That ended up in tricky code trying to mimic depsgraph
branch behavior API-wise preserving texspace and bound
box calculation compatible with previous releases.
So for now bring cu->disp back to the trunk but keep
texpsace and boundbox APIs the same as in the branch.
This keeps texpsapce and boundbox behavior fully compatible
with previous releases and still makes API the same as
for meshes.
Object update used to free object-data level bounding box to trigger
it's re-calculation in the future. Such a freeing performed from
object update isn't thread-safe because mesh could be shared between
multiple objects.
Rather than freeing bounding box, tag it's as invalid, this is safe
from threading point of view and also prevents unnecessary memory
re-allocation.
Object-level bounding box is still reallocating, but think we could
change this easily in the future as well.
--
svn merge -r58154:58156 -r59258:59259 ^/branches/soc-2013-depsgraph_mt
Now modifier stack wouldn't modify original curve's nurbs
and will operate on a copy of nurbs.
This makes it possible to process curve object update with
shared curve datablocks from multiple threads. There's no
big overhead for creating a copy of nurbs comparing to old
behavior which was allocating original vertex array and
apply coordinates on curve after all modifier are applied.
The only remained issue with curves is curve's bounding box
and texture space. It's not thread-safe, but it wouldn't
lead to crashes -- it just could lead to either memory
leak or wrong texture coordinates due to difference in
modifiers stacks of objects which shares the same curve.
--
svn merge -r57959:57961 ^/branches/soc-2013-depsgraph_mt
So far it was harmless, but with upcoming changes having this
argument could be confusing from logic point of view
--
svn merge -r57958:57959 ^/branches/soc-2013-depsgraph_mt
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
- add support for using the active point's orientation.
- add support for creating new custom orientations from curves.
- fix error where only the last selected curve handle was taken into account for manipulator orientations.
modifiers with text/curve/surface objects.
This is because the code here did not yet support the distinction between
generating the tesselated mesh at viewport/render resolution and generating a
separate displist/derivedmesh for render that is not stored in the object but
created and freed on the fly.
Without this, bezier curves at 12 resolution are very high detail for many tasks when converted from freehand strokes.
so add the option to convert 1:1 grease pencil points to curve polygons.
also add use_handles option to curve conversion which is used when converting beziers to poly lines.
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!
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
from public header file.
Further cleanup is coming.
This commit updates curve datablock to respect curve dimension flag
when setting datablock for curve.
Not ideal but this makes behavior quite expected, avoids big changes in
curves core stuff which depends on object type and prevents restrictions
on changing data datablock which works in general cases.
- The object ID was being passed to the data_delete_material_index_id() from object_remove_material_slot(), rather then the object data. (so the material slot fix wouldnt run in that case).
- add support for fixing text object materials too.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
NURBS surfaces always used resol{u,v} from spline and never used curve's render resolutions.
Now, if curve's render resolution is non-zero then it'll override resolution for all
splines when rendering (in needed direction only, ofcource).
more of a request then a bug but shows up a strange limitation with curve deform modifier,
The mesh bounding box would set the deform axis start/end to map the deformation of the curve to. This means it ignored offset in the object location and object data location (you could use a dummy vertex to trick it).
Old files wont change, added an option (next to stretch), called 'Bounds Clamp', old files have this behavior but newly made curves have it disabled.
Double checked this gives useful results with stretch on/off and negative axis.
[#23108] bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN') dosen't work in console
[#23115] Crash when moving armature origin
- setting the armature in editmode would leave editdata in some cases.
- transforming selected linked objects to account for the movement of the obdata was only done for meshes, now do for curves and text3d.
- added utility functions for getting curve & mesh bounds.
- text3d moving center wasn't working at all.
- changed drawobject.c to use BLI_math funcs in more places.
- remove some unused code from operator object.origin_set.
Fix#21498: Edit curve Shape key /252_r 27318
Added full support of shape keys for curves and nurbs surfaces including
topology changing in edit mode, undo stuff, updating relative keys when
working under basis and so on.
Internal change to not apply the shape keys to the Mesh vertex coordinates,
but rather use it as part of the derivedmesh/displist evaluation. This only
has one practical advantage right now, which is that you can now make a
linked duplicate and pin it's shape key to a different shape than the first
object.
Further, this makes shape keys correctly fit into the modifier stack design,
which will help implement some other features later. Also it means the mesh
vertex coordinates are now really the orco's.
Renamed BevPoint's members
* x,y,z -> vec[3]; compatible with other functions.
* f1 -> split_tag; used by displist to set the splitting flag.
* f2 -> dupe_tag; used in curve.c to remove duplicates.
BevList
* flag -> dupe_nr; was being used as a counter for duplicate points.
* use arithb.c functions where possible.
* arrays for coords, tilt and radius were being allocated, then copied into the BevPoint's, now write directly into the values without allocing/freeing arrays.
moved CU_2D to Nurb->flag in do_versions
This made simple type checks confusing to read.
many... if( (nu->type & 7)==CU_BEZIER)
replaced with ... if(nu->type == CU_BEZIER)
made setting rna curve_2d clamp the Z values. still more RNA/UI changes to do.
Another bug in the 'radius per vertex' feature in curves.
If you set front/back face off for curves, and make it bevel or give
depth, the curves should draw as tubes. This feature didn't work in 2.48
either...
Still unsure about this implementation, campbell can check!
own fault, broke rev16702.
Curves created by fonts didnt have their radius set. Forgot do do this when making radius calculated with the curve (like tilt)
Font object + editing back.
Was quite some work due to a myriad of globals all over!
Works nicely 100% local now.
To enable a single textedit operator, I've added a new
keymap entry KM_TEXTEDIT, which gives all keyboard events
to the handler. Also had to add a new keymap-add function
to force a keymap handler in beginning of region handlers.
In future this can be used to prioritize handlers.
Also: split off the arrow keys (frame change) to a separate
region level handler. Can be set with default flag in
regiontype->keymapflag ED_KEYMAP_FRAMES
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.