys and armature modifiers only).
All the rest modifiers had an warning message that they aren't applied because
of sculpt mode. Deformation of multires is also unsupported.
With all this restictions users will always see the actual "layer" (or maybe
mesh state would be more correct word) they are sculpting on.
Internal changes:
- All modifiers could have deformMatricies callback (the same as deformMatriciesEM but
for non-edit mode usage)
- Added function to build crazyspace for sculpting (sculpt_get_deform_matrices), but it
could be generalized for usage in other painting modes (particle edit mode, i.e)
Todo:
- Implement crazyspace correction to support all kinds of deformation modifiers
- Maybe deformation of multires isn't so difficult?
- And maybe we could avoid extra bad-level-stub for ED_sculpt_modifiers_changed
without code duplicating?